In this post, I would like to tell a few stories about the process of development of Return of Dr. Destructo and share some views on game architecture and cross-platform development
I often use the same trick for self-motivation when working on a pet project: a file called Progress.txt, where I write daily what I have accomplished. Combined with oft-cited advice for writers, that you should add at least a line to your work every day, it does wonders. During the first, the most active period of development, I really worked on the game daily, with only a few exceptions for the holiday abroad and other things like that. Such a file makes for an interesting reading a month, or a year later. Or after the game’s release, as is the case. So, let’s scan through it together and see if there is anything interesting there. I’ll try to only pick entries that have some story behind them. Also, there will be pictures 🙂
Camera modes could be changed with V key. Most cockpit avionics works, other requires more work on the flight model, so I’d like to leave it as it is for now. Continue reading
So, I’ve been promoting Return of Dr. Destructo for more than a week now, and the initial surge of interest is already beginning to fade. Time to gather some statistics!
Downloads is the most important part of statistics for me, because it shows how much people played my game. Let’s look at breakdowns by platform and by site:
|Linux (32+64 bit):
So, a total of 169 downloads. Not too bad for a relatively undistinguished free game, but nothing to write home about, either.
|Direct downloads from site:
Direct downloads came from many sources where I posted links, but in terms of single best site to get players, IndieDB seems to be the best so far. Most of IndieDB downloads came on the first few days, and tapered off quickly after that, but there was a surge of about 30 downloads after the news of game release got posted in IndieDB Facebook group.