PC Gamer - How designers create indie smash hits
Posted: August 1st, 2014, 2:00 am
http://www.pcgamer.com/2014/07/31/no-co ... mash-hits/
Have you played Gunpoint? Hotline Miami? Spelunky, Risk of Rain or Super Crate Box? They are pretty successful on Steam, no matter if free or paid. Have you ever wondered how did "those awesome guys make this games"? PC Gamear reveals that the thing behind those smash hits was the simple Game Maker. I know what most of you are thinking "eww gaemmaker, code ftw", but for those new and want to try to enter the world of developing, tools like Game Maker, Stencyl and probably a lot others alike may be the key.
Now I'm not advertising software for making games, but if you do want to make a step in being a game developer (or a hobbyist), I think this is worth reading. So, what do you think?
Have you played Gunpoint? Hotline Miami? Spelunky, Risk of Rain or Super Crate Box? They are pretty successful on Steam, no matter if free or paid. Have you ever wondered how did "those awesome guys make this games"? PC Gamear reveals that the thing behind those smash hits was the simple Game Maker. I know what most of you are thinking "eww gaemmaker, code ftw", but for those new and want to try to enter the world of developing, tools like Game Maker, Stencyl and probably a lot others alike may be the key.
In May 2013, Tom Francis opened preorders for his 2D stealth hacking game Gunpoint. By the time Gunpoint actually went on sale, a week later, Francis had already made enough money to quit his job at PC Gamer and focus on game development full-time. But for many people, the biggest surprise came not from the game's amazing performance three days after release, but rather the way it was made—that it was developed using a tool called GameMaker.
Now I'm not advertising software for making games, but if you do want to make a step in being a game developer (or a hobbyist), I think this is worth reading. So, what do you think?