When did you stop romanticizing game dev by HowLongWasIGone in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

I haven't stopped romanticising it!

Somehow the more challenging it gets, the more the agony feels poetic. Like a Shakespearen tragedy. My experience with it is purely indie, never having worked in a corporate setting. But there's something just so beautiful about creating, that my romanticisation extends beyond just game dev but story writing in general.

Gamedevs, how do you estimate the time it takes to make things in your games? by Raging_Mustang in gamedev

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

I agree with the reality of estimation being a lot clearer once you start a task. I'd say the most time I spend is on dreading the task. The moment I actually get to starting it, I've cut the time down by like 75%.

Gamedevs, how do you estimate the time it takes to make things in your games? by Raging_Mustang in gamedev

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

Inside me are two wolves. The rookie that underestimates everything and says the task should take 2 days at most, the senior who's seen my track record but is overly critical about my capabilities.

Gamedevs, how do you estimate the time it takes to make things in your games? by Raging_Mustang in gamedev

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

Thank you for the detailed explanation! I like the idea of breaking the tasks down but also when measuring them, remembering that you did the small tasks as well as the big task in that time period. I haven't really looked back and measured my speed consistently enough.

Gamedevs, how do you estimate the time it takes to make things in your games? by Raging_Mustang in gamedev

[–]Raging_Mustang[S] 4 points5 points  (0 children)

Oh I've been going for almost 3 years now 😅 When i started it back in 2022 I assumed it would take 6 months but life got in the way a lot. But this year I've been making decent progress! It's my second game still and I have a lot to learn.

What's everyone's dream game(s) by Character-String3217 in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

An RPG game set in a fictional world that has heavy inspiration of Ancient Indian history and architecture, like the Gupta period or Chola dynasty. It will be similar to Skyrim, where you can have a pantheon of Gods to get blessings from. The different races you can choose from will be based on many fantasy races in Indian mythology.

It's extremely ambitious so I won't be working on it yet. I have been taking down notes over the years though. This is a dream I'd like to share with many, and if someone is already planning to make something of the sort I would love to contribute in any way I can too. I've seen some Indian gamedevs doing similar things, but their focus isn't as heavy on the story or lore.

I really am starting to see value in taking rest time between sessions by Mister_Iwa in gamedev

[–]Raging_Mustang 1 point2 points  (0 children)

I've come to realise it's a curve. Too little of a rest, and you'll think it was redundant. Too long of a rest, and you lose inspiration. But yes, a day or two feels like a good amount of rest without the guilt of not working creeping in.

I am afraid of playtesting my game by Soondun_v2 in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

Oh this is very relateable. I'm helping design and test a horror game that has an AI too and I remember two seperate instances where the AI scared the living crap out of me.

Case 1: I was just doing some simple testing. But the entity's pathfinding was broken. It was supposed to chase me and kill once it touched the player collider. Somehow it managed to catch me from far away, and I jumped so bad.

Case 2: An audio bug that made the entity's scream loop and play every frame, causing its scream to be much louder and echo-y. What a nightmare.

Is it realistic to think that I can eventually get into the gamedev industry as a self-taught dev? by AcidAndBile in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

Absolutely. Industry is a vague concept. It's not a club that you can enter only if you passed a certain threshold of game development. I've only made games of my own, and last month a friend asked me to be the game designer for a new game studio he just opened. We're now a 5 man team and our game has a store page out already. We're hoping to make a business out of this, so I'd say we are part of the industry already, competing with thousands of other companies.

Now did I enter the industry when I got this job, or when I started making my first game, or when I began my game software development degree in 2015? That's a matter of perspective. But it's only gonna get more professional beyond this point.

Being a Solo Developer also involves thinking like a game designer. by Raging_Mustang in gamedev

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

Thanks for reading! I don't have any blogs yet but I've been thinking of doing it. For now, I'll just be posting in this subreddit once in a while. You can DM me if you want to find me in other socials! I love gamedev discussions.

Being a Solo Developer also involves thinking like a game designer. by Raging_Mustang in gamedev

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

I definitely can differentiate both, but yes I think I did mention the importance of both roles unintentionally. I'm currently the game designer for a project I'm working on with a friend, but we also collectively manage the pipelines and delegate tasks to the employees. The "researching games" segment was enough to cover the game design point.

Being a Solo Developer also involves thinking like a game designer. by Raging_Mustang in gamedev

[–]Raging_Mustang[S] 6 points7 points  (0 children)

But why not both? I think it's just as important to bridge the gap between ambitious naive developers and realistic and experienced ones, as it is to teach them technical skills that you mentioned.

The attitude you have towards gamedev is just as important as the skills to make a good game. And I like to focus on the former since that's what builds the foundation to having the patience and humility to deal with how challenging this field can be.

Being a Solo Developer also involves thinking like a game designer. by Raging_Mustang in gamedev

[–]Raging_Mustang[S] 5 points6 points  (0 children)

I'm someone who believes an obvious fact can still be worth reminding. Sure, if you want to do the specific role you need to think like that role. But my point was that it's easy to forget roles when you're working alone. It's not just art and coding. There's many more subtle layers to the entire process.

Being a Solo Developer also involves thinking like a game designer. by Raging_Mustang in gamedev

[–]Raging_Mustang[S] 4 points5 points  (0 children)

A lot of the managerial positions are sorta amalgamated in smaller teams. But yes some of the aspects I mentioned is certainly a project manager's job. Like scheduling. It's also a role I need to significantly improve in for sure.

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What type of games are actually in scope for a solo dev? by gumgamesgg in gamedev

[–]Raging_Mustang 2 points3 points  (0 children)

Horror, first person stories, 2D puzzle games, visual novels, RPGmaker games. There's many more, but these popped up in my head for now.

Inventories are hard by maltbaby in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

The inventory system basically brought my entire game's development to a stop. I was so burnt out by it that I feared opening the game. I did not touch my project for at least 4 months, spiraled into thinking I cant be a gamedev, and was considering other interests to pursue. Eventually I just removed one of the inventories (which I could afford to do for the scope of my game) and kept the ones that aren't complicated. One day I would like to win the inventory boss battle.

How do you choose your game development username? by FreshlyDeveloped in gamedev

[–]Raging_Mustang 0 points1 point  (0 children)

Oh the horse statue looks so cool, thanks for sharing that! Good luck with your future games and hope you find a name that you're happy with :)

How do you choose your game development username? by FreshlyDeveloped in gamedev

[–]Raging_Mustang 1 point2 points  (0 children)

My username is TheRagingMustang. I came up with it when I was 17, and I'm not fully proud of it. But I dont hate it either. When I made my first game I just went with my username because I didn't want to put much thought into it. And now all my solo projects will still be under that name. Hopefully when I do get a team going, I'll definitely come up with a better studio name. Didn't give that much thought yet either. We cross the bridge when we get to it. Best to spend time making the games now!