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What it takes to make a game by yourself

dillonshook.com

71–80 of 167 posts

Re: What it takes to make a game by yourself

#72
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

> Polish as you go

Best way to end up bikeshedding.

Re: What it takes to make a game by yourself

#73

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…

Plus heavy math if not using an engine or if it involves more than what the engine provides.

Re: What it takes to make a game by yourself

#75

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 thinkin…

Make a very small scope game first. Start with Pong or Breakout or the like, with your own slight twist (can be as simple as adding some unique colors). Keep it so simple that you can easily accomplish it.

Then make a slightly larger scale game, like an infinite runner 2d platformer. Keep the scope small, but try to finish every aspect of it (menu, sound, etc). Once you have a finished version you can decide whether you want to add to it or start another project of slightly larger scope.

Don't jump into it trying to make your dream game. Start with making the game that you can realistically make, and then gradually expand as needed. Once you've fully finished a game you'll have a much better understanding what you can do, what you'll need to learn to do your next project, how much work it was for that scope of project, etc.

Make a game where everything is a solid colored rectangle. Then go back and see what it would take to turn one of those rectangles into a simple animated character. This type of gradual progressing will let you focus on things one at a time, decide your own limits (will I make my own walking animation? or will I use a premade asset? How long will one walk animation take?)

Re: What it takes to make a game by yourself

#76
post #68
post #42

Earlier quoted context omitted.

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 l…

Just wanted to say that I have only ever played golf once and have no real interest in it, but I still clicked on your site and went down a rabbit hole. This was fascinating: https://www.latimes.com/archives/la-xpm-2004-jun-11-me-peren... Thanks :)

This is very relevant!

Re: What it takes to make a game by yourself

#77
post #36
post #21

Earlier quoted context omitted.

That's a broader theme. Watching TV is considered more childish than reading a book, even though TV content requires a lot more kinds of creative work in order to exist. The reason is that usually when the medium is richer, it demands less of its audience. Instead of imagining a scene, you're given its picture ready-made. Instead of actively following the lines of a story, you passively assimilate what appears before…

There are games that are entirely text-based. I play less than I used to but always try to check out the yearly winners on https://ifcomp.org/ Also see https://ifdb.org/

Pretty sure those still fit the thesis in practical terms. They demand more of the player, and AFAIK are not particularly associated with childishness (if only because much fewer people know they exist, but still, you can't take imagine people thinking some arty piece of IF is childish, can you?).

Re: What it takes to make a game by yourself

#78
post #26
post #21

Earlier quoted context omitted.

That's a broader theme. Watching TV is considered more childish than reading a book, even though TV content requires a lot more kinds of creative work in order to exist. The reason is that usually when the medium is richer, it demands less of its audience. Instead of imagining a scene, you're given its picture ready-made. Instead of actively following the lines of a story, you passively assimilate what appears before…

I absolutely agree with your comment from the consumption perspective, but I believe GP was referring solely to the creation aspect.

By bringing up the association with childishness, no, they were not.

Re: What it takes to make a game by yourself

#79
post #42

Earlier quoted context omitted.

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 l…

Personally the map with little icons always turns me off of sites. Maybe just a random course with quality photos where the map is, and some way to navigate to the next one? Maybe you don't fully aggregate the courses but you can scrape behind the scenes, automatically compile a bunch of content, and then edit it down. So you've proofread vetted all the content but doesn't have to be done manually.

>Personally the map with little icons always turns me off of sites.

I actually agree with you, but I really don’t know how else to get people to physically see courses they’ve never noticed before. Also I suck at Leaflet so it’s ugly.

>Maybe you don't fully aggregate the courses but you can scrape behind the scenes, automatically compile a bunch of content, and then edit it down.

I thought long and hard about this, but when I realized that the USGA, itself, has incorrect data more often than not, I realized that letting the people who love the course add the data is going to be better in the long run.

Re: What it takes to make a game by yourself

#80
post #44

Earlier quoted context omitted.

> 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.

Imagine what you would think if someone claimed that “most movies are violent”. You would think that even a cursory glance at Netflix or Apple TV or the shelf of your local Blockbuster would quickly disabuse you of the notion. So it is with games. I’d urge you to take a second look. These sorts of generalisations, ill-supported by evidence, have historically been bad for the medium.

38 out of 50 games in https://www.xbox.com/en-US/games/all-games are about shooting people. So "most" doesn't sound too far fetched.
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