![]() At the same time, he stressed that this does not imply being confined to a particular genre or style. Ismail stressed the significance of game developers forging a genuine connection with their audience and cultivating a distinctive identity that makes them stand out. Eventually, your team starts being better without having to grow," he added. Your team is getting better, getting more experience, more used to each other. This is why Ismail advised to "just make better games." "You don't have to grow to do that. "As soon as you hire another artist, you then have to feed that artist, which means you need to make slightly bigger games with slighter bigger budgets," he said, explaining that the need for new hires leads to the development of bigger games, which subsequently prompts the hiring of more staff, and this process continues, creating a snowball effect where the need for further growth becomes constant and seemingly never-ending. This is why they focused on developing games that could be realistically created by a small team of two to five developers. Throughout its existence, the team at Vlambeer comprised a maximum of seven individuals, and most of the time, the team size ranged from two to five people. To illustrate this point, Ismail shared an example from his former studio, Vlambeer. ![]() However, the crucial point he highlighted is that the challenges will always escalate based on the capabilities of the studio. Ismail noted that the studios he knows tend to rise and adapt to the challenges they face. ![]() This approach, as Ismail claims, may help developers in such aspects as approaching a publisher for funding as in this case, they will understand that it is essential to request an amount that not only covers the game development and shipping expenses but also allows the studio to sustain operations for an additional three to six months – the buffer period that will provide the necessary time and resources to prepare for pitching the next game. At that point, you should figure out how to minimize your risks."Īdditionally, Ismail recommended that studios start their journey by creating a game that doesn't require a significant financial investment or seeking out potential sponsors or investors who are willing to fund the project.Īccording to Ismail, the most sustainable approach to running a business, including game development, is to operate under the assumption that the game may not generate any profit in the end. "But if you're just starting out, your biggest obstacles are probably that you haven't shipped anything, you have no money, and you have no experience. "If you have an infinite amount of money, please go and maximize your opportunities. He advised studios to carefully assess the situation and choose a strategy that aligns with their goals and capabilities: either minimizing risks or maximizing opportunities. Ismail's first tip emphasized the importance of understanding risks. To address this issue and provide support for indie developers, Rami Ismail, an indie consultant and co-founder of the now-defunct Vlambeer, delivered an insightful talk during this year's Reboot Develop Blue conference in Croatia (via ) delving into the topic and sharing ten practical tips to empower studios in distinguishing themselves and succeeding in an ever-growing and competitive industry. You don't have to listen to it.The phenomenon known as the "indiepocalypse" – the concept that suggests that a vast number of indie games in the market makes it difficult to sustain their viability – has garnered extensive attention in recent years. I just think that it's an honest mistake, but it might ruin the translation. I'm not criticizing anyone's work, I wouldn't be able to translate it. So please remember to keep the colour of the text the same. ![]() It knows that the Japanese text can't be a part of it. It was fine with Japanese because MadEdit seems to be quite smart. When you're translating text after that, add a space after it. Just copy the right punctuation from one of the other files.Ģ) There are many things that say %F. Also, elipses use only 2 spaces, but 3 dots, which is what you did in 0013, use 3 spaces. The punctuation, I believe, has to stay black, otherwise it will not stay on the screen. So:ġ) I believe you made this mistake a couple of times, Roxas. I don't think you're supposed to change them. I don't know Japanese, but from what I can see, different parts of the file have different colours.
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