Anyone here that makes games for fun or on the side?
Why I started (and stopped) making games
51–60 of 77 posts
Re: Why I started (and stopped) making games
#52The reason I stopped making games... The tooling! It takes way too long to open Unreal Engine, or to do anything within its UI, and Unity gives me "bad vibes" (technical term) any time I open it. I know these days there are other engines, but I started my programming journey by learning game engines, and perhaps I should have learned programming properly before jumping into game programming.
Come now, this is complete anecdotal nonsense. Unity had unreal are both excellent million $$ packages you can use for free(ish) that come with integrated editors and asset pipelines, massive plugin/package ecosystems and even one click playable templates . What more do you want? It takes too long to open the editor? Cry me a river! What do you want, a lean editor / hit code reloading / functional code only / truely…
Yeah but will it be good? I'm betting on no.
Re: Why I started (and stopped) making games
#53The reason I stopped making games... The tooling! It takes way too long to open Unreal Engine, or to do anything within its UI, and Unity gives me "bad vibes" (technical term) any time I open it. I know these days there are other engines, but I started my programming journey by learning game engines, and perhaps I should have learned programming properly before jumping into game programming.
Come now, this is complete anecdotal nonsense. Unity had unreal are both excellent million $$ packages you can use for free(ish) that come with integrated editors and asset pipelines, massive plugin/package ecosystems and even one click playable templates . What more do you want? It takes too long to open the editor? Cry me a river! What do you want, a lean editor / hit code reloading / functional code only / truely…
Re: Why I started (and stopped) making games
#54Anyone here that makes games for fun or on the side?
-I value the tiny shred of anonymity I have here so I can continue to express stupid opinions without being too self conscious about it.
-Honestly they just aren't very good, at least not in any traditional sense. I find that I am not passionate enough about most of my ideas to expend the time that seems necessary to flesh them out into a coherent and worthwhile experience.Re: Why I started (and stopped) making games
#55The reason I stopped making games... The tooling! It takes way too long to open Unreal Engine, or to do anything within its UI, and Unity gives me "bad vibes" (technical term) any time I open it. I know these days there are other engines, but I started my programming journey by learning game engines, and perhaps I should have learned programming properly before jumping into game programming.
Re: Why I started (and stopped) making games
#56The reason I stopped making games... The tooling! It takes way too long to open Unreal Engine, or to do anything within its UI, and Unity gives me "bad vibes" (technical term) any time I open it. I know these days there are other engines, but I started my programming journey by learning game engines, and perhaps I should have learned programming properly before jumping into game programming.
Come now, this is complete anecdotal nonsense. Unity had unreal are both excellent million $$ packages you can use for free(ish) that come with integrated editors and asset pipelines, massive plugin/package ecosystems and even one click playable templates . What more do you want? It takes too long to open the editor? Cry me a river! What do you want, a lean editor / hit code reloading / functional code only / truely…
The latest of which was Iris (to be fair, it is in an early state, but it is a major improvement to ue4's replication), there are some baffling design choices that deliberately made it way harder to make custom serializers for networking.
It's not all sunshine and rainbows. It mostly depends on if you walk the well trodden path or not.
Re: Why I started (and stopped) making games
#57Anyone here that makes games for fun or on the side?
My dreams of opening a wife and husband studio are dead dead dead after seeing all the failed hopes and dreams of indie developers on reddit, discord, etc.
Re: Why I started (and stopped) making games
#58Earlier quoted context omitted.
I made this sprite scaler game here https://eri0o.itch.io/dont-give-up-the-cat I usually make these small games because I find easier to scope and plan and finish. Some I attempted with bigger scope remain unfinished.
nice I like it
Re: Why I started (and stopped) making games
#59The reason I stopped making games... The tooling! It takes way too long to open Unreal Engine, or to do anything within its UI, and Unity gives me "bad vibes" (technical term) any time I open it. I know these days there are other engines, but I started my programming journey by learning game engines, and perhaps I should have learned programming properly before jumping into game programming.
Same, I'm waiting for someone to make a game engine for programmers. Most seem aimed at designers. I don't want low code no code tools... I want to get into code asap.
I am not a super fan of C# but if you are more into that there is also Monogame/FNA, but I haven't used those - I did use XNA back in the day and they seem very similar.
I actually use AGS though.
Re: Why I started (and stopped) making games
#60Anyone here that makes games for fun or on the side?
Yes, and no? I work in professional spaces as an engine/graphics programmer for some 7 years now. But I've also been doing stuff on the side. Nothing serious tho, so no links to show you. Thing is, the kind of game I want requires some competent art and at this point I think it's better for me to learn that. So while (very very slowly) planning my game and learning knowledge professional, I want to do some classes in…