![]() I'll have to search the repo history - maybe it's worth revisiting!Ī disease tycoon, eh? Like SimAnt, but on a wholly different scale? =D The day I was testing my copy, I ended up making a video of the hilarity that ensued when a single infected passenger deplaned and suddenly there were hundreds (maybe thousands) of agents (passengers) all "stumbling around" spreading the ultra-contagious disease like wildfire, making a disgusting sound & leaving the floors covered with ick. I'm pretty sure the concept was wholly taken from Theme Park, where I recall one post-coaster puking agent could yield a rapid mess. I do vividly recall testing it one morning, though, and I had the "contagion" values (way) too high. I think the idea at the time was for it to be a holiday "easter egg" maybe, but I don't recall for sure. I don't remember if we actually shipped it or not, maybe it was only on a beta branch (or maybe it's sitting on a git branch still), but I actually implemented an "infectious disease" concept at one point. Really appreciate the kind words, means a lot coming from you - thank you! I always enjoy seeing your posts on HN I'm honored that you played the early versions of SA (and admittedly a little embarrassed at how rough & unpolished it was back then). It's not the easy way, I can say that with confidence. Much of "the money" is heavily concentrated at the "top" of the pyramid, amongst a relatively small selection of titles. That's the downside with the games industry it's ultra competitive and the amount of competition is increasing every day. I wish I could work on SimAirport forever. After the EA release another ~3yr of full-time development went into it (and more dev resources), and it became a much better game/product in that time. It's also worth mentioning that SimAirport was really not very good when we initially released it - definitely rushed to release, far too early, and it was a mess at that point. Really though, I think the most difficult (and important) part was more about learning the nuances of game development, even just understanding the (understandably high) UX expectations that a player has from a game - it took a while to really "get there" and I'm still learning, every day. We had to learn a new programming language & learn a game engine during that time, too (and learn what a game engine really was/what it meant). We actually got to Early Access release in ~11 months (~20 man-months). I was in for quite the rude awakening, but luckily the challenges ended up being a pleasant and enjoyable surprise (at least on the whole). Initially, thought it would be easy - it's all simple logic, right? Will be far less tedious & mundane than doing web/app development, right? Haha. Other people's game on the server who can publicly share: Person #3 Games: 9001 and It Usually Ends In Nuclear War We are pretty open and honest with each other, and will question each other/provide feedback freely. We are late 20s - 30s and serious about releasing our respective games. Must be serious about finishing/releasing your game. ![]() You must be working on your game full time. I'm looking to add 2 people to the group who can commit to weekly meetups. There's about 10 total people on the Discord server. There's also a second group that meets on Thursday's, but this group is currently full. It's been a success and motivating for all involved. We meet up every week (currently Tuesday nights, EST) to relate to the struggle, hang out, and sometimes rotate one person who presents for the night (they can teach or talk about anything game dev related, including their game). It's a lonely journey so I put together a very small group of other solo game developers. I'm a full time game developer fifteen months into creating my city builder game.
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