Ventures of an ex indie game developer

Quake prototype

It took me a few hours to implement a very basic prototype which resembles Quake in steering and feel. The prototype itself is 100 lines right now, but I'm going to add a brain dead bot as well. All the prototypes looks like über-crap though.

What I'm starting to wonder is if anyone will "get it". I had hoped the look would be something like Balsamiq's Mockups but for 3D games, but there is no sketchiness to my engine. It just feels like the worst and ugliest OpenGL tutorial from 1997:


If no-one else understands what this tool can do, it's not going to be as fun as I had anticipated. It will still be useful to me but it would be a really nice feeling to develop a tool for others. You know, and finally get some feedback!

Perhaps I could make a show-off screenshot to catch the attention of would-be customers? From a rendering perspective it's not very hard, but from a design perspective it's very hard for me. I seriously don't have it in me, I'm sad to admit. I would have loved to be artistic and it would have made my indie gamedev career a lot less pathetic.

Should I plagiarize Limbo? Lose the speckle rendering and the particles and there's really nothing to it as long as you dodge character animations+rigging+skinning. Which you do if you're just making a screenshot.


White background, linear white fog, ten meshes for the houses, drop the kid, Z-rotate the camera about the center of town. It doesn't make a selling point in the specs, but it might lure a couple of buyers in. The other stuff is the good part but it's ugliness repels to much so I won't feel to bad putting on some makeup.

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Gothenburg, Sweden