this post was submitted on 07 May 2024
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[–] [email protected] 32 points 6 months ago (3 children)

As a person that has a lot of ideas and no coding or art knowledge, it sucks because I know I can't expect someone else to do it for me and I don't have the time or mental capacity to learn. I guess I can just have AI do it for me now /s

[–] [email protected] 31 points 6 months ago* (last edited 6 months ago) (4 children)

I envy you in some ways, recognizing your limits is something I wish I would have done. I came from a coding background, spent like 2 years learning unity, then eventually realized much of the cool stuff for games happen on the art side. So I learned blender... the whole pipeline- modeling, sculpting, materials, animations, each piece had it's own challenges and quirks.

It's been like 15 years since I started, I still haven't released a game... but I do have a collection of neat prototypes that no one has played. I often wonder if I've wasted my time with the whole thing. If I could go back, I'd choose one niche, specialize in it and find a team to collaborate with, but there are trade offs with that too like giving up a lot of creative control.

[–] [email protected] 26 points 6 months ago* (last edited 6 months ago) (1 children)

I think it's probably better to have taken action as you've learned a lot. People like the person you replied to and myself "know" our limitations but then we don't do anything so you're 15 years more advanced in your knowledge and I'm 15 years stagnant no better than I was from the start.

[–] [email protected] 17 points 6 months ago (2 children)

Yes this is what I tell myself to keep from going insane, I learned a lot. Unfortunately the majority of these skills I've acquired are not applicable to "pay the bills" work. By trade, I'm still building web forms and streamlining internal business processes - what would it look like I spent those years on perfecting that craft instead? What if I didn't block out my evenings and sacrifice time with friends and family? Life is always a series of trade-offs, I suppose.

[–] [email protected] 19 points 6 months ago (1 children)

Hey buddy, your value is not what capitalists are willing to pay for your time.

[–] [email protected] 3 points 6 months ago

FACTS.

Some days it's harder to remind yourself of this than others. Thank you.

[–] [email protected] 3 points 6 months ago

In an ideal world we'd all be encouraged to take on creative pursuits and have the ability to do so, rather than feel guilty for them. Maybe someday, right?

[–] [email protected] 10 points 6 months ago (1 children)

Stopped myself before I got in as far as you but realized my roadblock is art. I can't solve this one: I lack the creativity and patience to do the art, and naturally nobody will ever work for free, nor should they.

I wasn't really sure how to proceed so I started studying for various tech and cloud certs instead. Might as well put my skills to use somewhere.

[–] [email protected] 6 points 6 months ago

Heh I can relate, a proper artist - someone with a creative mind and vision - will still run circles around me. I often rely on references and "copying" previous work. I also never learned to draw, instead jumping straight into 3d modeling. Drawing is basically the quickest way to experiment with concepts and designs and that knowledge gap has become a glaring issue over time. There's no "fix", just 10,000 more hours of practice...

[–] [email protected] 9 points 6 months ago

If you enjoyed the process, you didn't waste your time.

A hobby doesn't have to produce a commercial product.

[–] [email protected] 7 points 6 months ago (1 children)

Do you have the prototypes hosted anywhere?

[–] [email protected] 4 points 6 months ago

Nah, call it a mental block or creative fear or whatever, but publishing is an open invitation for criticism and negative feedback. If I'm crossing into that, I feel a need for it to at least be a complete package I'm presenting. This is just my experience, most devs will advise you to get your work in front of an audience as soon as possible and iterate quickly.

[–] [email protected] 18 points 6 months ago (2 children)

You can have someone else do it for you. You just need the money. Give yourself Executive Producer credits, tell them your vision and pay them to make it happen.

[–] [email protected] 2 points 6 months ago

And that's how we (eventually) got Kingdom of Amalur!

https://en.m.wikipedia.org/wiki/38_Studios

Sure would've gone a lot smoother if moneybags knew jack about making games though, that's for sure.

I believe I read this story in detail in "Blood, Sweat, and a Pixels" and it was exceedingly painful.

[–] [email protected] 3 points 6 months ago* (last edited 6 months ago) (1 children)

Same here, I have one idea for a simple 2D game that I would like to make just so it exists. I even got myself Unity (before they stopped being cool) and tried to do some tutorials, but I just don't have what it takes.

[–] [email protected] 2 points 6 months ago

If you still want to make the game despite that, I'd recommend watching some of Pirate Software's youtube shorts for motivation. He's got some great gamedev advice.

This one that he uploaded today feels relevant: https://youtube.com/shorts/TBxhiw-Hpxc

I'll hold myself back from sharing more for now, in case you don't care. And also because it's 3 am.