Indie Game Development
This cluster focuses on programmers' challenges and advice for creating indie games, including pitfalls like building engines instead of games, motivation issues, the need for prototyping and small scopes, and experiences from game jams and solo projects.
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Try game dev. It's still like that today.
Maybe not relevant to your interests, but I found this very interesting on the topic https://www.youtube.com/watch?v=aJt2POa9oCMA case of "brilliant coder wants to make game but don't know art well, so they create new complicated programming tasks instead", but, the brilliant coder part is still pretty relevant.
I think a lot of programmers love the idea of being game developers but don't really have much of an idea for what to make, so they get diverted into developing a game engine or even tools to support a game engine instead. People can spend years on that. And that's a perfectly fine hobby. But it doesn't usually result in actually making a game.My advice to people going down that path is: consider contributing to ScummVM, an open source roguelike, or a ROM hacking project for a
I don't quite understand but it's the worst way to create anything. Actually there is no creation at all, and you can't change it unless by trying another prompt so that the AI will create it for you. There are literally a billion Flash games and abandonware that are better than this.> I didn’t write a single line of code, and the entire process took less than an hour and about 20 iterations.If you want to discover something, do the tiniest activity and learn how to displ
Making games seems like a pretty decent sized side project to me. As a teen I did a number of game like things. Spent lots of time as a coder on a MUD and created a number of simple games. The majority of the people I knew well during that period are now programming successfully. Some of them are even making games for profit.The problem is, I think, if you say "I want to make games"(or any other thing) but wouldn't spend your next few hours of free time actually starting something.
Hi, I'm the author of the post. The reason I made it is because I've already worked on a ton of other games and I wanted to try something different!I've worked in the AAA industry for years on many games. Just recently on Doom, I remember that code was so bloated you could open "hands.cpp" and just hold page down for days. I've also released many games on my blog, like close to 40 games on there.So the main point is just try creating something different. Maybe
start with creating a smol indie game you yourself would want to play
As several people has pointed out here, don't focus on programming. That can kill the urge to make games pretty quick. And an important thing often overlooked, is prototyping. Whatever kind of game you are making, find a way to make a fast mockup using paper or whatever - and test it.That being said, you should take a look at simple game engines like; Twine, GDevelop, TyranoBuilder and PICO-8. Just remember; the easier they make it to do simple stuff, the harder is it to do difficult stu
You made a game. Youre competing with every other game and other forms of entertainment. Id say regroup and refocus on writing software that solves pain points. Read patio11.
The author comes off as over the top negative.I've participated in game jams, I do my little part as a member of a team and then I move on with my life. It's not a great tragedy if my side project doesn't make me 7 million.I've never really put too much effort into art for my games, I either use stuff from the asset store, or hire someone else to do it. Occasionally I have artistic friends who contribute as well.The only thing you really need to do is level design. G