"Invert" Development Journal 00: Origins

Source: Internet
Author: User

According to the practice of all programmers, the numbering starts from 0. This series of logs will record an independent game initiation, ideas, design, implementation, and so on (if required), on-line maintenance (if you want to play) the whole process, share some experience, some lessons, stretch some mood, some life. Because I am an on-the-job developer, this matter is mostly amateur relaxation and recreation, so time is expected to be long, at least half a year, and updated irregularly.

In the first chapter, or the 0th, I want to answer some questions: Why does an incumbent programmer have to do independent development? Why does a program dog that writes a day of code go home and write code "pastime"? Is he freaking out? No, not at all. I've been in touch with computers for 20 years. Primary school when mom because of the work of the cause of "huge money" bought a Lenovo, Celeron cpu,256m memory, integrated graphics, no network. It is this ten years ago into the museum of Things, for the true pupil at that time, is a realistic version of the Magic crystal ball Ah! I don't know how many people remember that year Win98 or Win95 's "My Computer" property page has a simple dynamic effect: A white computer, a green earth on a computer monitor rotates continuously. The thing that any game programmer can achieve in a minute is that I am firmly convinced that this is a "masterpiece" Entrance for a long time, so that my family will often see me in a daze over My Computer's property page ... The game on children's natural attraction later more and more out of hand, parents give the pocket money almost all used to buy pirated game disc, buy too much afraid to be scolded, so secretly hidden in his bedside cabinet.

In the end, my dream of becoming a great scientist has been shaken, and I remember clearly that one afternoon in junior high school my dad picked me up and asked him in the backseat of the motorcycle, "Can I play games when I grow up?" "Because of the age of" e-heroin ", I vaguely felt that my thoughts were not so" mainstream ". Unexpectedly, my father did not show any surprise and hesitation, he told me directly: "As long as you are interested in, reasonable things, you can do." So more than 10 years later, I really learned how to play the game. But all industries are not like it looks from the outside, the cabbage friends will tell you do not buy cabbage, because cabbage is sprayed out of pesticides, bean sprouts will tell you do not eat bean sprouts, because the bean sprouts are fertilizer bubble out, so I also want to say, do not play domestic hand tour, because domestic hand tour is the TMD is a scam! Too few play, plot, performance on the exploration and polishing, too much marketing skills and psychological kidnapping. If the measure of a plan is not the game design, but the burial techniques, if the measurement of a program is not the quality of the code and the speed of the package, if the measurement of an art is not aesthetic skills but the cottage ability, then this final product how to call it "game"? It's just a tool for con money.

So after two years of playing, I still have a feeling that I never realized my childhood wish, and I still feel like I've never played a game. So I decided to do a game of my own, planning based on my first unity game to improve the development, the program to achieve their own, art and music relying on resource stores and outsourcing, not affected by any market pressure, do not do any unethical psychological kidnapping for revenue purposes. It's also an experiment, and I'm also going to access ads and pay to try to create profits "ethically" on the premise of ensuring the gaming experience. I would like to look at a product that does not say "marketing skills" and focuses on the "Make Happy" game on the origin of what the outcome will be. If I fail, I have nothing to lose; if success, at least, can convey a signal: in this world, do not deceptive, by doing their own things well, can also live well.

"Invert" Development Journal 00: Origins

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