Avoiding Mistakes As A Game Programmer
Avoiding Mistakes As A Game Programmer
By André LaMothe
You can make about 10 billion general mistakes when you write a game and another 100 billion
technical mistakes. Here are some common mistakes that span the spectrum of game
development.
Chances are good that you're going to involve one or more other parties in the development of
your game. Maybe another party is going to finance it or distribute it. Regardless, don't let
yourself be exploited. This is easier said than done, but in the end, a bad deal makes everyone
unhappy.
If your game is going to take 15 months to make, then you need 15 months; that's all there is to
it. If you need $50,000 or $1.5 million, then that's what you need. If you make the game in a
shorter time frame or for less money, it's guaranteed that the game will be awful, it won't sell,
and everyone will point their fingers at you! So when you make any kind of financial deal —
marketing, sales, or distribution — make a good deal or you'll be sorry!
As a rule, a 2-D game takes between six and nine months to complete and costs about $100,000
for commercial-level quality. A 3-D game has an unlimited upper boundary, but 15 months and
$750,000 is the absolute lower limit for any quality game.
Missing Christmas
If you're going to write a game that is going to be released any time during the latter part of the
year, don't miss Christmas. Your best bet is to have the game finished by October or November
at the very latest. If the game is shareware, the time of release isn't that important. However,
people always seem to be in more of a spending mood around the holidays, so don't shoot for
Arbor Day or some other less-than-profitable time.
If you make a game that has one single problem, people will blow it out of proportion. A single
pixel out of place turns into "a bad video driver" on the Internet within 24 hours. Therefore,
make sure that you beta test your game on a number of machines with different configurations.
If you don't have access to 20 to 30 computers (like anyone does), then take your game on a
disk or CD to the nearest computer store and try the game out on their computers. If someone
asks you what you're doing, just tell them that you're thinking of buying some computers, and
you want to see if this game is compatible — unless, of course, you want to use this response:
"I'm a store shopper. If you play your cards right, I won't write you up."
If you don't like pretending to be James Bond, a local school's computer science lab will
probably allow you to try your game during off-peak hours. But pretending to be James Bond —
or Jane Bond — is more fun.
Neglecting to advertise
If you're a former employee of Atari, please read this carefully: Products do not sell themselves.
If you want your game to sell, you need to advertise in some fashion. If you're marketing the
game yourself, set up a simple Web site and get some interest going. When you're about one to
two months from release, start sending out betas to game sites. When you're finally ready to
release your game, go all out. Upload it to hundreds of sites manually or with an Internet spider
or bot to put the game all over the place and at least let people know that it exists.