Ratio of stuff made, stuff released?
category: general [glöplog]
What is the average pouetian ratio of stuff that went cool and was released, and stuff that went more meh, and remained in obscurity or was deleted?
Looking at my own creative part of the disk box I think only 1/3 made it to some kind of publicity. The rest is too little, too ugly, too bad or just non-working.
Could there be an enormous potential for B-demos??
Looking at my own creative part of the disk box I think only 1/3 made it to some kind of publicity. The rest is too little, too ugly, too bad or just non-working.
Could there be an enormous potential for B-demos??
just release your b-stuff. better than letting it rot/die on your hdd :)
that ratio improves drastically once you stop believing in the fact that A-demos exist!
Maali, you ain't really saying that "Agenda Circling Forth" is a B-demo, are you?
quantity over quality
Come to Nordlicht and join the gravedigger compo :P
Nowadays I'd say well over 80% of the concepts / ideas / effects I start on ends up getting released. I'd like to think that's more due to experience and "knowing what I get into" rather than lowered expectations vs. back in the old days when the ratio was lower.
That said, the stuff I try out now tends to require more prototyping and overall development time, so there's a lot more "invisible work" that goes into it.
And keep in mind that the things that didn't come out as planned might work out quite well if you leave it for a while before turning it up-side down and re-styling it. :)
That said, the stuff I try out now tends to require more prototyping and overall development time, so there's a lot more "invisible work" that goes into it.
And keep in mind that the things that didn't come out as planned might work out quite well if you leave it for a while before turning it up-side down and re-styling it. :)
I think I release about 2/3rd of my stuff, the rest remain forgotten till I discover and reuse most of them.
introspec: exceptions confirm the rule ;)
maybe i released even more than i produced #recycling ^^
jokes aside, there is plenty of stuff laying around, but the bar
of sizecoding prods is pretty high too, so ...
jokes aside, there is plenty of stuff laying around, but the bar
of sizecoding prods is pretty high too, so ...
What sensenstahl and Maali said.
I haven't been at this as long as some of you :) . I have released five out of seven or eight. That's not including things that are still (or stuck) in the very early stages. It also does not include non-scene open-source releases such as blatant plug (presently maintainer) and even more clickbait (lead developer; code/gfx/testing welcome!) </thread hijack> ;) .
I believe in releasing rather than letting it languish. No way to get better than to practice, and compo deadlines are great motivation!
I haven't been at this as long as some of you :) . I have released five out of seven or eight. That's not including things that are still (or stuck) in the very early stages. It also does not include non-scene open-source releases such as blatant plug (presently maintainer) and even more clickbait (lead developer; code/gfx/testing welcome!) </thread hijack> ;) .
I believe in releasing rather than letting it languish. No way to get better than to practice, and compo deadlines are great motivation!
Thnks for enlightenment :) The older you get, the better it gets then.
I got two three unfinished prods (that I might resume working on one day), two for the PC and one for the C64, but other than that, I've released everything I've ever made. Obviously some of it hasn't been too good, but I still want stuff to get out instead of being a complete waste of time and effort.
One man's trash is another man's treasure
I have gone through several periods regarding the percentage of stuff coded vs. stuff released.
When I started on the C64 back in the eighties, I "released" almost everything, but since I didn't have any connections in the scene, releasing meant mostly giving it to some friends who really didn't care at all about demos and just wanted games anyway.
Then, the more I got connections and got involved in the scene and got hold of and watched more demos, the less I actually released, since I always came to the conclusion that the stuff I coded was not better than what the best were doing, so why release it then?
Today I regret that, for example during my Amiga 500 periods in the early 90ies I coded quite a lot of stuff but almost nothing got released, due to me always thinking "Well, this isn't as good as Hardwired or Desert Dream" or whatever.
Now I'm a bit sad that all that code ended up rotting away on 3.5" disks in my diskbox instead of being released, as it would have been fun today to go back and look at those demos, even if they weren't the best.
Nowadays I try to keep that in mind always, and release if I've done something, and not care as much if it's "better" than what anyone else is doing.
When I started on the C64 back in the eighties, I "released" almost everything, but since I didn't have any connections in the scene, releasing meant mostly giving it to some friends who really didn't care at all about demos and just wanted games anyway.
Then, the more I got connections and got involved in the scene and got hold of and watched more demos, the less I actually released, since I always came to the conclusion that the stuff I coded was not better than what the best were doing, so why release it then?
Today I regret that, for example during my Amiga 500 periods in the early 90ies I coded quite a lot of stuff but almost nothing got released, due to me always thinking "Well, this isn't as good as Hardwired or Desert Dream" or whatever.
Now I'm a bit sad that all that code ended up rotting away on 3.5" disks in my diskbox instead of being released, as it would have been fun today to go back and look at those demos, even if they weren't the best.
Nowadays I try to keep that in mind always, and release if I've done something, and not care as much if it's "better" than what anyone else is doing.
from personal experience it was mostly overambition that shelved quite fantastic A-demo plans - fantastic in its actual meaning :) obviously you might still wanna try to go for that A-demo but either muddle on and accept the A-minus-ness of it or change the plans drastically and make a B-demo with the available resources. An ok demo is better half a demo rotting away on your HDD :)
+than
I would like to say 1 in 10 but these days it is closer to 75% on experimental ones and 90% on already mastered motifs.
I release everything. The only stuff that isn't released are demos that are currently unfished.
Quote:
Could there be an enormous potential for B-demos??
You just defined tAAt.
I try to release everything in some form or another to get closure. Cant leave them wandering around in effect purgatory forever.
Maybe 50/50, but then I might just release something after a few years of it languishing in a directory.
Ratio of stuff made, stuff remixed.
My success formula is getting older, smarter, better and releasing less stuff that's still not good enough. Makes you want to kill yourself, but it's an option.
in other words, burra!