by vicarrion on 9/15/22, 12:59 PM with 161 comments
by piinecone on 9/17/22, 9:43 AM
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 would be. (I should have, I was 8 years into a programming career).
Working part-time was critical (for many reasons), but so was learning that progress is a product of discipline, not motivation, and that I needed to learn “infinite endurance” (I think that’s what Chris Hecker called it).
Once I adopted the perspective that I was some finite number of 3-4 hour blocks of concentration away from turning a goofy idea into a game that anyone could play, finishing became something that felt inevitable — as long as I kept going.
I’ll take the time to write about my experience after I release (which is now months instead of years away) in case any other game developers get anything out of it. Until then, thanks for another reminder that I’m not alone!
[0] https://store.steampowered.com/app/1989110/King_of_Kalimpong...
by warrenmiller on 9/17/22, 8:33 AM
by njsubedi on 9/17/22, 3:03 AM
by Nemrod67 on 9/17/22, 1:04 PM
And 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...
by darkteflon on 9/17/22, 2:42 AM
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!
by checkyoursudo on 9/17/22, 12:02 PM
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 the business of producing things that are way bigger than yourself? I've had a few of those, too.
by mmcconnell1618 on 9/16/22, 10:51 PM
by pengaru on 9/16/22, 11:39 PM
A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long time, that work-in-progress state can start convincing you (and your peers/family/friends/onlookers) that it's not a work-in-progress but a total failure. The only difference between those two realities is abandoning it vs. finishing it.
Some (most?) people lack the grit to get through that trough of "unfinished-or-failed?" ambiguity.
That's a lot of text trying to describe what I've found is the real substance behind "real developers ship".
And somewhere in all this, you still have to have maintain enough perspective to know when to cut your losses.
As a developer, and builder of things in general, I have hella respect for anyone who does such projects.
by moviewise on 9/17/22, 1:14 PM
If you need a break, seeing this documentary about it will be worth your time: Indie Game: The Movie (2012) https://moviewise.wordpress.com/2012/12/28/indie-game-the-mo...
And, if you need some encouragement or diversion about the joy and reward of learning and how it get help you achieve "flow" and happiness from your work, please read: Some Advice On Happiness From A Few Good Movies https://moviewise.substack.com/p/going-through-an-existentia...
by mr337 on 9/17/22, 2:43 AM
1 - https://math.stackexchange.com/questions/3137017/how-do-you-...
by rhincodon on 9/17/22, 12:23 AM
by cpojer on 9/17/22, 11:29 AM
I have recently gotten back into it to explore things I never got a chance to do before like building an AI and fog-of-war. Currently the game is inspired by Advance Wars, and you can see me play against my AI here: https://m.youtube.com/watch?v=bGeEeti22bM
I’m tweeting about the technical details and progress on Twitter:
* Basic explanation and code examples: https://twitter.com/cpojer/status/1460221157634830337
* Map Editor: https://twitter.com/cpojer/status/1488510688389566464
* Fog of War: https://twitter.com/cpojer/status/1547967785015189504
* Testing Infrastructure: https://twitter.com/cpojer/status/1538299796334686208
* Random Map Generator: https://twitter.com/cpojer/status/1537444893580136454
I’m currently working on the game design to make it “inspired by Advance Wars” instead of just a clone.
by keyle on 9/17/22, 7:55 AM
There are many game devs that choose to roll their own... The code stats look quite different.
Also contractors... Some literally do everything by themselves.
If you're doing your own game out there, hang in there and strap on for n^2 the expected timeline!
I love making games because to me it's one of the hardest part of computer science... Not only you have to make something with immediate rendering, that runs at 60fps or higher and that is fun, full of contents AND unique in some way!
Then you haven't even started marketing...
by racktash on 9/17/22, 12:06 PM
by danielvaughn on 9/16/22, 10:36 PM
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 astoundingly complex.
by aschearer on 9/16/22, 11:00 PM
I've made a number of games by myself as well as with small teams. It requires incredible focus, scope management, and tons of time. It's like boiling the ocean. For me, it's all worth it to create something original from start to finish.
by DaveSapien on 9/17/22, 11:40 AM
All this is really spot on with my experience. It just not clear if the author hired an artist or he just recommends it...its quite common for Game dev's to claim they made a game by themselves but actually contracted out the music, art, animation, etc.
Somewhat of a bug bearer with me as there are some genuine solo dev's creating great work that get overshadowed with the whole solo dev marking spin.
by phreack on 9/17/22, 10:22 AM
Right now my newest moonshot is joining a friend who's just started trying to make an educational game for developers, that teaches you in a fun cyberpunkish style how to develop an NES from scratch, step by step. It's an absolutely bonkers idea but it's something we'd have loved to have and that we're having a blast making, just for ourselves. I doubt it's ever going to be successful if we make it to the finish line and ship it, but luckily it's just for fun. I'm thankful of posts like these, it helps getting motivated to make it through.
by hutzlibu on 9/17/22, 7:18 AM
(my conclusion was, a bit, playing it is helpful to think about balancing and final polishing, but only playing it and not improving it probably does not help much. In either case, it is probably a good sign, to have fun with your own game ..)
by thunkle on 9/16/22, 11:23 PM
by flykespice on 9/17/22, 2:33 AM
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
by prewett on 9/16/22, 10:59 PM
by Cryptonic on 9/17/22, 10:11 AM
by jheriko on 9/17/22, 11:09 AM
the point about actually finishing things is a great takeaway. the first game i finished /myself/ took a week, then got another week of post-launch attention... but that was after some 10 years of personal work to develop the skills, then another 5 years or so in the industry gaining experience.
i probably could have done this earlier, but i was constantly setting my sights higher than what was realistic.... but actually the lessons from doing that were pretty invaluable. today, i'm more than capable of filling any role in any of the specialised areas of programming required for games to an expert level... and a lot of that knowledge came from trying to build AAA quality features in isolation with little support - finishing features or engines rather than whole games.... so as much as i agree with the conclusion, i'm not sure it would have helped me to learn it sooner :)
by NayamAmarshe on 9/17/22, 7:45 AM
by michaelsalim on 9/17/22, 1:19 AM
It's such a demanding field that if you're passionate about it, you're bound to learn a lot of things. I don't do game dev anymore but the time I did taught me a lot about what I know now.
by b800h on 9/17/22, 8:15 AM
by bambataa on 9/17/22, 8:55 AM
by Razengan on 9/17/22, 12:41 AM
by foobarbecue on 9/17/22, 12:29 AM
by stevage on 9/18/22, 11:58 AM
by darepublic on 9/17/22, 6:17 AM
by TEP_Kim_Il_Sung on 9/17/22, 2:22 AM
by Eratosthenes on 9/17/22, 5:50 AM
They gave you the damn formula....
by greazy on 9/16/22, 10:57 PM
by lienhoangduy on 9/17/22, 9:36 AM
by bergenty on 9/16/22, 10:52 PM