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Why I started (and stopped) making games

austinhenley.com

71–77 of 77 posts

Re: Why I started (and stopped) making games

#71

Earlier quoted context omitted.

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…

Did you consider using placeholder art, or paying a real artist? I don't think the prices would be exorbitant if you don't need gigabytes of art.

>if you don't need gigabytes of art

Unfortunately, that is indeed the case. Think action adventure game with a moderately sized over-world and a few dozen types of enemies (I DON'T want it to be open world, but from a technical POV it will probably have similar challenges).

I certainly can greybox some of this, but a lot of the feel will depend heavily on some good VFX, and likely some minor environmental deformation. I definitely can't put all that off into late development.

I will inevitably have to pay for a few artists, but Ideally I'd wouldn't be asking for concepting more so than polish and giving a cohesive direction to it all.

Re: Why I started (and stopped) making games

#72

Earlier quoted context omitted.

You should try Godot. Open source and extremely lightweight compared to Unity and Unreal. It's pleasure to use, none of the baggage of the other engines. I'm a patron contributor. Fantastic for hobbyist tinkering and also viable for full blown commercial games. https://godotengine.org/

When I was moving away from Unity I looked at Godot and really liked it. It's nowhere near as performant or feature rich as other engines and it's future is undecided but it was fun to tinker with and get things moving. I hope to return to it in the future. The lack of easy testing made me not use it. There were a couple testing plugins users had made which could kind of do unit and integration testing but they were…

Not sure when you last tried it out, but GUT (Godot Unit Test) is what I use and it integrates very well with the IDE.

Re: Why I started (and stopped) making games

#73
post #16

Earlier quoted context omitted.

The tooling is a rabbit hole. Unity gives me the creeps and unreal (afaik) still doesn't work on Linux. However: Löve is super fun, lua is cool but at some point it gets tiring to get more advanced things working. For 'simple' things you can't go wrong. Haxe is amazing (I learned flash after it was dead o.O) several different frameworks to choose from, many plugins kinda dead but still big community. Compiled to ever…

Unreal works fine on Linux. M1 silicon too.

Does Unreal actually work “fine” on M1 Silicon? I very recently installed the latest version on my Mac Mini and it seemed to perform pretty poorly, even with a mostly empty scene.

Re: Why I started (and stopped) making games

#74
post #72

Earlier quoted context omitted.

When I was moving away from Unity I looked at Godot and really liked it. It's nowhere near as performant or feature rich as other engines and it's future is undecided but it was fun to tinker with and get things moving. I hope to return to it in the future. The lack of easy testing made me not use it. There were a couple testing plugins users had made which could kind of do unit and integration testing but they were…

Not sure when you last tried it out, but GUT (Godot Unit Test) is what I use and it integrates very well with the IDE.

3.4~ as they were preparing early 4.0 releases was when I was experimenting with godot.

I should add that I was specifically trying to use c# ecosystem for godot at the time and their plugins for testing. Since I ended up with Unreal I'm refreshed enough in c++ that I might check Godot 4.0 out this weekend again.

Re: Why I started (and stopped) making games

#75
post #72

Earlier quoted context omitted.

Not sure when you last tried it out, but GUT (Godot Unit Test) is what I use and it integrates very well with the IDE.

3.4~ as they were preparing early 4.0 releases was when I was experimenting with godot. I should add that I was specifically trying to use c# ecosystem for godot at the time and their plugins for testing. Since I ended up with Unreal I'm refreshed enough in c++ that I might check Godot 4.0 out this weekend again.

OK, I have no idea about C#, I use GDScript and C++. All my tests are in GDScript.

Re: Why I started (and stopped) making games

#76
post #3

Anyone here that makes games for fun or on the side?

On the side using Unity as a family activity. The kids love the official demo projects, and I'm slowly teaching them code. 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.

Yeah, unless you get some good backing out of the gate it’s only something you can do on the side. And maybe hope for a banger like Project Zomboid time to shine.

But sounds great as a family activity!

Re: Why I started (and stopped) making games

#77

Earlier quoted context omitted.

Can you share any references for finding the top quality or best known games made using Godot? I haven’t looked in a while.

Here are some games created using Godot that you can find on Steam: https://steamdb.info/tech/Engine/Godot/ If you prefer, there's also a collection of Godot games on Itch.io: https://itch.io/games/top-rated/made-with-godot Personally, I highly recommend checking out Cruelty Squad: https://store.steampowered.com/app/1388770/Cruelty_Squad - It's a fun game with a unique art style.

Circling back late here, but thank you.. and thank you to all the sibling commenters as well!
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