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…
What it takes to make a game by yourself
121–130 of 167 posts
Re: What it takes to make a game by yourself
#122This 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…
Re: What it takes to make a game by yourself
#123I 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…
Re: What it takes to make a game by yourself
#124I 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
#125Re: What it takes to make a game by yourself
#126I 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…
Re: What it takes to make a game by yourself
#127Earlier 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
Re: What it takes to make a game by yourself
#128Have 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…
Re: What it takes to make a game by yourself
#129And 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
#130Have 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…