Consider making something really small! The entirety of my own "game dev experience" is making a little Galaga clone and then making a Legend of Zelda thing that was only one screen and only had one enemy, and even though I didn't make much I still felt really fulfilled every time I would go "now how do I make X happen" and after an hour of researching and trying things out I would have successfully added X to my little game.
chapotraphouse
Banned? DM Wmill to appeal.
No anti-nautilism posts. See: Eco-fascism Primer
Slop posts go in c/slop. Don't post low-hanging fruit here.
Years ago I looked into Unity, but it felt a bit awkward. (No I'm no expert on this shit). Nowadays the fee increases make it seem not worth it.
Would you consider doing something open source like Godot?
I've a feeling it probably still takes a similar amount of effort to make a game on Godot so probably no.
Something like GameMaker can make it easier to develop games, with lots of tutorials online, that may be something to play around with:
https://gamemaker.io/en/tutorials/get-started-gamemaker-2025
Ah, thanks, I may look into this; I am way too lazy to set up the sprites on like 50 different creatures. If I ever discover energy later in life I may go back to unity but for now something like this may be my answer for now (I once dabbled in writing as well, then I realized it takes effort to make your novel good and noped out of that too).
How long has there been a Linux beta build of GameMaker?
what? where did you get this from? GameMaker is completely proprietary and suffers the same issues as Unity in that regard and I can't find anywhere that says that its based on Godot.
Did a cursory search for tools for Godot to make things easier and some results had replies saying GameMaker was a frontend for Godot. Am not familiar with it, just wanted something to be encouraging but sounds like the comments were mistaken so removed that portion.
Nah imo Godot is a lot more optimal for small teams. However making your dream game first try is impossible, what you need is to come up with a ton of small silly ideas with which you fiddle for a week before giving up
When you have a solid 10 failed projects on your hard drive, subscribe to a game jam on Itch.io and make a game in a limited time, and only then you quit your day job and go for that sweet Steam moneeeeeeey
(Trust me I'm a professional)
This is why game development tends to be a multi-person endeavor, and why it's super important to measure your expectations and be flexible. Like I've got game ideas of my own, but I 100% accept that if my ultimate dream video game would actually be made, that most of the ideas would have to be scrapped, and I'd need to find several people to help me do everything.
Ultimately, though, even if you just draw concept art and write a huge document detailing every idea you have and how these fit with each other (as if 90% of it wouldn't be cut for one reason or another), and make a short barebones tech demo or however we call it, you're still expressing your creativity and building skills. So it isn't really a failure, it's still a step towards achieving your dreams.
im still bitter at my parents for absolutely stiling my early game dev experimentation as a kid. this is back in the "lower middle class home with one old PC in a public room" and using V-basic.
"you're breaking the computer! get rid of it!" proceeds to make me delete weeks worth of carefully crafted code.
i mean, computers, amiright, that's just for nerds? who could possibly make money in that nerd shit? go play sports - my parents
I don't have much to add but I feel ya. Planning on using Unreal Engine to make some stuff.
Honestly as someone who doesn't think they're a competent programmer and knows only basic stuff with C and Python I'd be proud If I do the thing with adding Mario in a realistic setting lol.
You can always try making something that doesn't require animated sprites. I haven't really spent much time working on games but the last time I was messing around in Godot I was making a system for placing rail tracks, and a terrain generation system. I didn't have to worry about making sprites at all, and all the stuff I wanted the player to place down was just static graphics that I was generating procedurally. Admittedly, later on I wanted to have the player place down buildings like train stations and generators that would probably have to be animated, but I think if you've already invested a lot of time into the fun part of a project it gets easier to do the boring parts.
I’ve been “trying to learn game development” on and off for years and it really does seem like the sort of thing where you have to continuously learn for a long period of time without having much output or without having output that would feel good to anyone but yourself. But then again I suppose that’s true for a lot of things. It’s just that I can’t spend a decade becoming a great musician to do the soundtrack and then also spend a decade becoming a great artist to do the sprites and also spend a decade becoming a great programmer to be able to code the game logic and also spend a decade becoming a great game designer to be able to put it all together.
As someone who has made teeny weeny tiny games for game jams and stuff, I really think as a single person, at least to start, it's good to aim very small and focus on what you're passionate about. If you find something you enjoy making, that will be all the difference. Nobody starts off good at making stuff, and most game devs just have a history of repeatedly getting absorbed into a project and coming out knowing more, that's all it is. There's only one reason I code professionally now: Over years, I every couple of months went out of my way to find a bunch of interesting things I wanted to code as a hobby. That was all.
Sprites and artistry are where I seriously fall over in my game dev projects. I tend to focus on avoiding that as much as possible, and if you start looking, you'll be surprised how many successful indie games (at least initially) really cheap out on too many art assets. But the other thing to remember is there are tons of digital artists out there looking to get involved in stuff, and they're often friendly lots. It's okay to enjoy one aspect of game development, and go looking for other people to collaborate with. It's something I intend to try more in coming years.
Doing something that interests you, and working with people you get on with. Will get you a thousand times further than any amount of willing yourself into doing work you hate.
What did you want to get out of game development?
I know that's a silly question, but there might be other avenues to release that energy with more immediate payoff.
Have you tried playing dreams? I mean the game made by media molecule, not the minecraft youtuber. If you have a ps4 or 5 then I recommend trying it out because it's astonishing how streamlined game development is on that thing. Modeling, rigging, making music, programming, and rendering is all instant. It's seriously revolutionary and would be industry standard if it were possible to create on PC.
ASCII games are fuckin good tho so you should do that.
ASCII games are fuckin good tho
As a guy who played ADOM before the graphical steam release, who played Avalon (I think this was the name?), Rogue, Angband and others whose names escape me, you don't gotta convince me; I loved those games to bits. I was kind of sad to discover Tales of Maj'eyal so late (not dwarf fortress though; that game looks like it would've been too complex for young me). ADOM was among the very few games that made me dream of being a game developer.
In fact I even tried to learn how to code in C# without the use of unity so I could eventually make my own ASCII RPG, but that turned out to be too complex for my fairly simple mind (not that I'd give up on making ASCII RPGs, only giving up on making the whole game (almost) from scratch by myself). I actually had an idea for an ADOM like game that allows you to learn other languages and instead of just mindlessly killing goblins and such, you could learn their languages (the languages of the many species) and get to know them and do quests for them instead. Also your weapons level up and take on the traits of what you killed the most with them.
I can't help but think their language would have their own unique symbols that would then start to show up in the player's ASCII display as they learn more about the world. All the trees looked like the same 7, but now the player can see ~~7~~ too.
Try twine and make your own choose your own adventure game in just text.
You can put them on itch in HTML so people can play them in their browser and twine games are one of the ways people get jobs in games writing
If you find game making too hard you can always use Game Maker or, idk, RPG Maker 2k3 or MV
Speaking of game dev, why do I always have the same mising faces when I export my mesh for rigging? I went to all the trouble of learning how to do basic 3d modeling and texturing because I am so in love with my setting, and now I have an actual playermodel but I can't seem to fix this issue. What causes it? I swear to god I'm hitting select all
Is this from Blender? Blender by default shows both sides of a face, while most game engines hide the back face. So I'd guess that missing face might have its face orientation flipped compared to the others, and gets culled because of it.
oh damn, that's helpful as hell. thank you
In blender I think shift+n in edit mode is the shortcut to flip your normals in the right direction. There should also be an option to show face normals with a little ray coming out in the direction they're facing. It's also worth doing a check for n-gons before you export (faces with 5 or more sides), and there should be an option to select faces by number of sides (thus highlighting any you miss), I forget where the option is off the top but it's there.
I really enjoy making ASCII roguelikes, there's a whole community around making them.
IMHO, you should just ditch trying to get into game development and focus on modding instead. This is your second attempt at game development, and it's time to shift gears and change tactics. Pick a game with an extremely active modding scene like Skyrim or Minecraft. An active modding scene means there's going to be so many tutorials floating around and people who can help you. There's also existing mods that you could straight up just copypaste into your mod. Your first mod is almost certainly going to be a compilation of multiple preexisting mods. This is okay. First, it takes a degree of technical skill to get 50+ mods to all work together. Second, a lot of coding, especially when you're just learning, boils down to going to stackoverflow and copypasting snippets of code. By copypasting existing mods together, you're functioning doing the same as copypasting snippets of code from stackoverflow, but you at least don't have to waste time doing boring shit like learning how to code a menu. The time to get into "real" game development starts when you have a clear vision of what you want, but your cool mod is already pushing the game engine to its very limits and you need to find a new engine that's more customizable (through coding) so the actual product lines up with your vision.
Mood.
I’ve got ideas, but the math and stuff involved in programming I just don’t think I have the right brain for.
I think it isn't actually that hard and it is probably just capitlaism preventing us form having good Middleware to make this achievable. I feel like thr post half life boom and the starcraft custom map scenes show us what the good timeline could have been
Same. I got the furthest with Construct 2 where I recreated some Warioware mini games with premade assets from itchio.