Indie Developers Showcase, Day 4: Battleships Forever
Welcome to Day Quatern of The Escapist's Independent Developer Display case, a 10-sidereal day celebration of the designers and programmers who have struck stunned on their have to make the games they want to make. Every day we'll feature a inexperient game or demonstration by an up-and-future day indie developer along with a short interview. Some games are already commercially gettable, some are works in advancement, but all are free to play. To see who's on the schedule or check out what you've missed, snap Here. Enjoy!
Sean "th15" Chan is a 23-year-sure-enough game house decorator from Republic of Singapore who started his career making Warcraft 3 maps and eventually moved on to fashioning games in Game Manufacturer. His current project is Battleships Forever, a freeware space combat sim featuring fully customizable user-created ships.
On Battleships Evermor:
"Battleships Always is a military science time period strategy game that features starship combat where each individual ship section and gas pedal gun turret is modeled to precise detail. What this substance is that you can blow soured parts of ships realistically instead of having ships magically break loose when their health bar hits zero."
"On top of that, the game comes with an extensive Send on Maker program that allows you to make your have ships. This allows you to setup your own fantasy quad battles, just like when you were younger and playing with starship toys, but with much church bench church bench and major explosions."
"Lately, I've been on the job with some of the guys WHO toy Battleships Forever to bring out a major new version of the spirited. Thomas "Kaelis" Gawarski has added a whole crew of spectacular features to the Ship Maker such as rotating and transforming sections and custom red sprites. Others much as Arcalane and Cycerin take up too been very helpful in putting overeat together for Battleships Forever."
On the hardest part of developing games severally:
"Coding everything so that it works properly. That's definitely been the most difficult and the most rewarding part of making games. I'm non a programmer past breeding (I did TV production in school) indeed I had to learn how to code along the way. That aforesaid though, the satisfaction of having handwritten code that works smoothly is pretty cool."
On the pip job helium's taken to support his ambitions:
"I was still in school when I started practical on Battleships Forever. But we have conscription over Hera in Singapore, a mandatory two years of service in the armed forces. I worked on Battleships Forever through this two class menstruation on the weekends and evenings turned. That was pretty terrible."
Connected what it would hold him to work for a major developer:
"Their commitment to making really unresponsive games. I am working full time with a small dev present in Singapore right now, but I try to work and release games during holiday periods. I exactly want to bring i good games; whether I act up that as an employee or independently doesn't matter to ME."
On the biggest take exception confronting the games industry:
"Remembering that the to the highest degree important part of a game is the player. Excessively often designers indulge themselves in self-serving whims such arsenic trying to make a movie instead of a game. Cinematics are just silly – cut scenes nullify the agency of the player and they're the ones that count. It's depressing to see videogame designers trying their hand at amateur movie making within their games and doing such a middling problem of it. Our medium has its strengths and weaknesses; it makes nary sense to try to make a pic when you're making a game."
https://www.escapistmagazine.com/indie-developers-showcase-day-4-battleships-forever/
Source: https://www.escapistmagazine.com/indie-developers-showcase-day-4-battleships-forever/
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