Indie Dev Explains DawnBriar: How First Principles Convinced Me I Should Make My Game
https://www.patreon.com/GunnyTheGameDev/membership
For the first time since I started developing DawnBriar almost 3 years ago, I'm finally talking about the initial inspirations and design decisions that were the root of my initiative to design my own game, and how the way I started has become a part of how I address design decisions and problem solving ever since. And lastly, how this has influenced the sense of confidence I have in my own product, despite it not being complete yet and the occasional very human battle of wondering "is what I'm making actually going to be any good?" In remembering the roots of why I started developing DawnBriar, and reflecting on the needs I identified at the start, I often assure myself this investment of countless thousands of hours (for zero up front return) is, in fact, a good investment. Because the need hasn't changed: When I lose confidence, it's often because I lost sight of WHY I was making DawnBriar in the first place, and unwittingly began making something else instead.
This talk is here, now, for two reasons:
1- I recently had that self argument again, and realized I had gotten lost in proofs and performance metrics, and things that frankly weren't core to the vision of DawnBriar I decided to risk everything on. Things that could, at the very least, come later.
2- I've decided that if I don't even extend trust towards you, the viewers.. You'll notice, and won't extend any back. If I don't allow for peer review of my concepts, you're never going to review them, nor will you have any reason to want to. So I'm taking the plunge and putting the first concepts that led to me becoming a game developer out there.
Needless to say, there is plenty more than this. But for me, this is where it all began, and more importantly: Why it began at all.