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Making Games on Your Own as an Engineer

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Re: Making Games on Your Own as an Engineer

#51
post #12

The "architecting systems" vs "developing a game" point really hit home. When I've attempted to make a game myself I've ended up developing - a night-sky pixel-art generator based off of night-sky data from SIMBAD. This was seriously overengineered and had an excessive amount of undergrad astrophysics involved. I spent weeks on this and in the end the core gameplay was not even developed!

Likewise, it hit home for me. About 9 years ago (wow, has it been that long?), I started working on a web-based Word w/ Friends competitor. With flash dying out and not really wanting to do it with DOM elements, I took to Canvas.

I ended up engineering a fairly complex system of containers and components with mouse events, layering, conditional rendering and caching, but never finished the game.

Since then, any time I'm itching for something fun to work on, I revisit that code. I've had several attempts at moving it away from using Classes, to functional, to trying to build it in React. The last attempt led me to react-canvas, which while not exactly what I was trying to make, was close enough that I felt defeated.

That helped me realize I was more interested in the system than the game, because I could've just used react-canvas or plenty of other 2d game tools to build it, but I never chose to do so.

Re: Making Games on Your Own as an Engineer

#52

Good tools and resources for indie game devs: Sfxr, Blender, The Gimp, git or P4, Visual Studio, itch.io, TurboSquid, freesound.org

Also: https://opengameart.org (open art collection) https://www.beepbox.co (music sequencer) http://www.roguebasin.com/index.php?title=Finding_graphical_... (tilesets) http://grafx2.chez.com/ (pixel art program) http://www.wings3d.com/ (3d modeler, easy to use) http://spiralgraphics.biz/packs/ (tiling textures)

Seeing posts about Wings3d makes me miss Nendo and what it could have been. I had so much fun playing with that over a decade ago. I just hated that many times it'd end up crashing or a subdiv gone wrong would ruin the model and it had limited undo.

I tried Wing3d, but somehow it never felt the same.

Re: Making Games on Your Own as an Engineer

#53
I haven't read the whole article, but making games on your own is really hard. You are either good designer, but bad programmer or the other way around so. I think the easiest if you are a programmer and know a little bit of Unreal or Unity, you should use free assets and not bother with creating assets as this will eat up all your time. It's better if you pair with someone.

Re: Making Games on Your Own as an Engineer

#54

I'm a developer making a game prototype (full-time at the moment after being retrenched). If you're a solo dev I think it's really important to focus on the areas where you don't have any skills. For example art, animation, effects etc. All of these could potentially be a big hurdle, depending on the idea that you are developing. Learning how code works in Unity (as a developer) isn't that difficult, it just takes a…

I've found this to be true as well. I'm a data engineer in my day job, and I've been doing part-time game development for about 2 months. It feels early but I'm forcing myself to learn Blender and polish my animations and effects because I don't want to have a "finished" game and then get stuck having to slog through 20-30 animations.

It's going pretty well and I'm happy with what I've been able to do. It'll make it easier to start marketing earlier as well, which is a huge plus.

Re: Making Games on Your Own as an Engineer

#55
post #44

Derek Yu, the creator of the Spelunky series among other things, has just published a blog post on his experience with developer archetypes: https://www.derekyu.com/makegames/archetypes.html Recommended short read, I'm sure you'll find yourself here and relate to your non-indie-game-developer self too!

Wow, this article is great, it could be its own HN submission. Another archetype similar to "Burrowers" are "Architect Astronauts" - when you try to generalize every problem and create a portable universal solution to it

Heh, thanks for the idea!

Re: Making Games on Your Own as an Engineer

#56
As a developer in the past, my day job is great, but programming my own games and apps is fun!

My favorite apps and games are my own creations. Since I don't need to make money on them, I don't bother releasing them on the App Store.

I've tried that, and the reviews I get are bizarre. Aside from not dealing with the unruly public, I save a lot of time not worrying about distribution or support or marketing.

So if you want to make games or apps, go for it! Ignore the cries to ship your stuff. It's pretty clear who are in it just to make money, vs. enjoying and being productive programming for yourself.

Re: Making Games on Your Own as an Engineer

#57
I’ve been working on a game mostly solo now for a bit (my wife helps a bit with level design). It’s a stab at third person dungeons and dragons style play. Working on it is a lot of 7 day weeks and questions that you have to answer for yourself and the technical challenge feels really great.

This build is really out of date, but if anyone is interested I’ll post a link. I’ll have a significantly updated one up sometime in March hopefully https://hertzrat.itch.io/a-few-nights-room-and-board

Re: Making Games on Your Own as an Engineer

#58

Earlier quoted context omitted.

Did you use a libary or anything like that? Or the API's directly? I love the idea of being able to do more with tools I'm comfortable with :D

(not your parent poster) I used P5.js for an Asteroids clone and an add on (P5.game) for a Galaga clone. Both had good primitives and it wasn't too hard to write a game-tick for-loop that ran the game logic.

Thanks for the recommendation! I'll check them out.

Re: Making Games on Your Own as an Engineer

#59

I don’t think it’s bad advice but having shipped multiple (really bad) games, I think it misses the two biggest/best pieces of advice I’ve gotten: 1. GDDs are probably a distraction if you’re a solo dev - prototyping and grayboxing a lot and looking for the fun mechanics without any art/music/story to get in the way or distract is essential 2. If you’re truly just starting (and don’t already have a sense of fun), abs…

Doesn’t hurt to jump start that loop iteration by taking in some principles and interrogations.

Two little books that can help:

1. From A Theory of Fun book blurb:

“A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive.”

https://smile.amazon.com/gp/product/1932111972/

2. See also The Art of Game Design:

”Over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again.“

https://smile.amazon.com/Art-Game-Design-Lenses-Third/dp/113...

Re: Making Games on Your Own as an Engineer

#60

I'm a developer making a game prototype (full-time at the moment after being retrenched). If you're a solo dev I think it's really important to focus on the areas where you don't have any skills. For example art, animation, effects etc. All of these could potentially be a big hurdle, depending on the idea that you are developing. Learning how code works in Unity (as a developer) isn't that difficult, it just takes a…

Definitely agree about “juicing” your game, especially from a visual perspective. There’s so many graphics concepts that I didn’t know about and didn’t have the eye to recognize.

Things like ambient occlusion, bloom, reflection probes, and physically based rendering/materials were totally unknown to me but were really essential to making a game look “AAA”.

Adrian Courreges has a great list of graphics studies that expose you to the space: https://www.adriancourreges.com/blog/2020/12/29/graphics-stu...

Following technical artists on Twitter is also a great way to get exposure on more one-off techniques (how to make a fire effect etc.)

I’m a big fan of @minionsart and @adrianmendezzg but there’s tons of other indie devs and technical artists sharing their work.

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