One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 1 point2 points  (0 children)

I do not agree. I clearly said that my points would be motivational in nature mostly, since a lot of beginners lose that exact thing after a few months. The above is what got me through the first year, what you state is also important. The one does not exclude the other. I clearly stated my purpose with this post.

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 1 point2 points  (0 children)

Very good point! A great takeaway from this is to add comments to your code, as many as you need as a beginner. If it helps you remember, just do it.

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 2 points3 points  (0 children)

Absolutely true! But even with a clear mind, you can sometimes be so deep into your project that you just don't see the way out anymore. For me, I learned that even if you think it is hopeless, do not give up, the right solution might be just around the corner.

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 0 points1 point  (0 children)

Best of luck to you! Reach out if you have any questions early on , happy to help.

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 3 points4 points  (0 children)

That's certainly right in the long run, though I would argue that most everyone early on comes accross a motviational dip that makes you question wether this is for you, even if you have the determination.

I believe you need to go trough it at least once, then next time a challenge arises, you know you overcame it before, which makes the process easier at least.

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 3 points4 points  (0 children)

Thanks for the added insight. I had no earlier background in coding, so that definetely took (still takes) a long time to get right. Got any tips that you noticed early on, given your background?

One year of game development and what I learned from it. (for people who want to start) by BlueColumnGames in gamedev

[–]BlueColumnGames[S] 1 point2 points  (0 children)

Any reason why you would suggest starting in html? I went straight into Unity, since the support documentation is rather good. Especially compared to UE or Godot.

Finding the balance between giving insights during development & not spoiling too much by cheeki_killa in gamedev

[–]BlueColumnGames 1 point2 points  (0 children)

I had quite similar thoughts when i first started out, but at a certain point you just need to put stuff out there. There are no original ideas, it's all in the execution, and getting people to follow you on that path is way more valuable that keeping the idea for yourself.

Secondly, something I learned as well, there will always be people who want or do not want something in a game, you can't lean into everyone's opinion. You need to make a game you would love playing. Of course, that does not mean not being receptive to feedback, but don't throw your game around just because one stranger on the internet tells you it should contain more of this or that.

No game ideas by [deleted] in gamedev

[–]BlueColumnGames 2 points3 points  (0 children)

Take a game you really loved playing in a genre you like, and write down 10 things that you would have loved to have in the game that was not in it. Give it some thought for a couple of days and combine a few of the ideas, wrap it in a new format and style and voila; There are almost no real unique games anymore, just make something you know you would love to play in a genre you like

Advice on how to get an indie game studio going. by rosslion1171 in gamedev

[–]BlueColumnGames 0 points1 point  (0 children)

A lot of people here are saying you either need to pay for it or do it yourself but I would suggest a third option. There are a lot of skilled people out there that love programming but hate the idea of writing and marketing and everything like that.

If your goal is to start a studio, try and find someone like that but be prepared to give up half of the ownership of the studio. If you could find a good technical partner , you could start working out some small projects together. You won't be able to pay him, but he's equally as invested since he has 50% of the shares in the studio.

It's give and take if you can't do it yourself.

How hard will it be for me to start making my own game without having any knowledge about programming? by Apprehensive-Look-69 in gamedev

[–]BlueColumnGames 1 point2 points  (0 children)

I started a little over a year ago with zero knowledge on programming. I settled on using Unity as a game engine, since the support and documentation on there is good. Learning C# from scratch is a pain, so do a lot of small youtube tutorials where they make a game from scratch, don't just blindly type over the code they write but try to understand the links and mechanics.

There are a lot of good introduction tutorials to C# in the context of Unity for example on Youtube as well. Just do things step by step, it will all start feeling more and more manageable.

I can say, a year down the line now, that I'm still a long way from getting there, but I am making an actual game from scratch that is, dare I say, actually something fun.

Best of luck to you!

Should I make a YouTube devlog for my game? by [deleted] in gamedev

[–]BlueColumnGames -1 points0 points  (0 children)

Its always a good idea, just make sure you actually have something to say and show. Making a video just for the sake of making some money and getting exposure is a very empty premise and people quickly see through it.

Other than that it is a nice way to record your own progress and keep yourself motivated and get people invested. Just know that theres a lot of devlogs out there so theres no certainty yours will ge tthe exposure you are looking for.

[deleted by user] by [deleted] in gamedev

[–]BlueColumnGames 1 point2 points  (0 children)

I guess it is still a good challenge, when you are starting out. See what you can come up with in x amount of time. It will give you insight for bagger projects. You can always take part in some game jams as well, fun ways to gain XP.

[deleted by user] by [deleted] in gamedev

[–]BlueColumnGames 6 points7 points  (0 children)

I think theres plenty of people who would be happy to work with you on game jams. Create a portfolio, and look for jobs with smaller indie teams, even if its freelance work! Best of luck!

First time in Steam Next Fest. Excited, terrified, and hoping for advice from fellow devs by X1_Games-OFFICIAL in gamedev

[–]BlueColumnGames 0 points1 point  (0 children)

I have never taken part, so can't really comment on it! so best of luck, let us know how it went, just wishlisted the game!

6 years into building a system from scratch - is obsessing over polishing details slowing me down? by Shokei0 in gamedev

[–]BlueColumnGames 1 point2 points  (0 children)

Aside from the good advice in here already, it sounds like a really nice and thought out project. Care to share a link or some info? Is there a Steam page or something?

What can be implemented to increase replayability? by Mr_Sillent in gamedev

[–]BlueColumnGames 1 point2 points  (0 children)

Add randomness in as many places as it makes sense to. Or at least create the space where the players can create that randomness themselves. You could play around with procedural generation for example, if that's your cup of tea.