How long have you been working on your yet unreleased game?

Unity was released in 2005. How long have you been working on your unreleased projects? Most take only a few months to make a game, some a few years. Others significantly longer.
Since more than 14 years here

I started with Unity in 2007. I’ve been working on my main title since 2/25/2009 (If I will ever release then I broke the record of Duke Nukem Forever on April 9, 2023), although I started experimenting with it back in 2007, the decision to really go through with it was made that day and from then on I’ve made all the decisions in my life to have as much time as possible to develop. In the beginning it went fast, but then came different phases, nevertheless I keep going until I eventually finish, when by now I don’t care at all. Whereby I realize in the meantime that my age also makes me slower. The worst thing, though, is when I get knocked out of the flow in a big way. It takes months to really get back into it.

At least I learned one thing: If you don’t know when you will release but it is pretty clear that development will take a long time, then don’t start to optimize for performance before the end of development. My unfinished game runs really extremely good on hardware no one uses anymore - so good that even Apple was impressed by its performance and capabilities 10 years ago.

Currently I think it is time to switch to URP with the project because I believe the builtin render pipeline will be discontinued one day. It will be a lot of work for me because of all its custom shaders. Of course switching the engine is a thought these days too.

Anyway I wonder which of you will beat me at this inglorious record.

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I think everyones life situation is different, and will effect the time frame. Your not doing anything wrong, started hard and heavy, but life changes, hell, projects change, lol.

Just for conversations sake: my situation is very different. I work a normal FT job, but im single (by choice), so from 5 p.m. till about 2 a.m. its all game dev time, every day, and more on the weekends. I also do work for other studios/projects, and was teaching Unity 3d intro/beginner for awhile, but just dont have the time now.

Was working on my 2nd game, Isle Of Carnage, but the itch of a 3d rpg, 3rd person game just wouldnt go away. And thats mostly what i work on for other studios/projects (including MMOs), so couldnt ignore the itch anymore. Like my 1st game with Unity, it wasnt small, and took a few years to release. Now im developing that 3d rpg game, and its bigger than the last, in more ways than one, lol.

Yes age effects things too, cant stop that clock. You just keep plugging along, and the best to you :slight_smile:

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My worst offender is an Invaders clone game I’m “working on” since C=64 times (middle-to end of the eighties). Obviously I’m not really working on it in the sense that I’m making any new progress.
The story behind that that it was the first attempt to learn Basic V2. Then found out that there is this thing called “game design”, so after random changes you could actually plan deliberate changes so achieve new effects with it.
Then for various reasons (learning graphics basic, then simon’s basic then getting some cartridges, so I could more easily develop assembly and demos) it went on to the backburner (well nothing-burner mostly).
And then I moved the design and some code onto PC when I got one, it had Turbo Pascal, QBasic versions, then C too.
Later, because of family and my daughter and stuff I had to give up on the hobby for a while.
But after that I made it on Javascript and HTML (don’t even…), then proper HTML5 later when the canvas became available.
Then I rewrote the basics on Unity too, obviously, but never finished it.

And I think I will never, ever finish this one. Mostly because this was a project I started together with my late father and I just can’t finish it without him anymore. Obviously it’s more emotional choice than any other blocker. But I make the same progress with it as it was wherever I go.

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I have a couple in the background. One that will likely never release (based on too much ip), and one that I still hope to release one day. I release games regularly as I do this professionally, but my project games… meh, I don’t worry about it. I often the pick them up from time to time to play with new things, or make new art for them, or just as a mental break.

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The reason I started to learn programming in 1983 was that I wanted to write a Time Pilot clone because I urgently needed to play this game at home. After I left the "Hello World“ phase I never actually started working on it. But at the end 33 years later I really did it and released it.

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I ‘started’ my glider sim in 2014, using Playmaker, Rewired and UnityFS to wire together basic logic.

I couldn’t do what I wanted in a clear way, so slowly learnt enough code to modify assets to do what I wanted.

Then I decided to code everything again but only using what I needed, and caching lots more for better performance.

These skills then developed into paid work (I was already in the creative industries, so just did more coding along with the art I was already doing) and I went back and charted a minimum feature set, with a plan to put out something simple.

then… my first child arrived, the sim became more of a hobby and I lost pace.

Then DOTS came out and I learned that, and rebuilt everything in ECS. As a self trained programmer, I’ve found this so much more intuitive and on my wavelength. I think I’d struggle to return to OOP for anything like my game.

Then I had my second child, COVID hit, and I ended up the main stay-at-home parent, so the sim took even more of a backseat. I can now fly through great flocks of AI gliders and am heading towards the game I always wanted to make, but was already losing motivation before the Unity debacle.

I’m now holding out to see if I should just persevere with Unity and DOTS, try the same thing in Unreal Mass, or pare the game right back and do something really simple in Godot.

To be honest I’m usually tired of anything digital after the agency work is done, so these days I spend more time in the evening making model planes (learning to airbrush at the moment!) and just drawing on paper, enjoying the tactility.

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Technically my project started in 2009 after I came back from Belgium, after the 2008 financial crisis took my studio with it. Since I’m caraibean, I tried to make the once in a lifetime game that would represent aspect of my culture, it was supposed to be a 3d action game inspired by zelda, based on idea that matured since 1995 when I was in school. I figured out it would take me 5 years to finish the project.

I decided to start with a less ambitious project, basically sonic meet mario galaxy, but the movement and camera system prove to he hard to solve. After 3 years, I solved it and moved on, canceling the project and going back to the initial plan.

Around 2012, I started concepting the current. But since it’s culturally base, tuning the story was a key pillar, it proved to be harder than initially thought. But by 2014, I had a detailed outline that was good enough. I didn’t wrote the story with gameplay in mind initially, because I’m confident in my designer skill, once it’s done it’s just an adaptation job.

I started exploring artstyle for a year, learning 3d on my own, I was targeting low end phones such as the mali 400 as a basis. Inspired by the old short “meet buck”, which was a student school project, I was going for a painterly no lighting style, something people would now say arcane like or spiderverse like, but before their time.

But I hit a big time realization while doing so, in the caraibe, there is black people like the main character, and while studying how to render them, I realized most 3d render are very bad approximation, both for hair and skin. I studied skin rendering and hair rendering in depth, then I studied the skin and hair appearance on people, trying to document what was missing.

Skin proved to be easier, but hair, I mention specifically 4c hair, there was no prior work on the technical level, nobody actually know anything about that type of hair. Most discussion about that hair run in circles, they discuss results, the what, but there is no ‘how’ on a technical level, it’s like building a car from the point of view of the visual design but knowing nothing about how you actually fold the carcass and construct the engine.

There is no way I can do a game base on a culture, if I can’t represent people of that culture. Especially my own culture. I realized quickly that it would be a much bigger challenge that I can entertain, given the initial scope. I lowered the ambition of the project from open world action rpg, to a 3d visual novel with floating camera. The quality of representations was non negotiable.

This format decreased the complexity of the execution, and allow to focus on the character’s rendering issue, which is now semi realistic, for usual sequence, and various, but close, animated style for the dungeon sequences, which make sense given the story.

Therefore I set out to explore the various problems, since it only need to be solved once for everyone. It took me 5 years to understand key aspects, and since then, I set out to innovate, to make it easier to address one of the major aspect. I end up creating a new classification of hair to capture the key aspects. I’m still in the process of solving that one major aspect.

In total it’s been around 10+ years, the latter year has been hard because math isn’t aspirational :roll_eyes:, people don’t understand it like a nice image. I’m working on hair, but there will be no render as long the equation is not solved. AND I’m not good with math, I use artist interpretation of the problem, broke into smaller problems, then Google the closest equivalent to each issue in sequence :p, but I’m also aware finishing it might have massive rewards, for rendering in general, not just hair. I’m maybe 3 steps away from the end.

Basically, the more uncertainty a project have, the more meandering it will be. I have a quadrant tools, with innovation (uncertainty) on one axis, and executive ambition on the other:

  • Low ambition, low innovation, these project are easy to plan and execute,

  • High ambition low innovation these are hard to execute, but planning is straightforward. You can reduce executive grind by spending time figuring tools. It doesn’t REALLY count as innovation, because it’s non blocking, as you have workflow fallback, any innovation will either increase quality or reduce time, not stall the project, thus these are always good to pursue.

  • high innovation low ambition. These are those I call ‘artistic ambition’, they can be avant garde. The issue is that, even though the execution is easy, they are hard to plan ahead, the process of figuring things out takes time. That’s the headache or starving artist corner. In term of production, tools hat help narrow down the vision, by bringing structure, is key, iterations replace typical waterfall planning.

  • The final quadrant is the march of death, high ambition AND high innovation. Typically, you don’t want to be there, that’s a disaster in the making, even if you survive this, you won’t be intact, that’s the worse of everything.

My project started slightly in the high ambition low complexity quadrant, that was basically just grind. I reduced ambition, by shifting the style to ‘painterly and no lighting’ initially, to make it possible. But the appearance of hair and skin issues, after the visual test, increased drastically the innovation needed, that put me in March of death. Therefore I lowered the ambition, because of the innovation needed, ending up in the headache corner such as, when the innovation is solved, I can treat myself with easy and smooth execution.

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I feel you, I keep watching my game, on YouTube, still amazed that Unity could do this on mobile. It’s ready to go, I never released it. Why. I really don’t know, not good enough?.. But it does bring back warm feelings about Unity, mobile terrain and my journey learning game development.Ace Dog fighter WW1

https://www.youtube.com/watch?v=SGNQBPdSq2g

Another one, that I actually liked to play, A lot of work went into this one!

https://www.youtube.com/watch?v=tzxjEWIzIDw

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I think I am going on 7-8 years now. I started “The Coin Game” in 2016 on a whim just to win a woman’s heart. Its been on EA now for 4 years making decent money with no real date for “full release”. I will prob never stop working on it. Haha.

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Good, the game rules.

I started mine a little before Unity 4 was released. Wrote my own custom shader because I hated how Unity’s legacy diffuse shader + no post processing looked.

Still going. I’m shooting for 2035 for an alpha release.

I’m just a hobbyist so I only work on it in my spare time.

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Yes, besides the effort that goes into the art and technical development side of the game, there are other things that can be very time-consuming.

For my game the research for correct historical and technical details and the demand for realism is an enormous time factor that I previously underestimated. My target group is very demanding and I want to serve them accordingly. In doing so, I have met a lot of experts on the subject and even contributed a little to a book that is entirely dedicated to the technical aspects of this historical topic.

However, I had no idea that some spend such a long time on the rendering of hair and that this is a key issue for certain projects.

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FOR SURE, I’m not even going for the realism, I’m using myth logic, but even then I also greatly underestimated documentation as a labor. Plus the colonial era in the caraibean is such a gory history, I had a lot of ‘oh!’ moment when I had realisation that’s why people act the way they do now, there is direct link with history, even if in the present people forgot about it, and how much problem of then continue now under new forms. I had to tip toe so much to stay true to teh “feeling”.

But While doing so, I also conceptualized how to avoid that labor in the future: space opera lol

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I’m making (still) the WW2 (for now) tactical game (company - battalion level) WEGO style (in the beginning I was planning to make it WEGO, than realtime, than turn-base and now I’m back at WEGO:)).

I’ve started it while I was at uni at around 2003 with pure OpenGL, OpenAL, … . Then I moved to Ogre3D. I’ve also tried Irrlicht3D (if I remember the name correctly :)) plus couple of other engines and finally Unity. The main problem in the early years was to find out how procedural terrain works, how to move vehicle around the terrain etc… Now, you have unlimited resources to find almost anything. I’ve also tried Unreal, but it lacks some functions that Unity have (or at least I haven’t found a solution for it there). Anyway, I’m still using some code/algorithms from the early stages. I do plan to finish the core mechanics (to be able to make some demo) in 2 years (bot, remind me!), but it depends on my free time.

Wish you all the luck with your games!

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There’s one project I started 2005 in BlitzBasic, moved over to Irrlicht later on then Unity and now we have 2023. :smile:

Beside that I’m working mainly on Sea Power for almost 4 years full time now (Unity SRP). Next game probably won’t use Unity anymore for reasons we all know…

@VIC201 I seriously hope you can finish your dream. it’s a niche but I’m sure it will really pay off for you! Insta buy for me on day 1!

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Longer than I care to admit.

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This is not a problem. You don’t have to say anything in your first post in this round. You can also just listen to the others.
Maybe next time you’ll say “Hello, I’m IllTemperedTunas and I’ve been developing a video game for so-and-so years” Then we’ll all nod our heads in understanding and compassion and say “Hello IllTemperedTunas”.

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I am clean for more than a week now!

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Great! You will get a green coin for that. God grant me the serenity to accept fees I cannot change, courage to change engines I can and wisdom to know the difference.

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On my personal side, I usually built systems, and loved experimenting and prototyping. Always something around procedural stuff (I.e. L-Mayer growing forest, Neural-Net car racing and shooting tanks, Utility AI based population behaviour etc.). That was more satisfying for me, than making and chasing actual released game.
However, I got two projects, which are close to be a game rather a set of systems, which I had started few years ago, and past two years never had time to touch them, as I know they are very time involved. Each one is worth many months of work. I hope one day I can back to at least one of them, or someone will do that for me. :sunglasses:

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