this post was submitted on 17 Oct 2024
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So, the question seems vague but I will elaborate.

I’m a software developer, but I don’t do games; yet I have an urge to try and make something.

It just seems so overwhelming, I know I want to make a game where the main character is a cat and you have to complete missions, but where do you even begin. Where does the art come from? How do you refine your idea, if all you know is you want a cat game? How do you choose an engine? Do you just start with the basics and get a cat walking around and see what comes next? If you can’t hash out the idea then so you have a right to even try and make a game? Is it best to follow tutorials to get used to making games? I feel the answer to that is no as before I become a software developer, tutorial hell was a thing and I realised I needed to make things for me to actually learn.

Sorry for all the questions, this was just a stream of thought.

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[–] xapr@lemmy.sdf.org 6 points 2 months ago* (last edited 2 months ago) (1 children)

It's essentially the "how do you eat an elephant?" question, isn't it? Hint, if you're not familiar with the reference, the answer is "one bite at a time."

I'm not a game developer (yet), but would like to try it, so I've done a little reading about the topic. There are a couple things I've seen advocated that have made a lot of sense to me:

  1. Don't start with your dream game. Start with either tiny games to test specific aspects of your bigger game, or first practice developing clones of many relatively simple classic games, like pac-man, etc. This is a good resource I've found to help guide the latter approach: https://20_games_challenge.gitlab.io/challenge/

  2. Don't spend a lot of time on either programming or creating art before you playtest the heck out of your game, preferably with many people. This is what I've seen advocated in a popular game design textbook: https://www.gamedesignworkshop.com/ - this makes sense since the same kind of advice applies to any kind of software development and design - verify that your potential audience is actually interested in what you are trying to make before spending a ton of effort making it. I've seen very similar advice given in the context of solo app development and even business startups.

Good luck and have fun!

[–] dependencyinjection@discuss.tchncs.de 3 points 2 months ago (1 children)

Thanks for this. The resources look great and I will make those 20 games before I even begin my game.

[–] xapr@lemmy.sdf.org 4 points 2 months ago (1 children)

You're welcome. Maybe you don't have to make all 20, but I think the idea is just to get your feet wet with game development with simple stuff first (baby steps), rather than diving into the deep end of the pool without knowing how to swim. Maybe you'll feel you have the hang of it after making a handful of them.

[–] GammaGames@beehaw.org 2 points 2 months ago* (last edited 2 months ago) (1 children)

Another thing you can do to boost game count is participate in jams! They’re IMO the best way to quickly learn parts of the process, but make sure you’ve got a bit of use in your engine of choice first or it can be a lil overwhelming

[–] xapr@lemmy.sdf.org 2 points 2 months ago

Ah, yes, I forgot about game jams! They sound like they would really help you spend some concentrated time on game dev and design and progress quickly. Thanks.