My 'make a game' story.....
2007-2011: I was running a small seaside gift shop that my mum passed on to me after she retired. She helped out by working a couple of days a week, and I did the other five. In the past it was very profitable, but due to the recession it was now struggling and quite honestly it was a long way from what I really wanted to do with my life. I felt like I was stuck in a rut.
Dec 2nd 2011: I installed the Unity game engine and started messing around with it in the evenings. Indie gaming was taking off and I thought that my life long passion for gaming and computers in general could be combined into a future career. Maybe I could be the next Notch. Yeah, right!
Dec 23rd 2011: I arrived at work to discover the shop had been broken into during the night. Some scumbags had smashed through the back and stolen everything of value. Due to the shop being in a remote seaside resort, with no resident police force, insurance was so expensive that the business couldn't afford it.
Game over, man!
Rather than let it break me, I decided to put my heart and soul into making a game. I put what little I had left on the line and took a huge gamble. For the next year I worked tirelessly learning to code in Unity and build the game. I did little else.
Dec 2012: I posted the first video of the game here on the Shack chatty. You guys were the very first to see it. It looked horrible but the heart of the game was playable. You can see that old video here if interested:
https://youtu.be/9JlfYm4SJBM
I put the game on Greenlight, and posted updates occassionally here on the Chatty. Back in those days it was much tougher to get greenlit and it took well over a year before it finally passed through.
What was meant to be an 18 month project was now nearly 3 years into development.
August 2014: The game was close to feature complete and the first twentish hours of content were done. There was still a long way to go but it was released onto Steam Early Access. Still looking rough around the edges it failed to gain much media attention but gained amazing player reviews and continued to sell just enough to keep me afloat while I worked for another year on the next forty to fifty hours of content.
Jan 2016: It's finished! The official launch is planned for Feb 16th for PC/Mac/Linux.
Before I end my story I must say a massive thank you to all the shackers who offered support, greenlight votes, alpha testing, and encouragement over the years. In keeping with tradition, I'm posting the final release trailer here on the Shack before anywhere else.
https://youtu.be/bnblLgqPmpg < 2016 Launch Trailer
I'll be spending the few hours updating the game's website and Steam page with the new trailer and a bunch of other new stuff. Next week I'll start the final media marketing push. Wish me luck.