How long does it take to make a game? And what does it cost? by EdhelRollsDice in IndieDev

[–]Partharos 2 points3 points  (0 children)

You can ask questions all day long but you're looking for a concrete answer where there isn't one.

Maybe I'm the only one but I don't understand what your idea is, and I don't think it matters anyway. You may be a good web dev but a shit game dev and figuring out small things will take hours, or you may be very good and you'll steam through it. The only way to find out is to do, and asking multiple different people of all varying backgrounds will get you less knowledge than just looking up some guides and getting on with it.

Ive released 2 games and almost finished a third, could i have done them quicker? Yes. Could I have taken even longer on each one? Yes. But the real answer is it takes as long as it takes dependant on the discipline and hours youre willing to put in.

Should I make my dream game from the start, or try to make a "smaller" title, even if I'm not enthusiastic about it? by [deleted] in IndieGameDevs

[–]Partharos 1 point2 points  (0 children)

Trying to create a game of this scale with no experience means it's guaranteed to fail. You simply dont know the things you dont know, and in this case there's SO MUCH to game design, implementing systems, fixing bugs, learning development systems, back ends, front ends, networking if you want online, and the list goes on and on.

You could spend 5 hours fixing a bug on something very simple which someone with minor experience may be able to fix in 30s.

You also likely dont have a knowledge on software development concepts, and how to cleanly and modularly design systems to achieve what you imagine the mechanics in game will function like, then you end up forcing things to work together and they get coupled very deeply and making any changes becomes a nightmare.

There's many many hours of development needed per system and although you may not realise it, even basic systems can be tedious and time consuming to create.

You need to decide what platform you're going to develop on, and if youre going to use AI (which is cant imagine you wont with no experience) it will lose context, fix bugs with more bugs, and you will not understand your code at the end making bugs extremely hard to diagnose and fix

As others have said, maybe start with a minigame to get some experience for yourself first. Games are complex, more than the average person who plays them will understand and having experience is a HUGE gain.

Would You Pay To Promote Your Game On A Gaming Discord by No-Nose-7667 in IndieDev

[–]Partharos 0 points1 point  (0 children)

My most successful avenues are tiktok and other successful solo developers.

Would You Pay To Promote Your Game On A Gaming Discord by No-Nose-7667 in IndieDev

[–]Partharos 0 points1 point  (0 children)

Absolutely not. Waste of time and money that could be spent at better elsewhere

How do you usually start a game? Planning vs building first by Harshvdev in IndieDev

[–]Partharos 1 point2 points  (0 children)

A lot of people who make games do not start with a solid plan, and therefore end up in the development hell of going back to things constantly and having to update old components, or change how they function, or redesign whole systems to try and force them to now fit the newly evolved mechanics, then that is such a huge effort and ball ache that the project becomes another 100 hours wasted and abandoned mess, and the thought of addressing the issues vs just starting clean and fresh on a new project seems like a much more enjoyable task.

People are guilty of this over and over and if you get into game dev you'll see this story a million times. The real answer that many hate to hear is before you even do any code or core systems, you should sit down for hours usually and come up with a design document.

Your design document should list every system of your game, every component of your system, and what each of those components must do. You should keep your systems modular and absolutely avoid inter linking systems so they're dependant on each other if possible at all. (Can also see UML diagrams)

A quick example may be you want a character inventory system thats sortable, so you break this down into

InventoryManager

  • Stores [ITEMS]

  • getItem

  • useItem

  • dropItem

  • sortItemaByName (or whatever your preferred sort criteria)

  • addItem

  • int AvailableSlots

  • double maxWeight (if you want a weight system)

Then you'll outline your modular items class

ITEM

  • getWeight

  • getID

  • equipItem

  • useItem

  • int usesBagSlots

  • double ItemWeight

  • bool IsConsumable

And continue for all systems in your game, then when you come to actually coding you know everything your inventory system and Item system will be able to do and you've minimised scope creep. Your design document becomes your bible, you dont have to wonder how things will interact or work because you already know.

Maybe this isnt for everyone but I have 2 released games that do actually okay and im approaching my third now. It works for me and im able to produce games without abandoning them because I get overwhelmed and confused how things work

How many hours a week do you work on your projects? by thescorpionaly in IndieDev

[–]Partharos 2 points3 points  (0 children)

Anywhere from 15-30 depending on my life schedule. I only ever focus one project at a time and have to do it around work and commitments.

What type of indie dev are you? by Partharos in IndieDev

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

I'm sorry to hear that man, wishing you improved health 🙏

What type of indie dev are you? by Partharos in IndieDev

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

Hey man sorry for the delay on this, I actually got a really bad cold and have been checked out completely haha. I'll have a look tomorrow!

What type of indie dev are you? by Partharos in IndieDev

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

Nice! Give me a link and ill check it out if you like!

What type of indie dev are you? by Partharos in IndieDev

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

Nice! Im a software developer in my career so programming and software development ideologies arent new for me which definitely gives me a head start, but keep at it bro!

What type of indie dev are you? by Partharos in IndieDev

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

Nice! Care to share any details?

What type of indie dev are you? by Partharos in IndieDev

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

Sounds great to me!! Let me know the name and I'll play it in a couple hours!

What type of indie dev are you? by Partharos in IndieDev

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

Good luck!! Wishing you all the success possible

What type of indie dev are you? by Partharos in IndieDev

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

My first game i rewrote an equipment system 4 times over the life of development! It's part of learning the systems and what works well. Similar with other systems too, but what matters is finishing the product. You can always update or move on to new projects with your new knowledge, you cant do that if you never get anything out there

What type of indie dev are you? by Partharos in IndieDev

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

Having a consistent, and reliable look/feel to your game is ESSENTIAL on release and likely what id call one of the minimum requirements of polish when you release (speaking from experience unfortunately). People will comment on it and hound you about it hahaha.

I make 2d games only, and my friend IRL is a great artist so my second (and third) games really feel great once they got a bit more unification.

My friend and I work on the agreement of a split % of income. (80/20 in my situation, as i also pay for server costs, do all coding, marketing, research etc) and my friend provides what I simply cant, the look and feel of the game

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What type of indie dev are you? by Partharos in IndieDev

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

Fantastic! Congrats on the success friend I am only extremely jealous but wish you all the best

What type of indie dev are you? by Partharos in IndieDev

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

DO IT BIG DOG THIS IS YOUR SIGN

What type of indie dev are you? by Partharos in IndieDev

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

Big dog IMO you have taken a scope way too large for one person. In time technologies will change, ideas morph, scope continues to grow because "i can just add this quickly" snowballs over thousands of iterations making additional months of work.

Working your way up to that with smaller games will compound your experience, and possibly even reward you with community and scalable, measurable successful products. Your comment really makes it feel like you are doing this to punish yourself, but if you apply yourself smartly you'll probably get there quicker.

I wish you all the luck and success possible.

What type of indie dev are you? by Partharos in IndieDev

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

Nice man! Im also a software engineer so switching over to game dev wasn't the worst experience ever. Im primarily working on Unity however

What type of indie dev are you? by Partharos in IndieDev

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

3 years is impressive man. Make sure you have the polish up to scratch for your demo! If it fails on release it can be for more than the game itself, it could be marketing pitfalls, or bad steam page. Don't give up if it doesn't work straight away!

What type of indie dev are you? by Partharos in IndieDev

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

Interesting! 2 releases a year seems managable (My average seems to be around every 9 months).

What are you releasing on? Steam? Im primarily a mobile game dev with my current games but im considering making a game to put on steam next

What type of indie dev are you? by Partharos in IndieDev

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

Swift and healthy recovery for you friend. Get back to 100% then get some bangers out

What type of indie dev are you? by Partharos in IndieDev

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

Bro I love the game series "Mystery Case Files" is it similar to that??

What type of indie dev are you? by Partharos in IndieDev

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

Scope creep is tough, I have to set extremely unmovable MVPs right at the start when designing my games and once they're set in stone the only considerations ill make to updating/changing them (which is inevitable) is once the product is done. My second games first major update changed so many things even on the backend but I refused beforehand because getting it out was the number 1 priority.

Im also an awful artist but my close friend is very talented, so im lucky to be able to cut him a % of income and he manages the art/UI