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What it takes to make a game by yourself

dillonshook.com

41–50 of 167 posts

Re: What it takes to make a game by yourself

#41

The irony of video games is that they’re often associated (at least in America) with childishness. And yet, by any conceivable standard, they’re by far the most complex creative endeavor. Creating a video game requires knowledge of the following: programming, graphics, 3D or 2D art tools, artistic ability, UI and UX design, game design, music production, cinematography, storytelling, copywriting, etc etc. It’s just a…

I agree. For a long time I felt games weren't art in the same vein as e.g. painting. More recently I've come to feel that's not true. As you say, making compelling games requires compelling art across multiple mediums. Add on top of that interactivity and agency! That's part of what's so satisfying about making them. It's an incredible challenge and measure of your ability.

But is the actual game, as in, taking actions obeying a premade set of rules, art? That is the essence of every game. We use various representations, physical or virtual, for representing the game. Yet, the representation is not the game.

Re: What it takes to make a game by yourself

#42
post #22

Perseverance and conditioning yourself to be comfortable with (or even excited/inspired by) long periods of unfinished-ness are core competencies in practically every demanding project I've embarked upon - not just software, literally anything that can't be started and finished over a weekend. A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long…

I've been working on my site: https://golfcourse.wiki for some time, and this is exactly how I feel all the time. Thank you for the encouragement.

I know this is a good idea. I know it will help people. I know I can either monetize it long term or even have it function as a non-profit. I also know it will take many years to slowly build to the functionality and content quality that I'm aiming for. Holding onto that long term view is extremely challenging.

Most days are just watching nothing happen, or slowly, slowly adding a single course (aggregated sites litter the golf internet, I want the opposite). One day I'll post on the golf subreddit and have 1000 users, get positive feedback, and the next two weeks just 5 users per day from google. And the kicker is, I'm genuinely embarrassed by some of the sub-optimal code and real lack of functionality I haven't addressed, even though I'm honestly very regularly working on it.

The best advice i got from a friend: only look at one-month or two-month increments as far as users. Day-to-day can get depressing, but on a bi-monthly basis, I've had slow-and-steady growth. At the same time, while I'm only up to 700 commits so far (vs 2000 in the article), I do have serious anxiety that I'm wasting years of my free time building something that won't amount to anything but a couple hundred upvotes on reddit, so I look at it as my unique hobby. I like mapping courses and making course books. It's my site and my hobby, and I'm fine if it's just me doing the work alone for the rest of my life. I believe that much in the project.

Re: What it takes to make a game by yourself

#43
post #22

Perseverance and conditioning yourself to be comfortable with (or even excited/inspired by) long periods of unfinished-ness are core competencies in practically every demanding project I've embarked upon - not just software, literally anything that can't be started and finished over a weekend. A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long…

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.

Re: What it takes to make a game by yourself

#44

The irony of video games is that they’re often associated (at least in America) with childishness. And yet, by any conceivable standard, they’re by far the most complex creative endeavor. Creating a video game requires knowledge of the following: programming, graphics, 3D or 2D art tools, artistic ability, UI and UX design, game design, music production, cinematography, storytelling, copywriting, etc etc. It’s just a…

> The irony of video games is that they’re often associated (at least in America) with childishness.

That's because most games are about shooting other people. This is something only children (and perhaps some dictators) love to think about.

Re: What it takes to make a game by yourself

#45
post #22

Perseverance and conditioning yourself to be comfortable with (or even excited/inspired by) long periods of unfinished-ness are core competencies in practically every demanding project I've embarked upon - not just software, literally anything that can't be started and finished over a weekend. A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long…

[deleted]

Re: What it takes to make a game by yourself

#47
I haven't made a game yet (not even a prototype) though I have been tempting for years. I can't point the issue, whether my coding skills aren't up to the task or because I can't make assets for my game, or because I can't hire a staff and my game ideas scope needs a team to realize them.

The problem is I don't know what is the right next step to take in front of all the issues aforementioned, and I have been thinking that for years without taking any step ahead or risking

Re: What it takes to make a game by yourself

#48
This is timely. Since I’m on sabbatical, I decided to spend 6 months cramming Unreal Engine 5 and Blender to see if I could cobble together enough expertise and the bones of a project to work on together with my now five-year old son over the coming years. I always loved gaming growing up and I figured it would be a great way to get him interested in, and learning, a broad range of skills that might help him along the way in future.

To be honest, it’s been more of a commitment than I expected, but I don’t regret the time spent at all and I think it’s something my son will come to treasure. Sketching imaginary animals into a text book and seeing them come to life in-game a few days later is a magical experience for a kid.

I’d just repeat what a few others have said herein: for hobbyists, keep your expectations for what’s achievable nice and low, make sure you enjoy the journey, and perhaps think about it as something you put an hour into every day, rather than one-focusing on hitting concrete milestones, many of which may remain out of reach for months. Oh, and checklists: write loads of them and keep them handy!

Re: What it takes to make a game by yourself

#50

Which makes what Stardew Valley developer, ConcernedApe, accomplished so much more impressive. https://www.gq.com/story/stardew-valley-eric-barone-profile

I very much admire the dedication to stick with coding and designing SV, but I also understand at some level how it works. But creating the art and music may as well be wizardry. Eric being able to do that also is awe-inspiring.
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