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I want to make a simulation game from start to finish in 1 month. Can it be done? I know nothing about game dev just that people make games with things like unity or godot but I know nothing about it. What should I use to make my game?
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You already posted this
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>>730735216
I need good answers.
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>>730735090
Highly unlikely even someone who's built a simulation game before wouldn't be able to make a sequel in a month.
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>>730735090
You can assetflip existing gameplay, but that's all. In the best case you can make a prototype of the gameplay that holds on duct tape and hopes
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>>730735378
You can make a game in 1 day. Open a youtube video.
https://youtu.be/uyhzCBEGaBY
>but i want to make a product that makes money and influences culture
Nobody can tell you whether that's possible because its entirely up to you.
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>>730735707
That's the idea. But I've done software before and I know that all the time and effort will be wasted if you commit to a bad language or framework so I want to make the right decisions on software and tools from the start.
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>>730735090
Nigga I made games in 48 hours during game jams. Just lower your fucking standards and cut every single corner till you reach something barely functional.
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>>730735868
>bad language or framework
>I've done software
Apparently, you have not
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>>730735090
Tokayi games tried a 7w challenge and failed miserably. His English is as funny as his face though.
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>>730735090
I'll tell you how it is. I'm making a snes game in unity and have professionals helping me. Fir a relatively simple jump n run game in the 16 bit look you will need 3500h minimum. This is only work, no research or the like, this can multiply your working hours fast. Gdd and other documents don't count to working hours, neither does 'thinking'.
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No.
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>>730735378
no, you need good questions you retarded faggot.
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>>730735090
flappy bird was made in like 6 hours and made obscene profits. So much so that the creator pulled it out of utter disgust for humanity kek
>>
Well, depends on how familiar you are with the tools you're going to use, how ambitious you are, how willing to use "programmer graphics" instead of building something more proper (including not just creation of the assets themselves but animation systems etcetera), how willing you're to push out something feature-complete but unpolished (polish might well be the most time-consuming bit), how much of the design work you've really done before actually writing your first line of code, whether you crunch the whole time or adopt a far more relaxed schedule, etcetera etcetera.

You could look at what people have accomplished in various game jams, hackathons and the like - development on a short deadline (usually 24-72 hours, the duration of the physical event), and since you presumably are new, and that they've worked perhaps 24-60 hours ≃ 3-8 work days, assume something along those lines is the extent of your realistic ambition.
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>>730735868
Try gwbasic - bill gate's framework of choice
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>>730736243
>Fir a relatively simple jump n run game in the 16 bit look you will need 3500h minimum
What the fuck? How? Is it mostly just asset creation?
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>>730737197
>noooo people paid 3 USD to be entertained by me for a few days
>how could this happen to me

God, what an absolute assfaggot.
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>>730740206
Not him and I don't know if 3500 hours is accurate but just QA testing would probably require a lot of time unless you're fine to release something some autist will break immediately or a tranny with too much time on their hands will fuck with every single pixel on every single screen to jump to the end credits or something and if the game gets popular you'll have to patch it anyway
QA probably takes awhile if you're doing it by yourself
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>>730740421
I feel like bug testing and QA is something that could actually be relegated to an AI. Is that a thing yet?
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>>730740680
I doubt it? I doubt any AI even with training could find something like the glitches in OOT where you can wrong warp and whatnot.
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>>730735090
you can tell chatgpt to make it in a couple minutes.
You could even spend a couple hours to make it better.
Quality may vary.
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>>730740332
>>730737197
he didn't stopped because of "disgust", he stopped because he literally started getting harassed irl because third world country. He did put more ads in the game after the first week.
Sure he could've chose to man the fuck up and choose the celeb life like Notch but it's his choice to stop
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>>730740206
Sure. Assets and correction rounds. The goal is really to optimise processes. Quite the costly run, but it is obviously a passion project.
>3500
Obviously all hours added, meaning 2 people working 10h naturally equals 20h + communication
>>730740421
>qa
Don't get me started. Polishing can take easily 60% of the whole process, hour wise.
>>730740680
Keep dreaming. Ai might be capable doing so, if trained properly (costly af) and you having tons of ram, we are talking 100s, not 4gb. If you have consumer equipment, you have a glorified chat bot that ideally can shit out bits of code or entertain you while you are shitting.
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>>730741119
Musk guaranteed an ai game and ai shortfilm this year.
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>>730740680
No, that's more like the last part that's likely to be automated, because 1) it requires the tester to "really understand" how things are supposed to work; 2) off-the-shelf AI tools (most notably language models) tend not to be able to learn new things during deployment, like learning to play a new game, and setting up machine learning systems to play new games (like OpenAI Five in Dota and AlphaStar in StarCraft) is for now a research-level problem and costs millions in compute for training the AIs.

There's a set of software development best practices that emphasise automated testing, like "unit tests". Say, you have a piece of code that handles the game's damage calculations. You can then write (or tell an LLM to write, that task can be within their capabilities) a series of tests that test the code with various attackers and targets and talents and whatever, and you specify what kind of damage numbers you should be seeing. And every time you make changes to rest of the game, these tests are run to (hopefully) make sure you didn't change anything that would break the damage calculations. Adopting these sort of engineering guidelines can reduce the demand for active testing. But replacing active testing with AI? Nah.
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There is no dedicated gamedev thread right now, so let me ask this here:
Do you prepare development documents before actually starting any work on your games? How much do you have pre-planned before you start working, and how much do you just make up as you go?
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>>730735090
>>730735378
Yes.
There are literally these game-creation competitions, known as "Game Jams", that give the participants only 48 hours to cook up a playable (demo) of a game, made out of one shared theme or idea.
The tools and assets the competitors use also must be free or self-made.

Many big indie classics, such as Baba Is You, and the Surgeon Simulator, were spawned from these Game Jam projects. They teach you to focus on the most crucial aspects and skim as much "fat" during the development as possible.

Obviously, 1 month is way more generous amount of itme than mere 2 days, but you can easily run out of time if you're working alone AND don't have a hefty amount of experience and know-how under your belt.
I'd personally recommend aiming to deliver a playable "prototype" within one month; a very rough demo, that works as a mere proof of concept for one or two of the main ideas in your game.

Many 1-man projects last anywhere from 5-10 YEARS, and even bigger teams have trouble delivering something finished as fast.
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>>730741720
Gamejams are cool but I don't think any of those are anywhere near feature complete
A lot of very small indie dev teams consisting of like 1-3 people struggle for years
There's also the inevitable burnout, I can't imagine spending years on one "small" project by yourself, eventually you will start thinking about things like if it will ever even gain any traction, if you could be doing something more immediately lucrative, if it's worth the time you lost you could've spent enjoying yourself, etc
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>>730741994
You could gather a community and let them finance you.
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>>730740680
No lmao. I work at a software company where we literally just fired two of our QA people a couple months ago in the name of replacing them with AI. So far, there has been absolutely nothing introduced to supposedly replace them, our delivery times have slowed across the board, and our bug introduction rate has almost tripled. But hey, the company is saving a small amount of salary and got rid of a couple spics, so it's a win.
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>>730741720
Since you mentioned it, here's footage from BaBa is You, made within 40 hour time limit: https://www.youtube.com/watch?v=0LnHQcZF-w8

Obviously it's a "real", playable, game. If I hadn't played the real deal, I even would want to try that demo out! But then, equally obviously it isn't the final product we now have, and chances are far more hours were put into making the gamejam demo into the final product than those forty. A guesstimate would be that since it was released in March 13th 2019 and the gamejam took place in April 23rd 2017, that was about two years, although that of course wasn't all crunchtime.



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