Why does everyone tell you to "start with small games"Why is it such a common advice?Wouldn't it be better to start with your dream game right away?
>>722530302>Why does everyone tell you to "start with small games"to get experience and learn some stuff>Wouldn't it be better to start with your dream game right away?you'd probably make a lot of rookie mistakes and end up burning out on your dream
>>722530302Because you don't know your tools, you don't know the patterns, you don't know what you're doing. Finishing smaller projects will let you see what's good and what's bad and give you a better sense of how much things take to do, reducing the possibility of you swimming through spaghetti or getting stuck in dev hell once you finally start making something bigger.
because in your eagerness to create your dream game you didnt build up the necessary software developing skills to avoid code rot in which adding or fixing features takes exponential amounts of more time
>>722530302Depends on your existing programming experience vs the scope of your dream game in this context
>>722530302Because you have no experience in game development, you will not be able to make it unless you start small and learn
>>722530302if you bought a tool set would you immediately start trying to build a house? course not you guacamole dip
>>722530549you’re going to burn out faster working on slop you’re not actually passionate about
>>722530302Yes, it makes no sense to make a small 2d game or too down 3d game when you want to make a full 3d one.
>>722530639programming experience is just one componenteven if you were the next genius Carmack this wouldnt magically make you instantly learn how to make models for games, how to animate, how to make music, avoiding the common pitfalls of the engine youre working withall of these skills have to be built up simultaneously
hope this is the thread. I made some progress on the sound department today: got a sound manager ready that works for music and SFX (2D and 3D) and am looking at combat sound effects>>722530786true, that's what those earlier projects should not just be simple but also small. In any case it doesn't matter if you finish them or not, the important thing is to learn the most while working on them
>>722530821You can purchase art and music to make your game. Purchasing code will never get you your game on the other hand.
compounding error
>>722530757If my goal was to make a house and the house is easily fixable later, yes I would>>722530721Who said you can’t gain experience working on your dream project?
>>722530302Learning smaller games first will help you understand the underlying mechanics that make a game function in terms of programming. Being aware of this will help you boost up your dream game development.
probably because it's good to finish things also you can't solo develop most "dream" gamesI don't think you realize the amount of actual work that goes into making a video game. even small ones require a lot of time
>>722530821Even more of an argument on why you should mess around and learn how things really look like before you dive in.
>>722530302does godot integrate AI coding? will it? because otherwise it sounds out of date
>>722530976Anon multiple people have warned you, if you wanna go for it then by our guest. Don't whine when you realize what we all meanr
>>722530302You get your huge design flaw mistakes (you will make lots of these) out of the way in small projects where it doesn't matter and you'll have learned not to make them again.You'll have settled into a familiar flow with <game engine>, <programming language>, <image editing software>, <music software>, <modelling and animating software> so you're not breaking flow every 5 mins spending 20 minutes looking things up for each of these all the time.
>>722531267most stuff online right now is for godot 3, which the AI will try to use in godot 4 even if the functions and classes no longer workworse is when you tell the AI that and it goes "oh that's right!" and then makes the same mistake because it literally has no other data to work with
>>722530302this says it all >>722530549but also: it's arguably easier to make a living as a game dev making small games that sell kinda ok instead of trying to make a blockbuster that makes millions. you're not gonna get rich but you'll make enough to treat it as a full time job
Your dream game should always be your goal, but if you start working on your dream game with no experience you're never going to finish it. Starting small also has the advantage of giving you concrete ideas about the gameplay of your dream game. And making a vertical slice of your dream game should be pretty easy once you can just pick stuff you've already done while working on small games.
>>722530302For a variety of reasons:>no experience with the toolsYou're going to spend a thousand time longer making something that'll run and look like horseshit because you have no idea what you're doing and just throwing shit at the wall to see what sticks.>no experience in scopingYou're going to feature creep very easily because you have no understanding of how much time sometime takes to implement, if it can be implemented at all, and you'll burn yourself out>no experience finishing projectsFinishing projects is a skill on its own and it's very easy to burn out when you can't see the end of it.
>>722531575I have no issues with Qwen3 & Zed but I only use AI for autocomplete. Hell, it even understands the godot-rust bindings.
Is Godot the best choice for brand new developers with no talent developing a new game from scratch? What's the best way to learn it?
no because knowing the whole process front to back is important if you want to know where scaling things up will be too hard, so you can temper your expectations properly. if you go in blind you might end up aiming for too much content to be made without the right tools or process/workflow, and you burn out. having things start off as just a rapid prototype exposes you to things like how many enemies could you make, how to make the levels, how to adjust your mechanics, how to store all your data, how to sync up players on a server, and how to free up memory as you progress through areas. you lose out if you have to do all that AND figure out how to make a bigger game. basically, having a couple prototypes will teach you more than just brickwalling against a massive project. you can still try, but it's better to do both.
>>722530302It doesn't matter because you won't listen but the easiest way to explain it is like this:>you have a "game dev" skill that starts at 0>the speed at which you make games depends on the stat>if you do a huge game at 0 skill it will take several years longer>if you do small games first it will increase your stats a bit and save you time in the long run
>>722532280Depends on your project, but since you're a beginner anything you learn with godot is going to be transferable to other engines. The best way to learn it is to read the whole doc at least once (do that in bed if you have trouble sleeping), then follow any tutorial you can find on youtube for a couple of months, then reread the doc and simultaneously try to implement an existing game. https://docs.godotengine.org/en/stable/
>>722531461>Anon multiple people have warned youI have literally already made a game myself, and simply improved it over time. "Waste your time working on filler game you don't care about" is dogshit advice.>>722532347>no because knowing the whole process front to back is important if you want to know where scaling things up will be too hard,How are you going to know where where scaling things up is too hard if you're working on babby small filler games?
>>722530302>why do I have to do basic drawings first? Why can't I just draw massive composition with complex characters from the start?>why do I have to do write small stories first? Why can't I write a 500 pages novel from the start?>why do I have to make small audio samples first? Why can't I create 10 minutes long song from the start?Nothing to see here, just another crab who is going to be shitting up game dev threads for the next 10 years after burning himself out.
How evil (and how funny) would it be to make a PC game that>uses a controller, but>detects if the controller is from one of the big three console makers (Nintendo, Sony, Xbox)>if so, auto close the game
>>722530302>Wouldn't it be better to start with your dream game right away?nobody stops you from trying. Good luck being instantly good at programming, software design, 3d modeling / art, animation, music production, sound design, writing, game design, n tons of other hyper specific shit.
>>722532645not any of the other anons, and to be honest, I'm actually kinda with you on this. Though I haven't made a game yet, I find all this "don't make your dream game" "advice" everywhere disingenuous and demotivating
>>722530976>Who said you can’t gain experience working on your dream project?You can and will. But the objective is to complete the dream project. So you should take baby steps first, i.e. with small projects.I have an idea for game and I've followed a course to make games with Godot. I'm doing a small mini project to present to an artist and I'm already seeing how much I need to relearn to reinforce what I've been taught.
>>722530302Because they're assuming something about you.GameDev is something that's incredibly easy to drop, and if you get frustrated without understanding the reward of making something, you're more likely to drop it. This is more likely to happen with a complex game, which is closer to your dream game. A small game however, lets you feel that reward of making something while avoiding being too frustrated.If you can bite down and work every day on it, coming back through every frustration then yeah, start immediately on your dream game.
>>722533339Nobody said you shouldn't make your dream game, people are saying you should learn to do shit first you fucking idiot.
>>722533428I did. In HS and College. Did you?
>>722530786>you’re going to burn out faster working on slop you’re not actually passionate aboutNo you won't because you'll be able to complete the project. I'm guessing you never worked in game dev?
>>722533339>Though I haven't made a game yetwhy would your opinion matter then
>>722533456Yes, you moron.
It's interesting how "don't make your dream game" is framed as "genuine heartfelt advice" yet the people who give the advice get all hostile when you ask why and also point out the inherent problems with said advice. It's almost like they're not really genuine or heartfelt!
>>722530786You don't burn out from finishing things. You burn out because you set expectations you cannot meet.
>>722533428>people are saying you should learn to do shit firstAnd you can't do this while making your dream game because....
>>722533210bump. I wanna know how much people I'll piss off and how much of that shall be entirely their fault
>>722533667>you don't burn out from wasting a massive amount of time and energy finishing slop you didn't actually care about making
>>722533635You should be able to find examples of released games where people made their dream games on the first try then to prove everyone wrong. It really comes down to their scope.
>>722533353>But the objective is to complete the dream projectIt's going to take longer to complete if you bumble around like a retard wasting time on multiple unrelated projects first.
>>722533724nta but because you'll spend more time learning and studying than making the game, obviously. And you'll have to fix all your previous fuck ups on the way too.
>>722533804>first try dream games that were major successesThere's quite a few.And as much as I hate the game, pretty sure Undertale is one of those examples
>>722532645>How are you going to know where where scaling things up is too hard if you're working on babby small filler games?because you can see how things communicate with each other. specifically the scripts defining the behaviour of your game, the character controllers, the AI, the level state, all of that complexity presented to you on a smaller scale gives you the realization that having it be 1000x larger isn't just a linear growth of complex dependency management, but an exponential one. if you know that ahead of time, so be it, but that's not an intuitive idea imo. usually you have to be told that ahead of time by someone who has tried it, or you attempt the large-scale project. this all boils down to foresight. you're trying to work smart not hard by seeing what was an easier solution with the smaller scale project, because you would have had WAY more opportunities to experiment with it. on the larger true-scale project, you won't be able to just go "eh i don't like this method i'm gonna dump it for this" because you just have too much logic to refactor, and it might be even more than just refactoring.
>>722533892>because you'll spend more time learning and studying than making the gameYou're already doing that by not making the game and working different filler game instead.>And you'll have to fix all your previous fuck ups on the way tooYou're already doing that by having to start on the game you actually care about from scratch after wasting time working on different filler game instead.
>>722533210bump again, and whenever someone asks for a console port, what if I just tell them to go fuck themselves?
>>722533920Never played it but watching gameplay it looks exactly like what I am saying on keeping a small scope. Looks very simple, there are no advanced programming patterns here.
>>722530302>Wouldn't it be better to start with your dream game right away?no because the vast majority of people are incapable of completing projects. It's better to get in the habit finishing something early
I'm considering making a homebrew game for some retro console, just for fun/practice. Should I? If so, what platform should I target?I'm looking at the following:>PS1>N64>PS2>GBA>GC/Wii>NDS
>>722533960>on the larger true-scale project, you won't be able to just go "eh i don't like this method i'm gonna dump it for this"Why?>because you just have too much logic to refactorHow is that any different than having to start from scratch after the time you spent working on a completely different game?
>>722530302What kind of "small game" project is good to start with? Like, make Pong or something? Or could you make a real game that you could sell on Steam for like $1 or whatever?
>>722534343If you're serious the simpler the console the better if you ever want to finish it. GBA would be my bet but PS1 could work too. N64 has weird architecture that'd probably make it a pain to develop for.
>>722534427That's the REAL question to be asking when someone says "make small games".How small are we talking? And does it have to be sold? There's a reason there's not a huge pile of pong clones on Steam.
>>722534129Yeah but Undertale succeeded due to the characters, writing and music. Those kind of things are probably even harder for most single game devs to do than programming.
>>722533724Because you have no idea what you're doing, you'll be setting your expectations too high and you'll burn out because you won't see the end of it.>>722533920Toby Fox had a lot of experience with Earthbound romhacks and making shitty RPGMaker games before Undertale, it's not like he made Undertale without any prior knowledge.
>>722533920Undertale, like most big successes, was actually Toby's second game project. And hell, UT is probably manageable as a "starter project" anyway.
>>722533979ok, let's say you get the necessary skills to design an actually fun game. What if your initial idea sucks massive ass in reality in terms of actual game design (or simply saying - it's not fun)? And now you are smart enough to realize it. You'll either will have to keep going because of the "but it's my dream game" and end up with a clone of a popular game or just simply a crap game, or you will have to redesign the game so much it won't even represent the original idea.
>>722534380>How is that any different than having to start from scratch after the time you spent working on a completely different game?because you will immediately be able to implement it and move forward in less time. furthermore, you have completed that game while gaining all that insight due to its smaller scope. coming to that conclusion on a bigger project takes more time, and you might have to scrap things without anything to show for it besides that insight, simply because you realize that it's not feasible to implement. it's a greater negative impact as a result.
>>722533920>pretty sure Undertale is one of those examplesIt's actually not. Toby has on record said Undertale was the test game to get used to game dev. Deltarune is his dream game.
>Why do I have to learn anatomy? >Wouldn't it be easier to just draw the hot women I want to draw to begin with?There's a reason nobody treat idea guys seriously, OP.
>>722530302>Wouldn't it be better to start with your dream game right away?YesI recommend to everyone to do thatWhy bother if you don't have passion for the project I say
>>722530302Either way is better than posting about it on /v/eddit.
>>722535019you can have passion for a lil game that's not your dreamed one
>>722534983>coomer analogy>UT fanart reaction imagehmmst
>>722535089Go big or go homeImportant to reach for the stars, because even if you crash and burn, you might have accomplished more than the "play it safe" crowd
>>722530302>immediately start on your dream game>spend 10+ years not knowing what you're doing, just flopping around and hoping it works>at most you have Patreonbux coming in but your dream game is near-unplayable outside of the beefiest of computers even though you haven't made a single asset yourself yetDoes this remind you of a certain game?
>>722534620Nothing to do with my point
>>722535220This is such a shit argument. Who is that retarded? 10 years to make baby's first asset flip?
>>722535446anon, read again
>>722533795one can have a dream game and also stupid one off ideasor are you a brainlet?
>>722535553>or are you a brainlet?He's an idea guy, what do you think?
>>722535094No arguments, eh?
>>722530302>Why does everyone tell you to "start with small games"A lot of other anons already answered your question, it takes time to learn the engine and tools your working with and understanding how to control the scope of your project is a skill unto itself. Though I think the statement could use some nuance. If you want to make something like an action RPG, then making a bunch of 2D platformers and puzzle games can only teach you so much and you'll probably lose motivation cause your not working on what you really wanted. I think the best option is to try to break down your dream game into it's different elements.Want to make an action RPG? Make a 3D platformer first, or maybe you don't want jumping? Make a "platformer" where you roll instead. Does it have an inventory system? Make another project where it's only the inventory mechanics, make it a puzzle game if you want. Then bring those two things together in your 3rd project, etc...>>722534427>>722534545It depends. I think the old adage of 'never have your first project be a 3D game' is pretty outdated at this point. If your dream game is 3D, there's plenty of tutorials that you off making them. The best method is try to find a tutorial that is the genre you want. Want to make a turn based RPG? there's plenty of tutorials out there. Finish it, then use that as a base to try and add your own elements to it.If you're really starting from zero, then sure a complete basics tutorial where you make a couple of small games will only cost you a couple of hours of time max? It's not a big time investment.
It's so easy to conceptualize an idea, but it's so hard to actually make it come to life. Has anyone in the thread actually completed a game? If so, do you have any workflow advice?
Because videogames are comprised of many components working together, and you have to know how they work so you can deliver what you need.More than smaller games, you should make small tech demos to try different approaches or techniques, as if you were doing some I+D work. Not everything you make has to be a full-fledged game, that line of thinking is the reason why we have so many indie trash just because they develop around a single mechanic and call it a day.
>>722536040>we have so many indie trash just because they develop around a single mechanic and call it a day.Examples?
>>722535941>Make games that are smaller components of your "dream game" as practice for the actual dream game, or at least align the smaller games with the interests you have for your dream gameFinally, some actual good advice, thank you
Its easy to create an environment in a game. Just take some free assets, free ambient sounds, start putting shit in your game. I made a fairly retro styled ps1 game world this way.Its hard to actually code a game with scripting, events, logic.
>>722535941>I think the old adage of 'never have your first project be a 3D game' is pretty outdated at this point. If your dream game is 3D, there's plenty of tutorials that you off making themThe reason people recommend doing your first projects in 2D is because implementing and debugging is much simpler.Scaling implementations from 2D to 3D afterward is usually fairly simple.
>>722530302to learn and get experience, if you start with your "dream game" you gonna get stuck or frustated on some point, experience is important to help you to avoid mistakes like choosing a shitty engine made by troons
>>722530302The real answer is that for most things that people want to actual make, it will require a lot of fore-planning and system design that could only realistically be achieved through trial and error especially if you have any modicum of originality in the game you want to create. In practice you will either find out about or come to a reasonably close conclusion to a programming pattern such as component based design or MVC design, but thats like telling a 4th grader who just learned multiplication to now apply it to factoring out complex numbers in a system of equations
>>722536563Where's the best place to get free assets?
>>722531575cant i just use godot 3 then
>>722530302I was thinking of making my first game in GameMaker, though it'll be something like Hotline Miami, except more noir. Originally started out as a mod, like Brutal Doom, but for HM. I'll just share it with a friend or two, maybe here if I work up the courage. Still gathering the money though, but I hope you all have a nice time developing your games. Godspeed, anons!
>>722536657That's true. I said it as a personal preference and keeping yourself motivated to finish. If you really wanted to start by making a 3D game, as long as your not allergic to googling it's not that big of a hurdle to start from the middle and work backwards.It also comes down to the engine. It's actually more complicated trying to start by making 2D games in Unreal then it is to start with using 3D. Though that is an exception to the rule.
>>722537240>Still gathering the money though,What are you using money for in your game development? Hiring people?
>>722537006 I think it was itch.io.My game was looking like a true horror game. Then I gave up because I didn't know what direction I wanted to take the game, I didnt want to really make a horror game.Realize art is a one time form. You can try to recreate something you previously made but it will never look exactly the same unless you trace or copy it.So if I create something new agan it will look differnt
>>722535553one can just have a dream gameor are you a brainlet?
>>722530786this anon has never made anything in his entire life
>>722537436Buying the engine I'd guess. I don't have anything else to do during the day, nor the night, so I figured I'll work on it 24/7 if that's what it takes, and update here for progress. I'm hopefully looking to finish it before next year's July, as a challenge to myself. After all, how hard could it be?
>>722536221Remember steam greenlight?
>>722534983You can learn anatomy by practicing drawing hot girls, dumbfuck.God this thread is full of retarded armchair dev midwits.>>722534798>What if your initial idea sucks massive ass in reality in terms of actual game design (or simply saying - it's not fun)? And now you are smart enough to realize itWhy would making some separate game magically make you realize this as opposed to just making the game to begin with?>>722534829>because you will immediately be able to implement it and move forward in less timeIt’s not “less time” if you already spent that time having to work on something else. >and you might have to scrap things without anything to show for itYou have all the previous work to show for it. Reworking something you already made is faster than working from scratch.
>>722537868I have multiple
>>722530302If you finish a small game you can put it on your resume to get hired somewhere.Also you will learn a few things that starting the next game can take advantage of your experience.
Should we all just embrace AI? The industry is not going to stop using it, wouldn't it be dumb to not adapt to new tools?
>>722538404nobody is getting hired anywhere. all AAA game devs have realized they can get a lot more done with a small team of prompters.
>>722538247>You can learn anatomy by practicing drawing hot girls, dumbfuck.Yes, I'm sure your MSPaint long armed midgets with vaginas that looks like the eye of Sauron is very hot to you.
>>722538247>Reworking something you already made is faster than working from scratch.not in the context of having to retrofit a new approach for your core logic. it's not a matter of resuming from where you left off. starting from scratch can save you a ton of time here.
>>722538247>God this thread is full of retarded armchair dev midwits.Sure thing, idea guy, show us your dream game.
>>722534343GBA or PS1.GBA covers everything 2d. PS1 for 3d.
it's significantly more efficient to learn using a simple game how things go together and to realize the type of problems that come up than it is to try create massive and complex systems from scratch and then having to constantly rewrite these systems as you goplus spending a bunch of time on building up a single system when you probably wont even finish a game is fucking retarded nobody said you had to make a pong game or platformer. make something you want to make, just start smallthe only retard here is you OP
>>722538668>GBA covers everything 2d. PS1 for 3d.gba can do 3D too, using software renderers
>>722538562I still would have made more progress learning how to draw hot girls than twiddling my thumbs like a retard staring at an anatomy™ guide written by some armchair dumbfuck.>>722538637Games have multiple parts. Rewriting the logic for a game I already made progress making the sprites, music, level design writing, etc for is still faster than bumbling around like a retard on a separate project because some redditor said that’s what you’re supposed to do.
I really like the idea of puzzles in that rocket mechanic game where you do little poo puzzles to disassemble the system, find and correct the repair and then reassemble and restart it.
>>722530302Because bad code kills large projects. And you need to know what bad code is.You can of course learn from experience, but well, like other anons said it's an easy way to burn out.
>>722538927>I still would have made more progress learning how to draw hot girls than twiddling my thumbs like a retard staring at an anatomy™ guide written by some armchair dumbfuck.Who said anything about staring at anatomy guide you dumb fuck? I was literally saying you can't draw hot women if you have no fucking idea how to things work to begin with.Go ahead and draw a city scenery when you don't even know how to draw a box you fucking retard.
>>722538927>staring at an anatomy™ guide written by some armchair dumbfuck.Not the best example because you would use the anatomy guide to attempt to draw hot girls one joint, bone and muscle at a time.
>>722538927>Games have multiple parts.okay? those parts can work together in a billion different ways. we're talking about scalability here in conjunction with interdependency. if you think rewriting logic doesn't impact all of those elements, then you aren't really grasping what can happen when you scale your game up in complexity and content. a small prototype will help with understanding that faster than just going fully into one specific project. in any case you can do both and realize where you can retrofit your process and where it's not feasible. i don't get the reasoning where you must not try, but it is definitely a problem if you don't know how to make a feasibility study on your game before implementing it.
>All these people arguing about what kind of game should be your first game>no one actually posting progress>my question about homebrew platforms didn't get much answerssad
>>722538927>call others armchair dev>is literally being an armchair idea guy who have no idea what he's talking about
>>722538247>You can learn anatomy by practicing drawing hot girls, dumbfuck.You can, by drawing dozens of sketches, you cannot by trying to make a single professionally drawn and rendered image tho
>>722539163>b-but you have to rewrite the logicWhat do you think you're doing when you're done wasting time working on your filler practice project and have to start working on your real project?>>722539378>You can, by drawing dozens of sketches,Yes, you learn how to draw hot girls by drawing hot girls, not by working on something else because some dumbfuck on /v/ said so.
>>722530302I've thought about this before and the sensible thing to do would probably be to make a mobile game. That automatically limits the scope of it and reduces the potential cost of assets etc.The problem is that I don't like mobile games, never play them, and simply wouldn't enjoy working on one in my spare time.
>>722539438>Yes, you learn how to draw hot girls by drawing hot girlsby trying to learn how to draw hot girls, you learn how to draw hands, you learn how to draw boobs, you elearn how to draw faces, you cannot just sit one day, and produce a single perfectly rendered image of a hot girl, because you dont know how to yet
>>722539276 (me)Though the few answers I did get both say I should either do GBA or PS1, makes sense>>722539443Yeah, I've thought about mobile before too. Ideally I'd use mobile the same way devs used REAL handheld platforms (GBA, PSP, DS, etc) back in the day but no one would buy games like that for mobile sadly.HOWEVERUnironically, making a game for an old retro platform (or at least pretending it's for said platform if you want it to be an actual commercially released game for PC and not just some homebrew hobby project) sounds like a good solution to this.
>>722538247>It’s not “less time” if you already spent that time having to work on something else.except doing that project speeds up your workflow. that entire process isn't just a duplicate of the effort you could have put into the mainline project. it's a more optimized variant that you've finally culminated by testing it on a smaller prototype.
>>722530302If you can't even do a little game, how are you going to do a big one?
>>722539438>What do you think you're doing when you're done wasting time working on your filler practice project and have to start working on your real project?saving a ton of time trying to figure out how to make things work effectively while scaling outwards, thereby letting me work on the more creative aspects rather than logistics.
>>722539438>What do you think you're doing when you're done wasting time working on your filler practice project and have to start working on your real project?You learn how a system works in an isolated environment where you can make mistakes and change things, without breaking your actual game in the process and spending an ungodly amount of time trying to fix it because everything else was dependent on that system.Maybe you should actually try to make a game before talking about shit you don't understand.
>>722539682 (me)Actually, now that I think about it, I wonder how many mobile games there are that are sold upfront as normal games with no MTXProbably quite a few, at the very least there's ports of classic games
>>722539438>What do you think you're doing when you're done wasting time working on your filler practice project and have to start working on your real project?you can literally copy-paste code anon, making your life significantly easier, especially if you know how to properly use all the refactoring tools
>>722534343>>722539276It depends on how experienced you are in coding. GBstudio is the only homebrew engine I know of that is ready out the box to make ROMs that can be played on orginal hardware, but it's only for Game Boy. There's also NESmaker but it's paywalled. Anything beyond that is reddit territory unfortunately.
>>722539562>you learn how to draw handsWhich you can do by drawing hot girls.>you learn how to draw boobsWhich you can do by drawing hot girls. >you elearn how to draw facesWhich you can do by drawing hot girls. >you cannot just sit one day, and produce a single perfectly rendered image of a hot girlWho said you had to?>>722539842>thereby letting me work on the more creative aspectsBut you didn't work on any creative aspects because you spent all your time working on another project.>>722539901>You learn how a system works in an isolated environment where you can make mistakes and change things,Anon I'm going to blow your mind here but you can, in fact, do this while working on your dream project instead of some shitty filler project. Isn't it amazing?>>722540120>you can literally copy-paste code anon, making your life significantly easier, especially if you know how to properly use all the refactoring toolsYou know what's better than copy/pasting code? Using code I literally already wrote because I just started working on my project immediately.
I want to try game dev, but don't know where to start. Even if the right start is "small game," what do I do? I don't want to just asset flip a tutorial game or whatever.
Are there any games out there based around the numpad? Kinda interested in it as a basis for some mini-games.I whipped up a quick prototype of like an inverse taptap revolution game. Its a rhythm game but instead of tapping the cells as they "hit", you move a character around a 3x3 grid to dodge incoming damage. Essentially like dodging telegraphed damage in Crypt of the Necrodancer but within a 3x3 grid. Only difference is you don't have directional controls, you have grid controls - as in pressing the 7 key puts you in the top left grid square. I think this makes it a novel control scheme that would create a nice learning curve.Very aware that having a requirement of a numpad makes my game inaccessible for many but personally don't care for people with small keyboards.Interested in any thoughts on the numpad, anything you think could be cool.
>>722540215>But you didn't work on any creative aspects because you spent all your time working on another project.it inherits all of the improved techniques and workflows that would have taken far too long to validate with a bigger scope, thereby eliminating the more tedious hurdles while working on that very same scope later on.
>>722540215>but you can, in fact, do this while working on your dream project instead of some shitty filler project. Isn't it amazing?Indeed, and you'll break your entire game in the process because everything else was dependent on it, and now you're going to spend years trying to fix your game only to find out the new system you made doesn't fit like you thought it would and now you'll have to do it again.Congratulation genius.
Fuck it, while you guys and the OP are busy arguing, I'm legitimately considering making a GBA homebrew (via devkitARM) or PS1 homebrew (via whatever the PS1 homebrew toolchain is). Prolly a small-scale 2D game. Don't know which of the 2 platforms to pick though, nor if the experience could carry over to ACTUAL gamedev (at the very least, I'd be improving my skills in C/C++ (and I'm not a beginner to those langs either fyi), in case I use Unreal or am insane enough to enginedev for a serious project). I'm leaning on GBA though (if the experience can carry over).>>722540185>homebrew engineAnon, you don't *have* to use an existing engine to make a gameA lot of homebrew games are enginedevved
>>722540215>Who said you had to?You just said that, by saying that you want to make a dream game from 0.>Which you can do by drawing hot girls.Yes, by doing dozens of separate sketches on which you learn diferent things.>You know what's better than copy/pasting code? Using code I literally already wrote because I just started working on my project immediately.You have never wrote a single line of code, you have never drawn anything, you never wrote anything, you never learned how to play a single musical instrument, thats the only way somone can have such opinions, i hope you have fun making your paint scribbles you call hot girls
>port my simple tile based 2d platformer to dreamcast/raylib>25fps
>>722540532It could be interesting, but yeah I doubt most people would play a game that's limited to that specific control schemeAnd at that point you could just have them click the grid squares instead>>722540731>DreamcastWew lad. Based platform choice but raylib probably wasn't designed with 1999 hardware in mind
dream game?
>>722540673Alright then. You know more about this topic then anyone else here. Wish you luck.
>>722539276if retro game dev anon is still here. there's a lot of resources for GBA development on the internet, very doable.https://github.com/gbadev-org/awesome-gbadev>>722540490if you have literally 0 experience, my suggestion would be find a "small" game / single game mechanic you like and try and try and clone it. something like: asteroids, breakout, flappybird, solitaire, etc. you can go even smaller if you want: tic-tac-toe, rock paper scissors, pachinko, memory (card matching). It doesn't matter what engine/technology you use, whatever you think it interesting or easy to work with.
>>722540963Yeah. Also, thinking more about it, I should take >>722535941's advice and have the game be based around a single "element" of my "dream game" too. Maybe an inventory grid mechanic as a 2D puzzle game or something
>>722540551>that would have taken far too long to validate with a bigger scope,You already haven't validated it because you worked on a smaller game and not a bigger one.>>722540584>Indeed, and you'll break your entire game in the processHow is this worse than not having the game started at all because you spent all your time working on something else?>>722540714>You just said that, by saying that you want to make a dream game from 0.Which is perfectly possible by working at it and revising it over time instead of bumbling like a retard on separate projects, yes.>Yes, by doing dozens of separate sketches on which you learn diferent thingsSketches can't be edited in a program.>You have never wrote a single line of codeI have though>you have never drawn anythingI have though>you never wrote anythingI have though>you never learned how to play a single musical instrumentI have thoughI learned all of those things by doing what I actually care about and getting better over time instead of wasting time on filler garbage projects. Seethe harder.
>>722540490watch this:https://www.youtube.com/watch?v=AmGSEH7QcDgits a long video but after scrubbing through it, it's the one I'd suggest to beginners. Codemonkey isn't a perfect teacher and he does some things wrong in my opinion, but he's prob the most comprehensive internet tutorial guy for beginners.if you end up not liking Unity, you'll still be able to use the general knowledge from that video towards other engines. things like how to think in terms of game logic, programming patterns, stuff like that.
>friend is making his "dream game">it's been 2 weeks and he already wants super complex interaction between hundred of different characters on a massive map>he can't even understand code, let alone write it>I pretty much ended up writing his fucking character controller for him>"What do you mean my scope is too large? It's small. Anyway, I want to add car building to my game like in My Summer Car."
>>722533795You can still find joy and interest in small games if you truly care about videogames
small games this, dream games that, just have your starter project be a warmup project centered around a single component of your dream game, and do a few more projects after that with other components from the dream game until you're comfortable actually tackling the big dream gameiow what >>722535941 said
>>722534343I have no experience with making homebrew games at all but if I did I would probably go for the ds/3ds as it seems they have the most active homebrew community currently
>>722540490>I want to try game dev, but don't know where to start.A tutorial. Doesn't matter if it's a tutorial for learning C++ or for learning how to make a game in Godot, just start somewhere. Youtube tutorials are good enough, googling 'best tutorials for [thing] is a good start. If you're willing to throw 10 bucks around, Udemy tutorials are usually of higher quality then youtube ones.>Even if the right start is "small game," what do I do?It is, and all you do is finish the tutorial. Write down notes as you follow along.>I don't want to just asset flip a tutorial game or whatever.That's the thing. You're not asking how to make a game, your asking how to problem solve. That's a different skill all together. It's a secondary skill you pick up by making smaller games and breaking, tweaking them.
>>722541924People are retarded and sometime takes advices too literally, but yes, obviously when people say "make a small game" they mean>make something that help you learn something the game you want to make needand not>make 500000 copies of Pong
>>722541940Actually that's a good point. Maybe I should do DS or 3DS instead of GBA or PS1.3DS is a lot closer to modern than most retro platforms (it's kinda on the level of a PS2 but has the same amount of RAM as an OG XBOX or a PS3 depending on the model) but that could be a good thing if it gives more experience/lessons to learn for actual gamedev for "actual", modern platforms
>>722530302Because they think it's their ambition, not their inability to design coherently, or their decision to use trashium like Godot, that's holding them back.
>>722530302Usually you'd want your big dream work to be in good quality. Trying to make something ambitious without any prior experience is not only not going to achieve quality, but may even run the risk of it turning into a train wreck, completely souring your dream game.
>>722530302>I would become a better potter by making a single pot per month instead of 20
>>722534343DS was really popular for homebrew so there's surely resources to go around for it. I remember trying quite a bit of really amateurish but sorta impressive demos on it with just a flashcart.>>722542191Nintendo's been sticking with ARM processors since I guess GBA but I don't think even their old Game Boys were technically engineered all that differently. There's usually a sort of simplicity of efficiency to their technical design if you start looking into it.
>>722542481>Trying to make something ambitious without any prior experience is not only not going to achieve qualitythis is markedly wrong. lurk in any of the game dev threads or agdg and you'll see people whove been at it for years but cant make anything goodthen you have the dev who started his dream game first and is actually making something good even if its taking a while
>>722542696>this is markedly wrong>proceeds to talk about something elseOkay then
>>722542742learn reading comprehension, i told him that hes not correct in saying that having experience will improve the socalled dream game.im saying that the devs who start with their dream game are often more successful than the marnix fanboys who start small
>>722531267I've been using github copilot with godot 4.5 and it's been working wonders
Because assuming you're not a brainlet, real experience is going to shape your unrealistic dream based on marshmallows and unicorns to something tangible you could actually make consisting of ingredients you know and can use.
>>722542696The only difference there is the ability to carry projects to finish or not.
>>722542873>usestopped reading there, horrible advise.
>>722542696>lurk in any of the game dev threads or agdg and you'll see people whove been at it for years but cant make anything goodHaving experience does not mean you will only ever make quality. No one ever said this. But people who dont know what they are doing are more likely to make glaring mistakes than someone who does.>then you have the dev who started his dream game first and is actually making something good even if its taking a whileHow many examples of this are there? Almost every case of a dream project I've seen that looked good wasnt actually their first work ever. Even if its their first commercial game, they often had prior experience through modding/hacking, free small games or made plenty of unreleased shit beforehand for practice.
Perfectionist will never release shit, simple as. Hard worker + realist? Yeah keep those releases coming.
>>722542832>i told him that hes not correct in saying that having experience will improve the socalled dream game.And you are incorrect here>im saying that the devs who start with their dream game are often more successful than the marnix fanboys who start smallAnd this is demonstrably false.
What's an optimized workflow for modern game dev? Design Document->Proof of Concept->Adding real assets->Early Release Builds->Release?
>>722543689Not overthinking pointless shit and just getting to work.
>>722543689Hell if I know.
"God give me the serenity to accept the things I cannot change, courage to change the things I can, and wisdom to know the difference."Literally this is everything you need to make a good game.
It never is nor never will be about "make what you want". It's about "make what you can". Everyone has limits in what they can and cannot do. If you don't have the aptitude to handle not making what you want then you certainly will never handle making what you want.
bois I need UI assets, where can I get some decent ones (for free)?
>>722543689>Design Document->Proof of ConceptEven in big AAA studios, unless your making a sequel to another game or already have all your core mechanics locked in, both of these are just busy work. A more realistic workflow would be;>Idea->Experimentation->Iteration->Test Builds->Vertical Slice (single complete level/area/stage)->Alpha Build->Beta Build->ReleaseNothing wrong with design documents, but so many things can change between testing out which mechanics get put in or taken out that can effect everything from genre to art style of what game you want to make.
https://www.udemy.com/course/learn-2d-game-development-godot-43-c-from-scratch/If you got $20 to burn, take a course to also get insight on good development practices.
>>722545958Agree, design documents are a necessary evil in large team projects but really not that useful if it's just you
>>722530302>Why is it such a common advice?You learn skills quicker when you create games that don't have to be perfect. Better advice is 'make the smallest game you would want to make'.
>make my dream game>don't know anything>make all the mistakes in the world because I don't know anything>make everything in spaghetti code that I barely understand and I'm lucky if it even worksdo I want my dream game to be like this? of course not.that's why I should practice making some other games and then make my mistakes there to learn what to do or what not to do.
>>722530302The only people who get confused and angry about this advice are the people who have literally never learned a single skill in their lives. It applies to everything.
>>722546549>>722545958My brain goes all over the place though. I think writing down all the ideas helps flesh them out and especially focus on things.
>>722547415>you can only make your dream game once
>>722545958I think design docs start being useful during/right after the vertical slice stage. they're pretty good for avoiding scope creep
>>722547594if your dream game becomes reputed as some sort of messy spaghetti coded shit, it can be pretty difficult to recover from
>godot
Which engine/framework is best for prototyping shit and doing throwaway proofs of concept
>>722548841i remember a coworker doing something like that in GameMaker
>>722530786This is true to an extent. Starting small shouldn't mean creating things you don't want to make.You're right that'll lead to burnout, but working on something beyond your skills for years with nothing to show isn't the answer.You have to find ideas that are interesting and that you can actually make in a reasonable timeframe.It may be a prototype or small piece of a larger project in your mind, but it's good to learn how to release a game and see how people react.Plus publishers much prefer funding games from people who've released games before.
>>722548841If 2d, gamemaker. Gms2 is banned at some game jams for being too good at prototypingFor 3d, unity or Godot. Probably unity.
>>722550426Is GameMaker better than Godot for 2D? What's the difference?
>>722548841>2DGamemaker = Godot > Unity>3DUnreal > Unity > GodotFor 2D, Gamemaker and Godot are at their best for quickly making and testing projects since these engines excel best at 2D. Unity is also very good at doing 2D but has more of a learning curve than Gamemaker or Godot.For 3D, Unreal is the best simply because of blueprints and you can just use UE4 if you don't want UE5's meme features.Unity's also very good at 3D but does not have a good visual scripting system built-in so this requires you to be more knowledgeable about the engine and programming so it has more of a learning curveGodot is the weakest at 3D and lacks many features Unity and Unreal have but it's at its most usable for small scale projects but you may find that you will have to spend time creating a certain feature yourself whereas in Unity or Unreal, it's very likely to already be there for you.
>>722530302>why does everyone tell you to learn how to crawl?>why not just start with a triathlon right out of the womb?
>>722530302You have to learn your way around the tools first. But with AI that's not a concern anymore
>>722550667I just use Godot for everything nowadays. I don't like the bloated telemetry bullshit Game Maker has these days, but it's still better for someone who can't code at all because it has drag and drop events. Godot's language is really easy but it's still coding
>>722545958>Idea->Experimentation->Iteration->Test BuildsThis is why games take 8 years now.
Well theres always worse. You end up like yandere dev who can't even finish a small scope game for a decade.
>>722530302Solution>Make "Dream Game" but small in scope>Learn lessons and get good>Make "Dream Game 2: Bigger and Better in Every Way">Etc
>>722530302I think OP's onto something and may be a triple digit iq genius actually. like you want to make pacman in godot/C++/whatever, if you don't know the tool at all, but thats it. after that, who knows, it could end up working to start your dream game.Did megadevs like understory, durf fortress and cavetale make a game before their masterpieces? I...don't know. But it's not impossible. I haven't looked it up.
>>722551325i have actually been noticing a pattern with video games and dating culture.back in the day, general sentiment about dating was to take your time and really get to know someone. games back then usually had shorter dev times, but there was an obvious level of care and consideration put into them. even the sloppa games of yesterday had their quirky charms that the devs really cared aboutalso devs were more willing to make and finish a game then move onto the next, so there wasn't as much of a risk going into development hellnowadays, the sentiment about dating is hook up culture, where you pump and dump.games now seem to have less care put into them, and more games are starting to feel like sloppa.when devs do care about games, they get really attached to them and end up wasting years of development time.tl;dr - more casual sex in the world means worse games. good games take much longer because lack of real life pair bonding with another person causes them to try and pair bond with their game, but it never works so it takes 10x longer than it should.i say we ban apps like tinder in the name of game dev and video games, who's with me?
>>722530924>true, that's what those earlier projects should not just be simple but also small. In any case it doesn't matter if you finish them or not, the important thing is to learn the most while working on themYeah, but this is why we have so many passionless "programming project" slop indie games that no one gives a fuck about. Then after spending years making soulless, profitless slop they never end up making their dream game.
>>722530302Most people are terrible at doing things and don't understand that you can start and finish big. They think if they can't do it surely you can't.
You gooners better stay away from Princess Jezzabelle, hands off!
>>722551782actually hook up culture allows you to learn more in general by interacting with more women instead of just acting on some dumb oneitis who won't give you the time of day.
>>722552675t. AAA dev
>>722551782This isnt true at all and is more like the opposite. Used to be game dev was one and done pump and dump in a month, in todays world every new game is a decade long project, even simple ones like silksong
>>722551325NTA but I don't think it's the real reason, desu
>>722551325the real reason is scope bloat
>>722530302because you'll suck ass at firstthe idea is to make a few modest games to get a hang of it and learn from your mistakes when you jump into a big/dream project instead of making all of them whike doinf the big/dream project
>>722549093>>722550426>>722551157Thanks. You guys are way more helpful than agdg. You actually EXPLAINED your reasoning, even for where godot was applicable. I think I'll use Unity. I'd use Gamemaker but ehhh
i explained that in the post. devs make up for lack of pair bonding with a real person by spending as much time as possible working on a single game.back in the day, devs didn't bother getting attached to games cus they weren't compensating for their lack of relationship pair bonding
>>722530302Same reason why they teach you addition before integration.
>>722530302Threadly reminder that you should be using the PROPER version of Godot with full C++ scripting support and not the troondot version by Linietsky.
>>722555048I haven't found the need to use C++ with Godot yet (I only make 2D games)
>>722554058the purpose of making throwaway games/hooking up is to allow yourself to make mistakes and learn while making games/interacting with women.you don't want to make basic mistakes while making your dream game/wooing your future wife because you didn't know the more basic stuff.
>>722550667Godot is good, but I love GML. Making assets, the built in functions, etc, are every nice. Both are good, and Godot is more extensible to 3D.
>>722553998Unity's okay, good for both 2D and 3D but you will need to spend more time learning the engine before you can just quickly make a prototype on the fly than you would Gamemaker or GodotDownload the latest Unity 6 LTS, then start with the unity learn tutorials.learn.unity.com/pathway/unity-essentialsThen look at the unity learn courses from this link only as you want to avoid the old unity learn tutorialslearn.unity.com/coursesAfter that if you want to learn more, you can pirate the Gamedev.tv udemy courses, or check youtube for codemonkey's full game tutorials (he has 2) so you can see what its like to make a full game prototype, don't bother with codemonkeys other vids thoughAvoid any youtube content by Brackeys, he teaches bad practices, and I have no idea why he's popularAfter that you should be comfortable to start doing things on your own in the engine.Learn faster by making your own things after all.
>OP doesn't understand how game development works thread
>>722543241>stopped reading thereyeah, at the end of the post, that's how reading works
>>722555997Does anybody?
>>722553902Scope creep happens when indecisive creatives "experiment" and keep changing their ideas. You just need to settle for something and finish it.
>>722552610Holy shit I'm literally cumming in my pants right now!
>>722558915
>>722530302>Why does everyone tell you to "start with small games" >Why is it such a common advice? Anon you should start with a large game. $500m budget.Make your first ever release the equilavent of Final Fantasy VII Rebirth
game jams are procrastinationif you are not working on something with commercial value you are not working you are procrastinatingif you are not paying someone to teach you you are not are not learning you are procrastinatingif you are reading this you are procrastinating
Bump
Been experimenting again with 'holographic' imaging for my AI assistant. Fully animated, voiced, lip synch, vision through webcam, local LLm. Got a 120 cm width bubble screen coming in next weekend. Then I'm gonna make a youtube video.
>>722530302Hey anons I know nothing about game development but I know how to use Blender, how can I make a walking simulator, like an art gallery to show real photographed and 3d scannes pieces.
>>722562334just use the default characterbody3d script that comes with godot and you are done, go walk around
>>722562328Have you tried doing AR projection in the real world with a VR headset and passthrough?
>>722562405Thanks anon
I did 2 weeks of GameMaker tutorials as a 14 year old and was immediately making complicated as fuck 2D projects. I don't know anything about Godot but I've had multiple people tell me that GMS2 looks easier while watching me work, and I could imagine that being true for sure. Just wanted to share in case this makes game dev seem more feasible to somebody. If you only want to make 2D games, GMS2 is able to create essentially anything and the initial learning is fast. Google and ChatGPT can explain anything you need, and I would start by watching beginner tutorials and recreating the projects they make in the videos.https://www.youtube.com/watch?v=HulO5oR4SaUhttps://progchad.itch.io/pixurbia
>>722530786>>722530549You build small projects because they teach you things. You learn the process and you iterate on your mistakes. Nobody starts with the hardest problems first.The kind of "passion" you're referring to is fleeting. It will cease to exist after the first couple months of development. That's why nobody ever finishes projects. They get a burst of inspiration or a good idea, or whatever, then the honeymoon phase of the idea ends and they get sick of it. The interesting things about it have passed and all that's left is the drudge work they don't want to do. If you need "passion" to motivate yourself and don't simply enjoy the process you are setting yourself up to fail and you should just give up now before you waste any more of your time. I am serious. If you do not enjoy programming or modeling or music production or any part of the process and you cannot afford to offload those things onto someone else then what are you doing? You actually think you're going to put thousands of hours into those things despite hating them because you feel "passionate" about a video game idea? You think that "passion" is gonna last? You are delusional.
>>722562971damn
I've done soooooo much ideating todayNot much coding though
whats a good roadmap to build up to making an rts?
>>722564756What kind of scope do you have in mind from a scale of Dune2 to Starcraft2?
>>722537135Your funeral
>>722530302>Wouldn't it be better to start with your dream game right away?youre going to end up with a mess of incomprehensible code with a ton of mistakes in it, that is unusable by anyone other than yourself
>>722564807how is dune2 at a different scale than starcraft2?im not interested in making cutscenes. Like what even is a "small/little" game in the first place?shold everyone just start working on a cookie clicker or idler to get their feet wet?or like a visual novel like that newgrounds game 10 seconds to poop?
>>722530302Think about your dream gameBreakdown the mechanics that makes up your dream gameThink about games you can make with the individual mechanicsMake those gamesThis way you will finish games while also getting closer to your dream game
>>722530302Chances are you will absolutely not be able to make your dream game alone and just give up with a bunch of wasted work.Also this is true for all large projects but if you just jump right in without understanding the workflow and planning you're gonna realize halfway through you did a bunch of stuff completely wrong and have to redo it.
>>722566039>you're gonna realize halfway through you did a bunch of stuff completely wrong and have to redo it.that's going to happen even if you know what you're doing
>>722530302Do you want your dream game to be a piece of shit?
I like coding and tinkering with mechanics, but dealing with assets in any way (having to either make or find them) makes me want to fucking kms myself.Design is not my strongest suit either, I wonder if I can work on that or if I'm doomed to be perma-NGMI.
>>722565542>cookie clicker>visual novelFuck no. Think smaller. Like Pong. Look up 20 games challenge, it's a pretty good progression.
>>722566249youd think ai could just generate those assets now
I'm an indie game dev and I started with my dream game in late 2023. I am making very slow progress, as it's literally an open world RPG with nine regions/acts, but I'm not burned out in the slightest and am having a lot of fun. Money and time is also nothing to me as I'm disabled with 100% VA rating so I can piddle around with this project for decades without issue, and my wife has no issue with that. The prologue has been complete and playable for most of this year and I'm hoping to have region 1 done and up on steam by the end of next summer. I plan to charge for the price of a sandwich and not have a patreon/kickstarter because I don't like being beholden to anyone, and setting it up that way makes me feel no obligation outside of that which I maintain to my own vision. I'm doing everything myself outside of three friends (an artist, a musician, and a js plugin programmer) who make assets under my specific direction, and voice actors via Fiverr or local pals.Most people aren't in my situation though, but the game dev slog is not a bad life for me. I am first and foremost a writer and I had essentially written the bones of all nine acts long before I finished implementing everything in the tutorial. I can shit out hundreds of pages of lore that I'm proud of in the time that it takes me to event a proper scene. It's going to take a very long time but I don't care.This is becoming a long blogpost so I'll cut it here.
>>722566467Disgusting, don't reply to me ever again.
>>722566039>you're gonna realize halfway through you did a bunch of stuff completely wrong and have to redo it.Thats, like, everything in the world ever. The only time that kind of logic doesn't apply is when something is already invented/done. That's like the whole reason why Expansions, DLC, Sequels, etc. all come soonafter a game is finished. By the time the game is finished they have finally streamlined everything to the point it's easy to add more.
>>722566249Only 3D modelling really. 2D assets are a piece of piss.
Currently making my dream game. I've spent 6000 hours on it.
I kinda wanna make a nightmare game. I had this cool horror-esque nightmare few years ago and I still remember most of the details, I could turn it into a pretty cool playable experience.
>>722566249I like making 3D models. It's like taking a break from all the other stuff.
>>722533210my game has fake loading screens that pop up randomly
>>722530302start with a custom engine for your custom dream game
>>722551691are you toby fox?
>>722533210A lot of 3rd party controllers, chink especially, pose as Xbox controllers. So that wouldn't work.
>>722533210You'd have more luck detecting the GPU and closing if it's been made within the last 2 years.
>>722570725kek that'd have the subreddit steaming
>>722530302because they don't want you to make something cool. they are crabs in a bucket
>>722551782t. Incelius Maximus
>>722555910>you can pirate the Gamedev.tv udemy coursesWait, you can? How?
>>722543689Rapid prototyping and fleshing out the one you find exciting the mostSee : game jam culture
>>722551325>Idea->Plan (GDD, trello, w/e)->Vertical Slice->Alpha->Beta->ReleaseIs this better?
how do get into game dev if i have 0 knowledge about coding
>>722575435Make a tabletop game (or a few) first.Find a basic programming course, in Python or something.Dick around with Gamemaker or even Unity, there's a shitload of beginner tutorials.
>>722538559Not to mention the 50k+ people who have been laid off over the past couple years trying to find new jobs in the industry.
>>722530302>Wouldn't it be better to start with your dream game right away?Most peoples dream game is some 120hr RPG magnum opus, and they'd be spending a lot of time learning how just to do one thing, but they'd have to learn a lot of things which takes too much time. If you get some simple games out, you learn to streamline, and while it seems like it might take longer, you have working code in your other projects you just lift wholesale, or improve on with new experience. Also avoids burnout. Also avoids feature creep. Also avoids having to spend all your time writing dialogue.
>>722530302there isn't a single creative medium where it's a good decision to start with your magnum opus
>>722532645>"Waste your time working on filler game you don't care about" is dogshit advice.Nobody is saying to make games you don't care about, but I doubt your dream game is whatever small-scale project you shat out. I could make a fun arena shooter like game, which is something I want to make, but it's also not my dream game.
>>722533210Make it right leaning.
This is probably the best gamedev advice I've seen.https://youtu.be/QPuIysZxXwM
>>722550426>Gms2 is banned at some game jams for being too good at prototypingWhat? Why the fuck would that be something ban-worthy
>>722530302
im doing it bros.. im making it happen
>start big>start smallI hope you didn't think any of this was actually useful advice. Doing literally any work at all would have been better than reading this worthless thread.
>>722583108Great work bro, you're doing it!