Have you ever finished a big project alone?

Just want to know how many people did it and if it’s possible, I’m working on my own game at the moment and it’s my very first game so I’m proud of myself but I don’t know if I will ever stop working on it but if it happens it’s won’t be now :slight_smile:

So, how many games did you make alone?

Its very possible especially these days because of the tools available like the unity engine. More and more indies are completing projects solo now instead of working in teams with other devs.

I would say my recent game “Hide-n-Seek Winter” (see sig) was my biggest game project yet and I completed it alone. Its no AAA game in terms of quality or anything like that but it definitely was a big project to take on alone and I was very proud to have completed it.

Just like all my other games, I made everything from scratch, all modeling, animations, dialog, levels, assets, gameplay, etc. Only thing I didn’t do was music. Thats the only project that took me about 4 months of work. I usually spend only about a month or less on my other game projects because I prefer to keep them small.

I made 12 games so far alone and still at it. However, now im going to stick to making small game projects.

I made a fully working hack and slash by myself, it wasn’t that hard to be honest. It’s nitty gritty in AAA and size that bogs you down, not that it’s impossible to do it as a single developer with the tools available. But you just have to pick your battles really, spending two months writing a tool takes two months out of your game.

So just don’t :), buy stuff when needed. Get as much automation going as possible and concentrate on the game…

Yes.

But I can’t tell you what it is as it’ll make me cower in embarrassment and shame.

Come on, don’t be embarassed :smile:

https://play.google.com/store/apps/details?id=sunny.game.notpinball
This is the biggest solo project i made, which is actually not very big. I made it when i start using Unity and i have a full time job. Therefore the progress was quite slow and i actually recode everything once to improve the structure

Yep one of the first things i did in Unity, in my sig link there’s a link to a marble madness clone with swanky graphics - it’s a tad broken now and on its android target it was a nightmare to maintain so i’m glad it’s behind me but ShadowK said a good thing - pick your battles, maybe even engineer simplicity, just doing the UI for stuff can become a massive nightmare when you’ve held yourself up to the exacting standards you yourself hold games up to

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Yep … finished my first game, Gun Frenzy, in around 3 months by myself and working part time. Released on the Windows Store and Windows Phone with an Android port in the works. Also making regular updates to it such as optimizing to make it work on low memory devices.

Also set up a web site and am about 50% complete on my next project, which is a much bigger game.

http://www.wavelightgames.com/

Check out links in sig for my game (or on my site).

Asset store is the key to a 1 man shop … if you can buy it for a reasonable price, don’t bother making it yourself. Spend your time elsewhere. This does require some disposable income … but I definitely couldn’t have done much without the asset store.

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Unforunately I have to keep my moneys for school books otherwise I would have spent something on the asset store :slight_smile:

Only 1, and it was 3 years ago. It’s crap, very very simple and pretty buggy.

I had planned for about a month this new and completely original idea that had nothing to do with breakout.

https://chrome.google.com/webstore/detail/lorbs/lefdgmkoiphapkklnpefpghohgimbdmg?hl=en

It was about combining light orbs(lorbs he… he… hehe…) together by color. But I had just started programming and ended up making a breakout clone because I promised myself I would finish something(anything).

Did a few projects with friends/companies since and now I’ve been confident enough with my skills lately to make another solo project which I’ll be forcing myself to put in the WIP section(to get feedback and keep me motivated) once I have the design doc finished.

Just don’t put all your hope on your first game. Most fall on the first jump. Have fun making it and learn from your mistakes to do better next time.

Remember kid. Don’t get cocky.

A big game? No. A project? Definitely.

Project, hmm well my asset store pathfinding took some time.

Big games? No, i do not work on games alone really. I know my weaknesses so i get help where needed.
Also i liked partnering with people so i can test and discuss with others :slight_smile:

UGH still working on mine. Currently doing AI. I guess the biggest thing about my project was that I made my own pathfinding algorithm. I have never seen it been used anywhere else so Im assuming that I invented it haha. The coolest thing about my algorithm is that is is pre-calculated. When the AI wants to find a path to something, it will take the precalculated path and strip out the part that will lead to the target. That way, I can have thousands of AI without any performance hit from my pathfinding algorithm. I plan on sharing it when I release the game. It’s only about 300 lines of code and it only requires one parameter to work properly.

Check out my signature I’ve lost count.

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I’m working on the AI as well, used A* as it’s too hard to code one since I’m a beginner.
At the moment I’m timing up their animations, telling them when and which cover they have to find and so on…

Guess it depends on what would be considered “big”. Big as in complexity and size of project? Big as in successful? Big as in gameplay and scope of game?

I have done big successful, and big scope, but not really so much in terms of project scale. (at least not by myself). My attention span doesn’t last that long for personal projects. :wink:

Bro, honestly I have never even implemented any A* before in any game. I have NEVER ever programmed an already known pathfinding solution. I have always been using Unity’s pathfinding system. The only reason I made my own was that my game has a 2.5D layered perspective. There are doors which teleport you to different doors and Unity’s navmesh will not fit my game. So I had to make my own. You just need a lot of determination. In your next project, I suggest going big and trying something challenging because that is how you learn the best.

My first game was written in Obj-C , no game engine, it was only around 50K lines of code. I forget how long it took. I think the game took maybe about 8 months but a lot of that was down to waiting around for the art, and it was stop and start, so it could have been longer. I’m finishing a game now that has taken the better part of a year, but again largely because I have a limited budget and no art skills and need to delay to purchase stuff. Once you’ve finished one game anything is possible because you know you’ve gotten to the finish line once before. It is all just a matter of scale and of doing one thing after another until nothing is left to do. At the same time you have to be realistic, you can’t make the equivalent of Call of Duty with a small team. You could however, research genre and fix on a smaller game with limited scope and still compete with much larger studios, Unity gives that ability. I agree with others that have posted as well, if you can get something in the asset store to speed the process up then it is definitely worth buying. My own big failing is wanting a particular piece of art and the inability to produce anything but rudimentary 3D models myself.

I made Magicite in about 10 months :smile:

PS it is currently 50% off on steam !