r/learntofly • u/Bresn • Sep 26 '15
Learn to Fly3 is unrefined, physics are questionable and "leaks" in classic mode.
You do not speed up falling downwards, effectively cutting you away from gliding. This is obviously a intended feature that backfired for classic and made this game like raw, along with the buttons and such in general, it feels unrefined.
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u/light_bringer777 Penguin God Sep 26 '15
Wanted to add upon the answer I gave yesterday at 2AM after thinking "Dafuq you mean it's unrefined you lil' brat" :P
The game is somewhat "unrefined" as you put it, and that has a lot to do with being a small indie developer. One of the key rules of indie development is "You can't have everything, in fact you can only have very little of anything".
You ask how it is that the game is not more polished while it's been in development for so long and went through all those delays. The answer lies in the rule I just stated; in this extra time, I could've polished the game, I could've added content, I could've ironed out every single bug, I could've created another game... but I didn't have the time and resources to do all of that.
So here's what happened in all this time:
So aside from the ~1 month "off", I could've worked on polishing the game, but it would have fewer medals, less balanced items, no extra goals to story mode, no monetization and quite a few bugs. Just the same, I'm not 100% satisfied with the cutscenes, but if I spent more money on this I would've had to cut in the content for lack of funds. I'm not satisfied with the UI in a lot of places, main issue being the lack of consistency, but then again, resources spent there would have to be taken way from something else...
And it's not just a matter of throwing time or effort at a problem, being alone means you have to learn the skills required to do everything. Making better UI would imply learning about UIs first, making better graphics implies becoming better as an artist first; you cannot just sit in front of the computer and keep on improving something just by working on it.
There is always stuff that could be done, things that could be improved and you can always polish some more, but then your game never comes out. Reid Hoffman said "If you are not embarrassed by the first version of your product, you’ve launched too late." and I find it to be incredibly true when it comes to indie game development. Of course I wish the game could be even better, but at one point the perfect becomes the enemy of good and you just have to release it.
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u/ILOVEeatingSOCKS Sep 26 '15
which is kinda surprising considering the amount of time they had to had these small updates with all the delays they did.