View Single Post
Old 29 June 2017, 15:32   #59
smila
Registered User
 
Join Date: May 2009
Location: england
Posts: 24
Interesting read.
I've worked on a lot of c64 games released by Psytronik, here's my thoughts.

1) keep your team small - 1 artist, 1 programmer, 1 audio person ( any more than that and the risk of disagreements/ quiting the project is high.
2) start with something small and fairly simple - don't try and create shadow of the beast for a first release as the chances of people losing interest is high.
3) let 1 person design the game or again the chance of disagreements/ quiting the project is high.
4) Don't let the community steer your project, I've seen this happen to so many projects and most of them never get finished. stick to the team.

Kenz who runs psytronik is a top bloke and always goes above and beyond to make your release look great.
Here's some of our c64 releases-



Anyhoo thats just my thoughts.
Good luck

Last edited by smila; 29 June 2017 at 15:47.
smila is offline  
 
Page generated in 0.05646 seconds with 9 queries