Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Scummbuddy on Fri 19/05/2006 23:01:32

Title: Starting a Game Company & How not to screw it up.
Post by: Scummbuddy on Fri 19/05/2006 23:01:32
I was checking out digg.com every hour like I normally do, when I saw an article entitled: How to set up your own gaming company (part 2)

Part 1 (http://www.downloadsquad.com/2005/11/28/how-to-create-your-own-game-company-part-one/) deals with production of the game,where as Part 2 (http://www.downloadsquad.com/2006/05/19/how-to-create-your-own-game-company-part-two/) deals with the buisness end of things and keeping costs down.

Within Part 2, you are linked to a previous article, and by far the most fun to read,  HOW TO SCREW UP A PERFECTLY GOOD GAME COMPANY IN TEN EASY STEPS. (http://www.gignews.com/fdloriginalten.htm)

Enjoy the read.
Title: Re: Starting a Game Company & How not to screw it up.
Post by: Gord10 on Fri 19/05/2006 23:23:14
Yay, AGS is mentioned there :)
QuoteSome other tools include: GLBasic, and excellent choice for those with programming skills; Unity is Mac-only for development, but will export Windows games; and Cube looks cool, but I haven't had a chance to tinker with it. There's also Adventure Game Studio, Coldstone, and RealBASIC out there.

I have read the article, they may be very helpful (though I knew the things told before as I read that kind of articles occasionally).
Title: Re: Starting a Game Company & How not to screw it up.
Post by: Huw Dawson on Sat 20/05/2006 10:32:23
Nice read. It's definatly given out a few tips for a good game design inside too. Stuff like "Don't copy Blizzard" and "Too much management = too little game = too much management... etc"

At least, that's the way I read it  ;)

- Huw