I wasn’t counting on it, but part of me was hoping that my game would win. Turns out there was just one category for it, “Best 2D Game”. They soon got to the “2D Games” part of the awards. I’m there with my Dad, and they’re announcing winners for the different categories. Maybe I would get “Best Art” or something? I didn’t really see myself winning “Best 2D Game” though. I was going against another project that actually a mini contest in my 2D game design class. I wasn’t expecting a whole lot to come from it. I submitted mine to the 2D games category. Certain projects would be rewarded in different categories. I submitted it to an event at my college where they showed off the works of students who were studying game development. The months following, I continued to work on Lost Caves in my free time. This was way more than just some college assignment. I knew what I had was something good though, and I proved it to him (after making a few adjustments as per some suggestions). When I first pitched the idea of an exploratory platformer all about collecting treasure to open doors to him and the class, he was rather weary of it and not completely sold on the concept. ![]() The game, like I predicted, got an A, with my professor being very impressed. The following day, I presented my project to the rest of the class. I wasn’t making this project for a grade. I worked my ass off on it during that class, and even stayed up very late the night before the project deadline just to add a boss to the game, even though I knew I was guaranteed an A, even without it. Finally, I could seriously work on Lost Caves, a project I’ve wanted to do for six years. Shockingly enough, I learned the ropes of Unity extremely quickly. ![]() It was one of the best decisions I ever made. Nevertheless, I took a chance, and I signed up for it. I was a bit weary about even taking the course, since I was still not confident in my abilities as a programmer, and Unity is heavy on the code. I’ve known about Unity for a very long time, but I’ve never used it extensively. My programming professor taught a 2D game design course using Unity. I was kind of stuck.įinally I found what I was looking for in 2017, my Junior year at SCAD. GameSalad, the engine I used for Galastar, wasn’t particularly stellar at handling 2D side scrollers (Which I learned after making a prototype in 2014), and I was slowly moving away from Game Maker, the first game engine I ever used. The problem was that I really didn’t have a good engine to develop it in. An exploratory platformer called Lost Caves. Well, there was another project I’ve wanted to work on ever since I started development of Galastar. Galastar was done, so now what? After having a project in the works for five years, suddenly having nothing to work on left a big hole in me. I spent way too much time not working on it, and I didn’t market it almost at all outside of my inner circle.įor the following one-and-a-half years I hit a streak of depression. Regardless, I still failed in more than one aspect in the development. That all being said, getting a game published at all (especially through a process as gruesome as iOS publishing) is an achievement in its own right. ![]() The game may as well not exist outside of my inner circle of friends who downloaded it. I didn’t talk to any press, and I didn’t even have a website for it. I spent virtually none of my time actually marketing the game. I don’t know what I expected, to be honest. It spiked on the first day, and that was it. The game never even breached 1,000 downloads. Sure, people in my inner circle and maybe people from a couple degrees of separation played it, and they enjoyed it, but it got no further than that for the most part. Often my dad would rightfully nag at me to work on it and to finish it, instead of letting it sit there.įinally, during my Freshman year of college, I began to haul ass on it, and eventually released it. ![]() I’d go weeks, sometimes even months without ever touching my project, and just letting it gather virtual dust on my computer. More often than not, I’d stop development of Galastar to do something with more instant gratification, like Minecraft. Why did it take so long to develop, though? Simple, I was a teenager with a short attention span (And maybe a liiiiiiiittle too much homework). It started development during my infantile years as a developer, so the concepts were not too difficult to implement.
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