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What it takes to make a game by yourself

dillonshook.com

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Re: What it takes to make a game by yourself

#121
post #117

This is a great post, thank you for writing it. I got into programming 20 years ago because I wanted to make games, and I spent my teenage years in the 2000s building web games. As a high school project I spent a year building a turn-based strategy web game ( https://twitter.com/cpojer/status/1460221157634830337 ). I have recently gotten back into it to explore things I never got a chance to do before like building a…

Wow thats really cool! I love Advance Wars!

Re: What it takes to make a game by yourself

#122
post #117

This is a great post, thank you for writing it. I got into programming 20 years ago because I wanted to make games, and I spent my teenage years in the 2000s building web games. As a high school project I spent a year building a turn-based strategy web game ( https://twitter.com/cpojer/status/1460221157634830337 ). I have recently gotten back into it to explore things I never got a chance to do before like building a…

Advance Wars is an absolute dream to clone. I had that itch too, and made a full clone with story mode in PICO-8 a couple years ago. The challenge there was that PICO-8 has infuriating arbitrary restrictions on code size to limit the developers for fun lol. To get around that, I have code that swaps serialized memory between virtual "cartridges" in order to fit everything in. Sadly that limits the game from distribut…

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Re: What it takes to make a game by yourself

#123

I love reading these kinds of posts. Whenever I’m reminded that I’m not alone, I get a little bit more self-compassion and that makes me more excited to release my game and helps me appreciate all the progress and hard work to date. I’ve been working on King of Kalimpong [0] on and off since playtesting a one-week prototype of it in 2014. I had no idea how much work a networked physics vehicle/movement shooter game w…

That is looking really fun for a casual game with friends!

Re: What it takes to make a game by yourself

#124
Have any of you made a game, not just by yourself but only for yourself?

I haven't (other than some basic terminal-based games when learning new languages, etc), but I've thought of a few that I know I would like but don't want to put in the time/effort to make them something that someone else would like.

I also wonder about what to do when you have an idea that you know is way bigger than yourself, but you're not in the business of producing things that are way bigger than yourself? I've had a few of those, too.

Re: What it takes to make a game by yourself

#125
I started making total conversion mods for Half-Life 2 when I was a young teenager – I made the levels, models, wrote the gameplay code and so on. I never really recommend game development to anybody, because it can be quite an exhausting hobby (not to mention career), with a high cost and low reward ratio (note: in my experience!), but it sure taught me a lot about realistic project planning, budgeting the cost of features and so on.

Re: What it takes to make a game by yourself

#126

I started making games right after I joined my university. Those were simple flash-like games with simple gameplay and basic UI/UX. Fast forward 10 years; I started a game studio and we’re a team of 50+ but still making really simple games for mobile. Not that we didn’t try making “huge” games but constantly creating new games and publishing them and seeing them succeed is what it takes to keep making games. As an in…

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Re: What it takes to make a game by yourself

#127
post #65

Earlier quoted context omitted.

I've been making video games for a long time and while it's true they can feel unfinished for a long time, they shouldn't ever feel completely broken/disasterous/failed. One of the key things when making a video game is to make sure that it is fun and playable as early as possible into development, and when someone is grinding away working on something that isn't fun that's a pretty huge red flag to me.

"No prototypes. Just make the game. Polish as you go. Don't depend on polish happening later. Always maintain constantly shippable code." - John Romero

I think one of the biggest problems indie game devs have is putting a lot of focus into art and polish without actually working out whether the game is fun to play. The dev gets to make enjoyable incremental progress without having to confront the difficult questions about whether the game is actually workable. Some games can get by purely on story and art, but in the vast majority of cases I think solo devs would be best served by making an absolutely minimal gameplay prototype and making it fun before thinking at all about polish.

Re: What it takes to make a game by yourself

#128

Have any of you made a game, not just by yourself but only for yourself? I haven't (other than some basic terminal-based games when learning new languages, etc), but I've thought of a few that I know I would like but don't want to put in the time/effort to make them something that someone else would like. I also wonder about what to do when you have an idea that you know is way bigger than yourself, but you're not in…

Me, actually- I've played in the past flash game Taberinos- before I've found out what its title was I've made a similar game for myself - and that's how BOINK! has been made: https://lukaszkups.itch.io/boink

Re: What it takes to make a game by yourself

#129
The hardest thing is finishing, because everything is ever connected to a "perfect" version of itself...

And it's way less fun (for most game dev people) to code the "perfect" version of an input remapping system or leaderboard system :p

Obligatory self-promotion:

I just released my Space Pew-Pew game on Steam in Early Access, complete with original 16bit-neoclassical OST!

https://store.steampowered.com/app/914930/Alcyon_Infinity/

"Destroy hordes of ever-improving enemies and their Mothership. Alcyon Infinity is a fast shooter/bullet hell with dynamic movement and risk management. Up to 4 Co-Op players with Controllers."

I'm doing a stealth release, primarily for my own sanity. There is something different about having it out for the World to seen rather than working on it for 3 years and giving up in the meantime (happened twice).

The magnitude of the marketing work ahead is kinda daunting, but at least I have some kind of anchoring to realspace for prospective players.

A game you can play and refund is more tangible than a forum with promises...

Re: What it takes to make a game by yourself

#130

Have any of you made a game, not just by yourself but only for yourself? I haven't (other than some basic terminal-based games when learning new languages, etc), but I've thought of a few that I know I would like but don't want to put in the time/effort to make them something that someone else would like. I also wonder about what to do when you have an idea that you know is way bigger than yourself, but you're not in…

When I started learning programming 25+ years ago, I started a tetris clone. I was learning Pascal (Borland's TP 7 anyone?) as well as creating the game. Took me 2 months and was a smash hit among my colleagues at Uni. Next I did 5-in-row (Tic-Tac-Toe's more interesting big brother), which was another smash hit among the same colleagues. They were preferring playing those games instead of listening to the undergrad when we were in laboratories. Still have the source codes for both games somewhere. Good times.
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