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How to take 7 years to ship a beta

233 点作者 fmavituna将近 7 年前

22 条评论

jfim将近 7 年前
&gt; So how can you take 7 years to make your game? [...] Simply open up your code editor, download a basic windowing layer like SFML (we aren’t savages and this isn’t handmade hero), and then start writing your resource manager, event system, animation system, physics system (which you’ll ultimately throw out and replace with Box2D), scene manager, GUI code, serialisation framework, build tool-chain, entity-component system, and texture manager, to name but a few.<p>That&#x27;s the meta game, where the author of the game enjoys building the game as its own game. Not productive if you&#x27;re trying to ship a game, but definitely sounds fun.
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severine将近 7 年前
&gt; Bonus temporal adjustment points can be obtained by posting retrospective parody articles to Hacker News the day before your game comes out.<p>Some highlights:<p>365 days of pixel art<p>109 points eigenbom 3 years ago 34 comments<p>(<a href="https:&#x2F;&#x2F;medium.com&#x2F;@eigenbom&#x2F;365-days-of-pixel-art-f6131f280537" rel="nofollow">https:&#x2F;&#x2F;medium.com&#x2F;@eigenbom&#x2F;365-days-of-pixel-art-f6131f280...</a>)<p>A game whose source code fits in one tweet<p>162 points eigenbom 3 years ago 51 comments<p>(<a href="https:&#x2F;&#x2F;github.com&#x2F;omnus&#x2F;tiny-twitch" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;omnus&#x2F;tiny-twitch</a>)<p>I&#x27;m 2 years into development of my sandbox game, Moonman<p>128 points eigenbom 5 years ago 71 comments<p>(<a href="http:&#x2F;&#x2F;bp.io&#x2F;post&#x2F;1501" rel="nofollow">http:&#x2F;&#x2F;bp.io&#x2F;post&#x2F;1501</a>)<p>Ask HN: What are some poorly written but very successful open source software?<p>35 points eigenbom a year ago 32 comments<p>3.5 years of open development for a procedurally-generated adventure game<p>15 points eigenbom 3 years ago 4 comments<p>(<a href="http:&#x2F;&#x2F;forums.tigsource.com&#x2F;index.php?topic=21997.0" rel="nofollow">http:&#x2F;&#x2F;forums.tigsource.com&#x2F;index.php?topic=21997.0</a>)<p>Moonman: 3 Years of Solo Gamedev and 2 Left to Go<p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=9011787" rel="nofollow">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=9011787</a><p>13 points eigenbom 3 years ago 8 comments<p>I&#x27;m a dad<p>11 points eigenbom a year ago 9 comments
tialaramex将近 7 年前
Ha, amateurs. The Haiku operating system project is almost seventeen years old and still hasn&#x27;t shipped a beta.<p>Finding excuses is vital, but it&#x27;s important to have both excuses for not shipping the beta and excuses for why beta is almost here and there&#x27;s no need to think the past history of delays bodes ill for the project.<p>Here&#x27;s a HN comment back in January where the poster says Haiku&#x27;s beta will be out &quot;this quarter&quot; (Q1 calendar 2018), I laugh at that, and another HN poster says OK, but definitely by _next_ quarter (Q2 calendar 2018).<p><a href="https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=16149192" rel="nofollow">https:&#x2F;&#x2F;news.ycombinator.com&#x2F;item?id=16149192</a>
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ChefboyOG将近 7 年前
The bit about side projects generating more press than anything you do commercially...<p>There&#x27;s no need to personally attack me like that.
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CM30将近 7 年前
Just 7 years? That&#x27;s surprisingly short in game development terms, especially where certain examples of vapourware&#x2F;overly ambitious titles&#x2F;indie games are concerned.<p>I mean, this guy took 13 years to make his dream game:<p><a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=2b0tSu0QDQ0" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=2b0tSu0QDQ0</a><p>Duke Nukem Forever infamously took 15 years to make.<p>And well, as Metacritic shows in this list, 5&#x2F;6&#x2F;7 year development times are not too uncommon in general:<p><a href="http:&#x2F;&#x2F;www.metacritic.com&#x2F;feature&#x2F;games-that-shed-vaporware-status" rel="nofollow">http:&#x2F;&#x2F;www.metacritic.com&#x2F;feature&#x2F;games-that-shed-vaporware-...</a><p>It gets all the more insane with mods and hacks too, since fan projects don&#x27;t have any real pressure to get released at all, so overly OCD creators can spend decades on projects without having a publisher telling them to hurry up.<p>Mushroom Kingdom Fusion started in 2007 and only got cancelled in 2015, with the last demo being version 0.5. Brutal Mario had its first known demo released in 2006, and is still (presumably) in development in 2018. May be longer, said first demo was actually number demo 6.<p>In the Doom community, Mordeth apparently started in 1997, and was (probably) still in development just a few years ago. If it ever does get finished, it would have been in development so long that Duke Nukem Forever would have started and finished its own development in the middle of this game&#x27;s dev cycle.<p>Really, games can take a really long time, especially if you don&#x27;t have much in the way of monetary pressures or nagging publishers. And hey, who knows what projects will turn out to join that list in future. For all we know, thousands of people may have been working on games since the 90s, with their finished product only being released sometime in the next few years.
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qrian将近 7 年前
Reminds me of [this game](<a href="http:&#x2F;&#x2F;tobiasgame.co.uk&#x2F;about.php" rel="nofollow">http:&#x2F;&#x2F;tobiasgame.co.uk&#x2F;about.php</a>) which also took a quite bit(13 years).<p>They also have video presenting great tips for prolonged development such as ‘different mechanic for every rooms’ and ‘stick to your original plan’.
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projektir将近 7 年前
This game looks cool, though!<p>I have to say I have trouble differentiating these games, though. From what I can see Terraria, Starbound, and Moon Quest seem to be generally the same style of game, but it&#x27;s not clear to me why play one over the other.
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robertAngst将近 7 年前
&gt; I was a freshly baked postgraduate in Melbourne<p>Oh man I knew this was going to be a disaster when I head they were going straight into a grad degree.<p>I&#x27;m still on the fence about if CS students can actually program before working in industry, but doing a grad program that isnt paid for by Industry was a major red flag.<p>On the bright side, it sounds like OP learned tons and tons and tons. While the game flopped, I bet they could throw together a top notch program in a year with their lessons learned.
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freekh将近 7 年前
Second that: game looks amazing! Maybe you should scratch the irony in the article because I&#x27;m sold :) I&#x27;m spending the next seven years on my project :)
nitwit005将近 7 年前
Feels like he forgot the obvious: By having exactly one developer.<p>Although I see he got some freelancer artists and a musician. At least he didn&#x27;t have to learn to compose music (people have done just that).
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ropable将近 7 年前
I backed this project some number of years ago on Kickstarter. I had honestly forgotten all about it, and then out of the blue last week: an email announcing that it was released and how to obtain it!<p>It looks great and plays well (notwithstanding early access); congratulations to the author for shipping at last.
jzemeocala将近 7 年前
I have been doing this for the past three years with a game based on the film adaptation of my favorite drug adventure book.<p>Don&#x27;t forget to save all of your work locally, on the cheapest hard disk with the highest failure rate. That way, when your hard disk fails 2 years in you can start from scratch.
milanmot将近 7 年前
The video of the game play looks really great. I wish you all the best for a huge success.
NegatioN将近 7 年前
This mirrors a lot of what the guys who made Retro &#x2F; Grade [0] said about how they made their game after quitting their day jobs. Although from this post it seems like he had a better time doing this, than they had.<p>[0]: <a href="https:&#x2F;&#x2F;www.gdcvault.com&#x2F;play&#x2F;1017963&#x2F;Obsessive-Compulsive-Development-Retro-Grade" rel="nofollow">https:&#x2F;&#x2F;www.gdcvault.com&#x2F;play&#x2F;1017963&#x2F;Obsessive-Compulsive-D...</a>
xchaotic将近 7 年前
It definitely takes passion. Commercially, there isn&#x27;t a lot of chance that the game will earn more than 7 years worth of earnings...
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ianseyer将近 7 年前
Surprised no one has mentioned Dwarf Fortress!<p>Development began in 2002, and the main author says 1.0 will be out in 14 years!<p>Extremely complex generative world with a vi-flavored interface. The game itself is like no man&#x27;s sky&#x2F;Minecraft.<p><a href="https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Dwarf_Fortress" rel="nofollow">https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Dwarf_Fortress</a>
the_duke将近 7 年前
Loved the sarcasm, hilarious.
gavanwoolery将近 7 年前
I&#x27;ve been following it for a while, and the game turned out really well (even ignoring the fact that it is still in beta). Images and movies don&#x27;t do it full justice, but the game is quite beautiful.
zenbai将近 7 年前
How did you support yourself during all that time?
sandworm101将近 7 年前
Kerbal Space Program.<p>Change game engine mid-beta.<p>Replace dev team mid-beta.<p>Keep adding game mechanics post-release.<p>&quot;Beta&quot; has no meaning. Just release whatever you got whenever you feel like it.
BinaryArcher将近 7 年前
Wow that hit home hard. Wish I had something like this to read, oh, say about 7 years ago?
bhouston将近 7 年前
I hope you didn&#x27;t delay the rest of your life for a game. :)
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