mr. lamat said:
i see you've hired your six year-old nephew as lead artist. stellar job, mate. absolute top gear there! now just have your mumsy fund it and get your dad to photocopy the manual at work and you're all set, superstar.
otaku hanjob: you need some help sweetie. all that rage, all that angst... it's scary.
Mr. Lamat, you my friend are an idiot. You don’t seem to understand how these things work so I’m going to make it very clear to you.
Most games these days take about 1 to 2 years in development and consist of about 110,000 to 350,000 lines of code, 5,000 textures and about 800 3d models. Now why do you think independent games always go vapourware, huh? Because it takes about 20 to 40 people at least a year and a half, working fulltime whereas Independent developers work about half of that maybe even a 3rd.
Now do you understand why they go vapourware?
Let’s also, just for the fun of it, bring up the less experience factor. Independent games consist of a lot more less experience team members then industry games, making it harder and making more problems for them.
Oh yeah and let’s also not forget the fact that they’re not getting paid for this, so therefore it’s more likely for an independent game to fail because they don’t have to worry about losing money for the business because there isn’t one.
So why don’t you sit down, shut the fuck up and think about killing yourself.
Oh by the way if you do slit your wrists do it in a bath with water. That way it’s easier to clean up.