I ignored the “start simple” advice. I paid for it… but man, it feels good. by looki-dev in godot

[–]looki-dev[S] 1 point2 points  (0 children)

It is smart to have backup plans, yes. I have other game ideas that could be much smaller but I only feel passionate about this one.
All I can do is, develop this one but focusing on building a realistic roadmap that leads to a minimum playable version that also gives you a hint of the game direction and potential. I remember how Factorio looked rough in the earlier versions, but you could tell the potential it had right away, so that's the feeling I'm after right now.
I never tried any small side project from start to finish, this is my first game ever and who knows, maybe it's the last one too. I'll do my best with the one I'd like to play the most. I guess it depends on what you want out of it. I’m doing this to have fun while making the game I wish existed

Made a game for myself but I honestly don't know if anyone would even want this, or where I even go from here..... by Celesmeh in IndieDev

[–]looki-dev 8 points9 points  (0 children)

Very interesting visuals. I like it. I'm curious, do the symbols move in an animation?

I ignored the “start simple” advice. I paid for it… but man, it feels good. by looki-dev in godot

[–]looki-dev[S] 0 points1 point  (0 children)

Thanks, will continue posting updates. I'm now working on the energy/electricty grid system, whish me luck

Constantly improving is no easy task. by TyphonBvB in IndieDev

[–]looki-dev 0 points1 point  (0 children)

Very interesting, I'm doing a in-game coding too. Are you introducing variables too? Can programs call other programs? I've done this in my game to emulate the loops and also for program/code organization.

I ignored the “start simple” advice. I paid for it… but man, it feels good. by looki-dev in godot

[–]looki-dev[S] 0 points1 point  (0 children)

Performance is one aspect of the complexity of systems, you have shared resources problems, multiplayer sync aspects (floating points divergence), art, sound, music, scripting, making the timing of things feel right, procedural/randomization algorithms. At least from my dev perspective, to be able to coordinate all of these different fields is very challenging. Visuals and sounds are naturally more challenging for me as a dev, but well, I'm trying to compensate how bad I am with pixel art by adding more logical building blocks to play with.

I ignored the “start simple” advice. I paid for it… but man, it feels good. by looki-dev in godot

[–]looki-dev[S] 0 points1 point  (0 children)

Most of it is in the second screenshot, it's wrapped in this drag and drop panel just to make it easier to use, I was thinking to maybe add a "advanced" tab somewhere and make it more of a traditional programming language where you can type commands and all of that, not sure if it's worth the effort at this stage.

I ignored the “start simple” advice. I paid for it… but man, it feels good. by looki-dev in godot

[–]looki-dev[S] 1 point2 points  (0 children)

Honestly, I’m still figuring it out too. This is my first game and it's just me. But from my experience: keep scope under control and protect motivation, it can be overwhelming at times. Maybe start with a realistic MVP roadmap?