Part of it has to do with having the skills and expertise to pull this off. For now, this is a solo project, where I'm using my amateur art skillz, journeyman programming, and non-existent composing to come up with a game. Almost no one is a master of all of these, which is why many games are made by teams of people.
In addition, I have to learn a complex piece of software (which takes a couple days to get the basics learned thoroughly), a new programming language, and discover first-hand all the effects, mistakes, and good practices dealing with timing.
I'm like a skeleton ship without the parts and resources, but with some of the tools. Hopefully before June is out, I'll be like a specialized DX spaceship =P
Knuckstrike
I learnt something from this too: that making a game takes way more time than I would've thought.
I can't wait to play it! Good luck!
Fooliolo
Part of it has to do with having the skills and expertise to pull this off. For now, this is a solo project, where I'm using my amateur art skillz, journeyman programming, and non-existent composing to come up with a game. Almost no one is a master of all of these, which is why many games are made by teams of people.
In addition, I have to learn a complex piece of software (which takes a couple days to get the basics learned thoroughly), a new programming language, and discover first-hand all the effects, mistakes, and good practices dealing with timing.
I'm like a skeleton ship without the parts and resources, but with some of the tools. Hopefully before June is out, I'll be like a specialized DX spaceship =P