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How I tried to get into game development and failed

enterprisecraftsmanship.com

151–160 of 170 posts

Re: How I tried to get into game development and failed

#151
post #43

I don't mean to be dismissive, but here are the main issues I see with the process (and the final product): - Bottom line, the game is not particularly fun, novel, or difficult. You'll notice that games like Flappy Bird, Agar.io, Papers Please, etc. are at least one of the three. Bist.io is not the type of game that will ever go viral. - You spent money on AdWords but didn't spend money on sponsored Youtube, Instagra…

I was unexpectedly successful in the gaming business (Empire). All I did was make the game I wanted to play, but couldn't find.

Did you do anything to keep seeing the game as a player, despite spending so much time and effort with it as a developer?

Re: How I tried to get into game development and failed

#152

Earlier quoted context omitted.

"Scratch your own itch"; if you like it, maybe others will too; instant user feedback

Wrinkle: "scratch your own itch" make the game you want to play (not the game you want to make)

    1. Something you'd *love* to play
    2. Prototype: are you right?
    3. is it feasible (for you) to make?
    4. is it worth it?
Maybe it's not necessary to articulate it, just some idea or sense is enough to move toward it.

Re: How I tried to get into game development and failed

#153

Earlier quoted context omitted.

D is used by Remedy Games for Quantum Break: http://dconf.org/2016/talks/watson.html http://dconf.org/2017/talks/watson.html

Thanks Walter! It looks like there might be a Empires port in D as well. I'm sure that was much easier than C.

There is a FPGA port presented at this year's DConf.

http://dconf.org/2017/talks/marques.html

Re: How I tried to get into game development and failed

#154
post #56

Something lots of people in the tech community get really hung up on is focusing on tech and technique rather than what the technology is doing for the user. There are writeups on here fairly frequently that talk about successful companies being successful despite their product being built on barrels of spaghetti code. This is because those companies are focusing on accomplishing something for the user, not trying to…

> Something lots of people in the tech community get really hung up on is focusing on tech and technique rather than what the technology is doing for the user.

This times a million. Outside of games, I've seen this happening a ton in the social media world. You see lots of people on Reddit boasting about 'Reddit replacements' they've made with the latest fancy programming languages and server setups and what not as if that's what people actually care about.

They don't. They care about the community on the site and the content you can find there.

And the fact of the matter is, your fancy tech demo is completely and utterly dead. No one uses it, so there's no reason for anyone to bother with it either. You're spending all your time tweaking the code and making design adjustments while your site's last post was six weeks ago.

Stop with the server setup stuff and constant tech updates and post some content instead.

Same goes with games here too, as you mention. It's great you're having fun with the programming side of things, but the vast majority of the world doesn't care how it's been coded at all. Spending all your time on a well coded system and ignoring whether the game is actually fun to play is utterly pointless.

As is spending too long trying to be 'perfect' too. You know who else was like that?

3D Realms when they made Duke Nukem Forever. They were so enamoured by thge concept of making the 'most technically advanced game ever' that they wasted 15 years on the same project and didn't actually ship anything.

What they should have done was accept their game was midway through development, finish what they had and released it. People would have liked it, the money could have supported future games and they'd have 5 Duke Nukem games finished in that time frame rather than a few tech demos.

Enough with the tech obsession here. Focus on what matters, your game or product's actual purpose and who it's made for.

Re: How I tried to get into game development and failed

#155
post #43

I don't mean to be dismissive, but here are the main issues I see with the process (and the final product): - Bottom line, the game is not particularly fun, novel, or difficult. You'll notice that games like Flappy Bird, Agar.io, Papers Please, etc. are at least one of the three. Bist.io is not the type of game that will ever go viral. - You spent money on AdWords but didn't spend money on sponsored Youtube, Instagra…

Once when I was working at a game publisher I thought it would be fun to help an indie game project anonymously. At that point I had designed or produced many games, but the job was going through a dull phase. So I picked out a project on sourceforge (this was a long time ago) and offered to help out. Pretty much all they were doing was recreating all the UI widgets in any OS (buttons, pull down menus, etc.). Everyth…

Just going to add my random 2¢

this is what engineers do (I'm an engineer). All they can see is the tech and ok, maybe that's that they enjoy but it really has little to do with a hit game (here come the comments ;)

It's like claiming that most movies couldn't be made unless will build our own cameras from scratch.

The thing is, building engines and tools is conceptually easy. It might be a lot of work but it's mostly known solutions so we (engineers like me) see a big todo list and just do it. We get in the flow. We get proud of our solutions (even though 40k new games shipped this month that some how solved the same problems).

But arguably the real work is in design and design is much harder, at least for me, because it's a blank slate. I don't have to reinvent how to read joypads or stream files or serialize data. Sure I might write my own but it's arguably a waste of time. They real hard work is figuring out the game itself. Prototyping, trying out new ideas. Grab some working solutions (Unity, Unreal, or your favorite open source libraries, spend as little time as possible on tech and as much time as possible trying out ideas).

Of course I write that advice and I've believed it for years but I still fall back to my engineering ways and find busywork to do like add some unit testing system or automate some other step. Meanwhile no prototypes. No games.

Re: How I tried to get into game development and failed

#156
post #44

Earlier quoted context omitted.

He also says that Carmack re-wrote the quake network engine which is true, but links to and focuses on Valve's lag-compensation which went far further than what quakeworld did. The quake re-write was Quakeworld[1], which didn't have valve's lag compensation for shooting. The crucial thing that quakeworld did was de-couple client and server for movement. The result was that when you fired you would see your shot local…

Here's another fact about the Quake re-write: It was done AFTER the hugely successful product was shipped, not before.

Yeah, this should be the key take away from that anecdote!

Re: How I tried to get into game development and failed

#157
post #137

Earlier quoted context omitted.

Yeah, that's the most rational approach to independent game development. You , the developer, are the target audience.

It's _really_ not. It is important to enjoy and be passionate about your game. But writing your ideal game is a recipe for making crap, in my humble experience, unless you happen to be intuitively skilled in game design.

> in my humble experience

what experience is that? you seem to suggest something which seems unlikely; there are a bunch of second order effects involved with making a game you're interested in.

Re: How I tried to get into game development and failed

#158
post #136

Earlier quoted context omitted.

I was unexpectedly successful in the gaming business (Empire). All I did was make the game I wanted to play, but couldn't find.

... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.

Look at the vast majority of successful indie games on Steam produced by, say, no more than five people. They're basically all labors of love, the missing niche game that they wanted to make and play.

I can't think of a single independent success story that involved someone doing careful market research and engineering a product. There's a reason only big companies take that approach.

Re: How I tried to get into game development and failed

#159
post #136

Earlier quoted context omitted.

I was unexpectedly successful in the gaming business (Empire). All I did was make the game I wanted to play, but couldn't find.

... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.

> dynamics of virality

'virality' is a very ... particular thing to be clinging to. many things 'go viral' then fall off a cliff.

Re: How I tried to get into game development and failed

#160
post #159
post #136

Earlier quoted context omitted.

... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.

> dynamics of virality 'virality' is a very ... particular thing to be clinging to. many things 'go viral' then fall off a cliff.

"virality" is the indie game version of winning the lottery.

Everyone wants to be the guy who wrote Flappy Bird in a weekend, and then wound up making so much money so fast that it actually scared him.

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