Many indie game projects start out as fun side pursuits among a small group of friends. Often at the start there is an idea, a concept, some talent, and motivation. A lot of projects, along the way, fall short in one or more of those areas — the idea isn’t as cool as it first sounded; the concept doesn’t work as well as expected; the talent to achieve the goal is lacking; or some folks just lose their motivation and the project fizzles out.
If things work out and you have a reasonably good mix of those elements, you reach something of a milestone: that point when you’re convinced that you can really do it. With Vespers, that occurred sometime after the first year [More...] Read the rest