Yeah that indeed sounds a little like your lost your drive…on the other hand I know it’s hard to press past the initial point when everything is still exciting, like the whole experimental phase…I love prototyping and designing out game ideas and although I always thought of me as an artist (that was some years ago) I did notice that I don’t really enjoy drawing as much it’s tedious, alot of work and the results feel sometimes underwhelming…which might be just cause “taste” develops farther than skill. And I also struggle alot with 3D atm, but it’s my goal to change that by having some solid projects running that I’m more or less forced to do by deadlines, even if they are just estimations.
But it feels always easier to work for something like a project, than just for the sake of learning.
And regarding the game dev logs, I’m already writing those, started about more than a year ago as a project to see if I’m able to stay with something and to track my progress for what I’m learning…and even though I’m not writing down every little detail, i managed to keep it running for all this time so it’s just a matter of continuing the blog and “add” the parts that come from the entrepreneur side…which is slowly becoming very real and it’s kind of scary cause I have no clue if I have everything that it takes to do even “just” fine and…yeah…it’s kind of scary tbh…the good thing though is, that i get actual experience with prices, expectations from customers, what kind of game(s) I can do in the timeframe I set myself, publishing and marketing…all things I have some knowledge off and here and there experiences that are comparable but nothing exactly like it :o so it’s a little scary place to be…but I hope that by writing it all down i can give some insight…atleast as one person and from my own view, what it means to be and become a game dev :o
and I’m curious…how it will be…and curious if someone can take something from my story at some point i feel determined to just continue writing it
Great stuff! Yep, you are in a very different place than I am. And that all sounds great. I can relate to it I really can. This is basically exactly how I used to feel except I never had the feeling it was scary. Just super exciting and fun.
And I appreciate you mentioning this part “although I always thought of me as an artist (that was some years ago) I did notice that I don’t really enjoy drawing as much it’s tedious, alot of work and the results feel sometimes underwhelming”
Yeah that’s it exactly. It is enjoyable when just done for the heck of it just completely for fun. At least for me it is. But in the context of game dev it is just work (lots of very time consuming work) that needs to be done. And it doesn’t help that for me I view it as okay so I’ve spent x hours so far and I have these graphics done. But I still have no game not even a skeleton game project, tiny demo or anything.
Anyway I see now. The logs and your general thoughts are on your blog. Cool, I will head over and read for a while!
haha that game is/was a good example for me on how important feedback is and how “negative feedback” from a game can be outright disturbing (someone came at one point complaining to me how gross the dying part would be)
You know I was just thinking… maybe one solution to this game dev thing instead of hiring artists or simply contracting out the programming, art, sounds and music would be to find other games that people have already completed and thrown out on Mobile store or other places.
I mean any of the multitude of games that are out there just sitting basically completely unknown. If a person could find one of those that has much in common with the kind of game they want to make that could be a huge “jump start” if they could be bought.
Those all look like excellent games and certainly superb scopes for solo indies I agree! That is basically what I was doing making tiny games such as Atlantic Crisis and Treasures of Ali-Gar. Difference is I didn’t focus on graphics near to the degree the games above did.
I’ve thought about making a shmup out of nothing but rectangles. Something really jacked up with loads of action and FX. Like that Paladin game you showed. That looks intense and fun.
Basically I decided if I do another game I want it to be a much bigger scope game (not crazy big as some projects we see around here but much bigger than a tiny game). Despite common sense and experience telling me that is a crazy idea. But I don’t need to literally just do it all start to finish. I think I will likely create several simpler games along the way that each represent one piece of the larger scope game. Then at the end I can plug it all together.
Like first maybe a Gauntlet/Endless Battle style game that is actually just the combat and leveling up portion for the larger game. Then maybe a platformer without any enemies just obstacles and such that is built for that piece of the larger game and so forth.