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Re:How to write a 48-hour game in just 2 years by binarymax on Thursday October 24, 2013 @09:27AM (#6605102)
Congratulations on shipping! We may be distant cousins, because aside from anything that takes longer than a weekend, I can't ship a side project for the life of me.

This will hopefully change soon however, as I have been diligently coding a game spending an hour or two almost every morning since September 1st - and it is very very close to completion, and aside from a couple features is completely playable now.

So thank you for the inspiration. I hope to soon join you in the ranks of Enterprise developers who managed to ship a non-trivial piece of entertainment...and then on to the next adventure.

Re:How to write a 48-hour game in just 2 years by joeyspacerocks on Thursday October 24, 2013 @10:10AM (#6605311)
Yes, ship it!

I ended up shipping without Game Center integration and added it in the next version a few months later. It can be done!

Re:How to write a 48-hour game in just 2 years by jere on Thursday October 24, 2013 @10:28AM (#6605425)
>because aside from anything that takes longer than a weekend, I can't ship a side project for the life of me.

I know what you mean, so don't rule out actually spending 48 hours or a week on a game. Game jams can provide a huge amount of motivation for finishing a game in short time period. The combination of a tight deadline, knowing others are working in parallel, and a guaranteed minimum amount of exposure are highly motivating.

I had a blast with 7drl this year and probably coded more in that week than I ever have in a similar time period.

Re:How to write a 48-hour game in just 2 years by cudawas on Thursday October 24, 2013 @10:08AM (#6605302)
Just ship it now! Bundle the rest of the features in the 1.1 ;)