I'm gonna make a damn game. Join me.

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Forkball

Member
My general idea so far is a world of tiny tiny people-like creatures living in places under our noses, the garden, next to the street, etc. Specifically I'm thinking of a girl with a matchstick torch in a cave full of things like bottle caps, and I'll probably keep that as sort of an idea blueprint.
Hmm
S5mkrwu.jpg
 

Arkos

Nose how to spell and rede to
I'll make threads leaking screenshots and behind the scenes info on how you're behind in development and cutting features
 
Kudos man. That's some achievement.

As for the game, ill buy a copy if it gets made. I don't think I'd add much as I am just a pre second year computer programmer.
To be fair you probably know a lot more than I do XD

I studied C++ for about 6 weeks. I did come from a mild programming background in PHP so the transition was just learning what the programming language likes.

After C++ I read a primer on C# and began development in Unity.

From there I read the Unity documentation (it's horribly outdated) and that was it.

I believe in programming the largest hurdle is problem solving while language syntax feels like 5% of the job. Much like playing an instrument - anyone can learn to play well but that doesn't mean they will be good at writing music. I feel the same rules apply having worked in both industries (audio and programming).

Holy shit!!!! Mad props be to you my good sir! :)
Thanks, man!
 

Gurrry

Member
Ive ben getting into game dev for about a year now. Ive been looking for someone to do a project with, but the OP says he doesnt want help. If you change your mind, let me know. Im looking for a partner!
 
I've considered trying an adventure game in the past because I could adapt my point-and-click RPG engine to do it pretty well. The issue has always been twofold: I hate writing and, while I enjoy making it, the art requirements on adventure games are a bit steeper than I have the patience/time to complete. I'm not throwing my hat in the ring or anything.
 

Lynx_7

Member
Sounds kinda like me. I have ideas of games I want to make too but unfortunately no goddamn clue on how to actually make them. Most I can do is projects with pre-made assets on RPG Maker, which no one would take seriously.
Sucks because I really enjoy the brainstorming, scripting and designing concepts, but actually putting those things to practice... Yeah, I don't even know where to start.

I wish you luck, op.
 

dzelly

Member
I've released some small games and am working on a couple right now. If the art direction lands on pixel art, I can help.
 
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Deleted member 10571

Unconfirmed Member
Ive ben getting into game dev for about a year now. Ive been looking for someone to do a project with, but the OP says he doesnt want help. If you change your mind, let me know. Im looking for a partner!

Now I feel even worse! I wanna try to see what I can do myself at least for the time being, might very well change my mind along the road though. What is it you'd like to do, and what's stopping you?

...
I should have known before I clicked.

Sounds kinda like me. I have ideas of games I want to make too but unfortunately no goddamn clue on how to actually make them. Most I can do is projects with pre-made assets on RPG Maker, which no one would take seriously.
Sucks because I really enjoy the brainstorming, scripting and designing concepts, but actually putting those things to practice... Yeah, I don't even know where to start.

I wish you luck, op.

If you can do RPG Maker, you can do more than I, probably :D Go start something too!
 

sbkodama

Member
I work on a game since a long time, began 3d modelisation and coding with it.
Gimp, blender and unity are free and easy.
 

GamerSoul

Member
I have always had this idea for an fairly lengthy RPG game, but it's likely never going to pan out. So what I have been doing so far is writing notes for characters, areas, scenarios, etc, that come to mind. Who knows I might just turn it into a poorly written book or something.

But I'll have to admit, my mind felt a little clearer once I started writing those ideas on paper.


I'm also trying some Android programming, basically Java, when I have time. :3
 

Izuna

Banned
This will be an important learning experience for you. You'll learn to appreciate the work that goes into a game.
 
I genuinely feel most people who are really into gaming should have a go at making something of their own at least once, for this reason if for no other.
I tried Game Maker about 2 years back and once I finally got a box jumping across the screen, I realized actually making games isn't for me, and made me appreciate even more so the work behind the curtains that goes into making the games we all enjoy. I love reading and following devlogs for the same reason. Seeing Rain World's creatures evolve from prototype to final look makes seeing them move and interact that much more impressive
 

BlizzKrut

Banned
I'm actually trying my hand on one, got a design doc and some basic systems running on UE4, it's an FPS with an interesting setting mix (at least for me), going to need a concept artist soon, also known as it's going to be ten years until I find one.
 
My game has women! Seriously, one whole section is dedicate to them. I like women for the most part. Might be a 40/60 split but not even sure on that honestly.

not videogame though

Any serious people wanting to help me finish it up (mostly with details on blurbs, and details in marketing, video promotional creations, posters and basic rule sets (KS creation) hit me back. The core of the project is nearly finished with just a few assets waiting. We are nearly ready to launch it as soon as those other tidbits are made.

I haven't really shown anyone this game outside of family and friends but hope it's took well
 
Still waiting for Dudebro: My Shit Is Fucked Up So I Got to Shoot/Slice You II: It's Straight-Up Dawg Time

Same.


I’m good at figuring out what’s going wrong in a game’s design, and what’s going right. I’m also experienced with doing testing and feedback in both software&games.

If you need QA, or some input on creative direction, hit me up.
 
I'll help with writing a story, and dialogue! Right up my alley.

As someone's who's currently majoring in film I could work on a storyboard possibly, and maybe even camera cuts, and all of that depending on if you're in control of the camera or not.
 

driver116

Member
I think you'd be more successful as part of a team to be fair. Maybe you could do the art and get someone else to do the coding, and do the sound afterwards. Then you can focus on one thing.

If you want someone to handle programming PM me OP. Unity or GM.
 

Jobbs

Banned
I think you'd be more successful as part of a team to be fair. Maybe you could do the art and get someone else to do the coding, and do the sound afterwards. Then you can focus on one thing.

If you want someone to handle programming PM me OP. Unity or GM.

I tried to find a team (and be the artist) at the outset and had little luck. collabs tend to fall apart quickly, especially when everyone is novice.

I didn't have any success until I started doing everything on my own. After this project I plan to THEN find a small team, because fuck doing a big game alone again, but doing it alone has enabled me to get where I am, such as it is.
 

HotHamBoy

Member
The simplest, minimal, most asset-sparse project you can think of is going to take much more time and work than you think. Just keep that in mind. That's all I'm going to say.
 

driver116

Member
I tried to find a team (and be the artist) at the outset and had little luck. collabs tend to fall apart quickly, especially when everyone is novice.

I didn't have any success until I started doing everything on my own. After this project I plan to THEN find a small team, because fuck doing a big game alone again, but doing it alone has enabled me to get where I am, such as it is.

That's why I'd say a duo - design and coder.
And at least you can learn a few things in the process, even if it's not successful.
Plus, you the code at the end still.
 

Gurrry

Member
Now I feel even worse! I wanna try to see what I can do myself at least for the time being, might very well change my mind along the road though. What is it you'd like to do, and what's stopping you?

Dont feel bad, I actually encourage you to try doing it yourself first to really understand the commitment and what kind of work it takes. Once you do that, then you can really decide if its something you want to pursue and drag other people into it.

Honestly, the thing that holds me back is the amount of work it takes when youre doing a solo project. I need someone to bounce ideas off of and help with things I dont understand or cant come up with a solution for.

Alot of the times, gamedev feels like this scene from Parks and Recreation where Ben quits his job and spends like 2 weeks making a claymation video. With all his time and effort, this is what he ends up with:

https://www.youtube.com/watch?v=2jqKiVHS6x4

With a team, atleast things can go twice as fast in some cases. Going solo on big projects is a fucking rough thing to do. This is why any time I hear about small dev teams, im even more impressed because this shit is hard and time consuming. You may spend weeks doing something and have nearly nothing to show for it. However, it can also be the most rewarding thing in the world once you finally do finish a project or fix a bug that has been killing you for weeks.
 
I didn't have any success until I started doing everything on my own. After this project I plan to THEN find a small team, because fuck doing a big game alone again, but doing it alone has enabled me to get where I am, such as it is.

Same here.

As long as you're motivated, working alone can be a great starting-off point.
 
I have been working for 3 months and it's just a basic card game is that crazy?

I mostly work every day, sometimes I do take a 2 or 3 day break while waiting on assets and such but sometimes I go for 15 hours
 
I tried to find a team (and be the artist) at the outset and had little luck. collabs tend to fall apart quickly, especially when everyone is novice.

I didn't have any success until I started doing everything on my own. After this project I plan to THEN find a small team, because fuck doing a big game alone again, but doing it alone has enabled me to get where I am, such as it is.
When is Ghost Song coming out anyway! I want to play it.
 
I have been working for 3 months and it's just a basic card game is that crazy?

I mostly work every day, sometimes I do take a 2 or 3 day break while waiting on assets and such but sometimes I go for 15 hours
I spent obout 4 months on our main player character's physics because I hate shit controls. I use Unity but I wrote my own physics and collision for him because it needs to play and feel perfect.

4 months.

Just the dude you control.

I had almost every dev under the sun give feedback from Indie to AAA - wherever I had an in to talk to someone I did.
 

driver116

Member
I have been working for 3 months and it's just a basic card game is that crazy?

I mostly work every day, sometimes I do take a 2 or 3 day break while waiting on assets and such but sometimes I go for 15 hours

Depends, is there progression in there?
I usually get coding done very quickly. It's the art/design which halts me.
I had a good idea for a platformer game, got all the code done in a few of weeks (couple of hours each day, few days a week). Started the art, couldn't complete it.
 

Degen

Member
If it's a game that normally lets the characters run around and have fun, be sure to add several moments in which running is disabled and the main characters have to walk super slow and talk about nothing important. Bonus points if they're in an elevator. This will add immersion and depth and people will love you for it.
 
If it's a game that normally lets the characters run around and have fun, be sure to add several moments in which running is disabled and the main characters have to walk super slow and talk about nothing important. Bonus points if they're in an elevator. This will add immersion and depth and people will love you for it.
I don't do the move slow thing.

I just flat out stop everything and make text scroll real slow with no way to skip.

Of course, this is directly after you enter a new stage and are greeted with an announcer and text that says GO! Then you get to getting on the dialogue. I like misleading people like that.
 

StoneFox

Member
- Didn't think at all about marketing, publishing, monetization, and probably won't for a while.
It's probably not the most exciting thing to think about, but always keep it in mind because I don't want you to make the same mistake on deciding on my monetization strategy at the end. I ended up spending days reworking many aspects of my game to work around reward ads because I traded it over banner ads (I made a mobile game).

If it's just a game you pay to play from the onset then it's less work, but if it has microtransactions from the get-go you have to design for it. Also, most successful games had marketing long before they had a gold candidate, so don't be afraid to set up a place for people to check out your work or make some social media accounts. Part of the success of Stardew Valley, for instance, was that the dev kept a blog and kept his viewers informed of his process and keeping the excitement going.

But I can understand if it doesn't take priority for a while :) Nothing worse than hyping up a game that never released, it's a fine line to balance.
 

El Odio

Banned
I wish you luck op! Now that I'm done with the hassle of school I plan to start actually building my own ideas for a game I've been working on as well. It's nice to see someone else excited about a potential project of theirs.
 
My issue is I change things a lot, I change major things, small things. It can be good or bad but progress is there for sure... and for the better I feel.

I like to have many examples and ideas for the same thing, variants etc
 
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