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	<title>Comments on: Outsourcing Artwork for Game Development</title>
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	<link>http://gbgames.com/blog/2005/07/outsourcing-artwork-for-game-development/</link>
	<description>An Indie Game Developer's somewhat interesting thoughts</description>
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		<title>By: GBGames</title>
		<link>http://gbgames.com/blog/2005/07/outsourcing-artwork-for-game-development/comment-page-1/#comment-808</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Fri, 15 Jul 2005 18:18:31 +0000</pubDate>
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		<description>Actually, those are good questions that I&#039;ve been asking myself lately.  After the Game in a Day, my development time has tapered off.  When I did start working on things again, I found myself working on the engine without a real focus, and not having a clear focus is a good way to waste time.  

I have some general guidelines.  For instance, I know I want to be selling at least one game by the end of next year.  I also want to have a few smaller games developed by the end of this year.  It&#039;s already July, and I know I haven&#039;t been looking at the list of things I want to do.  It has been out of my mind for too long.

So I recently decided that I need to be very clear about my next steps.  I already know not to attempt large-scale MMO games, but I found that I need to scale back even more.  Some of the game ideas I thought are feasible just aren&#039;t at this point in my own development.  I&#039;m going out of town this weekend, but I want to come up with a very simple design for a very simple game.  I will not make it overly detailed as I know the game will evolve as I make it, but I don&#039;t want it to be too vague either.  And I want to set a deadline of one month from start to finish.  I will create a design for a simple game that only requires me to finish it in four weeks.  Then I&#039;ll move on to something else.  I can probably come back to it later to clean it up.  

But the goal currently is to continue to learn how to make games.  I&#039;ll likely post about the next game project, similar to how it is done here: http://lostgarden.com/2005/06/using-blog-as-game-design-document.html  I&#039;ve been hesitant about making very simple games because I didn&#039;t want to make just another Asteroids or Breakout clone, but I think I&#039;m only slowing down my own development.  After all, those games are like the &quot;Hello, World!&quot; of game development, and I can&#039;t expect to skip such an example when learning a new programming language.</description>
		<content:encoded><![CDATA[<p>Actually, those are good questions that I&#8217;ve been asking myself lately.  After the Game in a Day, my development time has tapered off.  When I did start working on things again, I found myself working on the engine without a real focus, and not having a clear focus is a good way to waste time.  </p>
<p>I have some general guidelines.  For instance, I know I want to be selling at least one game by the end of next year.  I also want to have a few smaller games developed by the end of this year.  It&#8217;s already July, and I know I haven&#8217;t been looking at the list of things I want to do.  It has been out of my mind for too long.</p>
<p>So I recently decided that I need to be very clear about my next steps.  I already know not to attempt large-scale MMO games, but I found that I need to scale back even more.  Some of the game ideas I thought are feasible just aren&#8217;t at this point in my own development.  I&#8217;m going out of town this weekend, but I want to come up with a very simple design for a very simple game.  I will not make it overly detailed as I know the game will evolve as I make it, but I don&#8217;t want it to be too vague either.  And I want to set a deadline of one month from start to finish.  I will create a design for a simple game that only requires me to finish it in four weeks.  Then I&#8217;ll move on to something else.  I can probably come back to it later to clean it up.  </p>
<p>But the goal currently is to continue to learn how to make games.  I&#8217;ll likely post about the next game project, similar to how it is done here: <a href="http://lostgarden.com/2005/06/using-blog-as-game-design-document.html" rel="nofollow">http://lostgarden.com/2005/06/using-blog-as-game-design-document.html</a>  I&#8217;ve been hesitant about making very simple games because I didn&#8217;t want to make just another Asteroids or Breakout clone, but I think I&#8217;m only slowing down my own development.  After all, those games are like the &#8220;Hello, World!&#8221; of game development, and I can&#8217;t expect to skip such an example when learning a new programming language.</p>
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		<title>By: Joost Ronkes Agerbeek</title>
		<link>http://gbgames.com/blog/2005/07/outsourcing-artwork-for-game-development/comment-page-1/#comment-786</link>
		<dc:creator>Joost Ronkes Agerbeek</dc:creator>
		<pubDate>Fri, 15 Jul 2005 11:30:57 +0000</pubDate>
		<guid isPermaLink="false">/?p=103#comment-786</guid>
		<description>What are your plans with regards to game development? Do you have a schedule? Do you already know what your game is going to be like?</description>
		<content:encoded><![CDATA[<p>What are your plans with regards to game development? Do you have a schedule? Do you already know what your game is going to be like?</p>
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