[HN Gopher] What I Learned Failing to Finish a Game in 2024
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       What I Learned Failing to Finish a Game in 2024
        
       Author : grgaln
       Score  : 93 points
       Date   : 2025-01-13 09:16 UTC (3 days ago)
        
 (HTM) web link (georgeallen.dev)
 (TXT) w3m dump (georgeallen.dev)
        
       | akoboldfrying wrote:
       | I really enjoy living vicariously through indie gamedev
       | retrospectives like this. Both technical and non-technical sides.
       | 
       | Nice work and best of luck with taking game #3 forward!
        
       | Havoc wrote:
       | The point about art being hard for programmers hits home. I hit
       | the same thing when dabbling with game programmer (at a much less
       | skilled level than OP). Difficult to stay motivated when the
       | early drafts look like crap and you're coding against stickman
       | art.
       | 
       | I'm guessing these days there are placeholder art libraries
       | available?
        
         | petemir wrote:
         | This came up a few days ago:
         | https://news.ycombinator.com/item?id=42671472
        
         | lovegrenoble wrote:
         | Free art bundles for gamedev:
         | 
         | https://gamemaker.io/fr/bundles
        
         | caspper69 wrote:
         | 100% this.
         | 
         | I have done work in embedded game dev off and on for about 20
         | years, and I could have done so much more had I had even one
         | ounce of artistic ability.
         | 
         | And (other than hobbyist or OSS), it's very hard to use canned
         | artwork. Everything just needs to be unique for a commercial
         | offering.
         | 
         | But in all fairness, I don't think many of the artists I worked
         | with could code. Just seems to be opposite skillsets (beyond
         | just the creativity).
        
         | helboi4 wrote:
         | I can actually draw pretty well but art for games is a whole
         | other thing. Like, my ability to draw portraits doesn't really
         | help that much haha. I mean it probably does but it's a
         | slightly different skill and the sheer amount of assets needed
         | is overwhelming, so it still takes ages.
        
         | diggan wrote:
         | > Difficult to stay motivated when the early drafts look like
         | crap and you're coding against stickman art.
         | 
         | I think learning to see past this and be able to evaluate "Is
         | this fun?" regardless of it looking like shit is a skill to
         | learn like any other.
         | 
         | A great way to train this is to start playing random games
         | people publish on low-stake platforms like Itch.io. Most of
         | them lack in the art department, but even some of those have
         | really addicting gameplay hooks, or otherwise novel gameplay
         | elements you can notice shines through the awful art.
         | 
         | Hopefully after a while you'll be able to discern more between
         | "Is this not fun because it doesn't look fun, or because it
         | doesn't feel fun?"
        
           | no_wizard wrote:
           | In a way, I feel like you'd get better games if rudimentary
           | placeholders were used for the whole game, and the gameplay
           | and story were focused on, before adding the polish.
           | 
           | I say this because it means you're forced to focus on the
           | gameplay and story. If they aren't compelling, graphics
           | (usually) won't save you anyway.
           | 
           | At least on the surface, thats what I see. Wireframes go a
           | long way.
        
         | dlachausse wrote:
         | This is an unpopular opinion on here, but generative AI is
         | getting very good. I think it will soon be the way non artists
         | create art assets for a variety of purposes. It's not perfect
         | yet, but it's rapidly improving.
        
           | krapp wrote:
           | There is an entire vast ecosystem of services and a community
           | of artists offering production quality assets of every
           | conceivable type, often for free. Generative AI doesn't solve
           | any problems in this space.
        
             | dlachausse wrote:
             | That is great if your idea for a game or other product only
             | requires those already existing assets. However, what about
             | assets that don't already exist? You would have to
             | commission an artist to create them, which costs money that
             | you as a bootstrapped independent developer may not have.
             | It also takes considerably more time than generative AI
             | does.
             | 
             | This is a contrived example but, what if I wanted a Walrus
             | riding a surfboard, wearing a top hat, holding a katana in
             | his right hand, and holding a slice of Hawaiian pizza in
             | his left hand.
             | 
             | Despite the biases people have against generative AI, it
             | will solve a LOT of problems in this space.
        
               | krapp wrote:
               | >That is great if your idea for a game or other product
               | only requires those already existing assets.
               | 
               | Which many will. Just look at the indie games on Steam, a
               | vast amount of them use pre-existing assets.
               | 
               | Jim Sterling poisoned an entire generation of gamedev's
               | minds against it, but there's nothing wrong with doing
               | so.
               | 
               | >You would have to commission an artist to create them,
               | which costs money that you as a bootstrapped independent
               | developer may not have.
               | 
               | If you want a game with quality, unique artwork, likely a
               | style you want to build a brand around and monetize, you
               | should be willing to spend the money on an artist to
               | create it. Using a technology which is trained on the
               | work and style of artists (without their permission, mind
               | you) to extrude an art-like product just to avoid having
               | to pay for it is gross.
               | 
               | >It also takes considerably more time than generative AI
               | does.
               | 
               | Does it? Chances are that "Walrus riding a surfboard,
               | wearing a top hat, holding a katana in his right hand,
               | and holding a slice of Hawaiian pizza in his left hand"
               | is going to be replete with errors, not have a consistent
               | style, have bad geometry if it's a model, and need to be
               | edited anyway. It isn't going to be what you imagined in
               | your head, because generative AI is a mediocrity machine,
               | and it isn't going to compete against a coherent design
               | implemented by real artists who care about their work.
               | 
               | You'd be better off just buying assets or hiring an
               | artist either way. It isn't even that expensive, artists
               | are desperate for work now that AI is eating them alive.
        
               | dlachausse wrote:
               | Hiring artists is still a cost and potential time sink,
               | for a game done in your free time that is really unlikely
               | to turn a profit. Generative AI is free and takes just a
               | few minutes.
        
               | krapp wrote:
               | OK. I guess there is literally no other option for you
               | and it was a mistake to imply otherwise. Have fun with
               | your derivative slop, then. -\\_(tsu)_/-
        
           | robrtsql wrote:
           | How so? Can it produce a sprite sheet with a believable 'walk
           | cycle' for a 2D character? Can it produce a rigged 3D model?
           | 
           | As usual, it seems like we're maybe _almost_ there (if you
           | can generate video, like with OpenAI's Sora, you could
           | probably get a walking animation for a character, and I've
           | seen proof-of-concepts which produce not-rigged 3D models),
           | but it seems like AI can't do a lot of things that you would
           | want for game development.
           | 
           | The one thing it _is_ really "good" (emphasis on the quotes)
           | at is generating static 2D assets like character portraits,
           | HUDs, item/skill icons, etc. Unity's asset store is now full
           | of gen-AI stuff like this (lots of packs of 1,000 spell
           | icons, which are all basically variations of a 'fireball',
           | except maybe this time it's green, etc).
        
       | manuelfcreis wrote:
       | Really liked the article, I think there is also something to be
       | said about the difference in learning game design and game
       | development. I think people tend to want to do both at the same
       | time, but spending some time just on game design can help you
       | feel less helpless when learning development.
        
       | desdenova wrote:
       | If I learned something every time I failed to finish a game, I'd
       | know a bunch of things now.
        
         | BriggyDwiggs42 wrote:
         | Dont you?
        
           | wkjagt wrote:
           | Maybe they didn't read the article and thought it was about
           | someone failing to play a game till the end.
        
       | oliwary wrote:
       | I really enjoyed the article, especially the focus on a gameplay
       | loop, and leaving polish for later. Often I have found that I can
       | tell if a game will be "fun" after a super low fidelity
       | prototype. One of my games began as a jupyter notebook, for
       | example. Of course, the rest of the process is also very
       | important, but I am not sure a game that is not fun from the
       | start can be made into a good game.
       | 
       | In the same vein, I can recommend this book:
       | https://www.goodreads.com/book/show/34376766-blood-sweat-and...
       | 
       | It shows that even big companies and development efforts can
       | often struggle to create a fun game, even when the people
       | involved have a lot of experience. It is a hard thing to
       | accomplish!
        
         | JKCalhoun wrote:
         | Agree. I used to fast-prototype games -- and if they were kind
         | of fun in even their rough stage, I might be on to something.
         | 
         | To be sure, there were a lot more game prototypes that got
         | swept into the bin. Often for the same reasons the author
         | mentioned (specifically there were several I knew were going to
         | be too much of a time investment to do properly).
         | 
         | EDIT: I have already posted the first two volumes (disk image)
         | of unfinished games. I can easily create a third volume. Here
         | is volume 1:
         | 
         | https://github.com/EngineersNeedArt/SoftDorothy-UnfinishedTa...
        
       | dxuh wrote:
       | I think putting off polish for later as the OP and multiple
       | comments here recommend is a fallacy. There are many popular,
       | successful games that would just _not_ be fun if they didn 't
       | have good animations, no effects and everything was boxes. Every
       | game that relies on "feeling good to play". It might be fine for
       | an RPG or an RTS, but it's probably not for something like
       | Overwatch or Doom (the new ones). Just imagine Vampire Survivors
       | without sound or effects. Some games live off the art style
       | alone. This is a very controversional opinion, but I think if
       | e.g. Ori and the Blind Forest had bad art, no one would have
       | played the game. Some games you can evaluate really well with bad
       | art and no juice or polish, other games need some and there are
       | even games that need a lot of it, before you know if they can be
       | fun. It's not that simple imho. I remember working on games that
       | were not really fun until I added some effect and suddenly it was
       | really addicting. People like flashing lights and noises and
       | pretty pictures. If good, unique or interesting art was
       | irrelevant, no one would invest in it, but people do.
        
         | meiraleal wrote:
         | The idea behind postponing polishing is that if you can't build
         | a strong foundation using the skills you're most comfortable
         | with (coding), there's little point in starting with the harder
         | parts. It's better to make as much progress as possible with
         | the tools you already know, since the areas you're less
         | familiar with will require more research and move slower.
         | 
         | Most indie projects die before getting there.
        
         | Trasmatta wrote:
         | I don't think they're saying don't polish it all before you
         | release it, but to not worry about polishing it until you have
         | a solid gameplay foundation
         | 
         | You might spend a ton of time and money on art and polish only
         | to suddenly realize your game isn't fun at all. Many such
         | cases.
        
         | cartoffal wrote:
         | > Just imagine Vampire Survivors without sound or effects.
         | 
         | I can't help but feel that this completely undermines your
         | point - Vampire Survivors is bashed together using rudimentary
         | knockoffs of sprites from games from the 1990s, in an engine
         | which barely supports the idea of particles let alone proper
         | visual effects.* It is the gameplay that carries Vampire
         | Survivors, not the aesthetic.
         | 
         | Game feel is of course essential to producing a good game all-
         | round, but a competent game designer can and will tell the
         | difference between a good game design and a bad one, way before
         | polish and juice are layered on top.
         | 
         | *I don't say this as a criticism - Vampire Survivors is
         | fantastic - but the idea that it's propped up by its look is
         | just daft.
        
           | meheleventyone wrote:
           | The point of the OP (which I agree with) with is that the
           | gameplay and the aesthetic are not orthogonal to one another.
           | Even with Vampire Survivors which is not strictly beautiful
           | the aesthetics are a big part of the gameplay. Largely the
           | visuals and audio need to do several things:
           | 
           | - Make the game legible. A good example would be to reduce
           | the whole game to boxes, you still need to differentiate
           | things, so you might want to color them. Aesthetics in
           | support of gameplay to make the game understandable.
           | 
           | - Add 'game feel'. This is where audio is especially
           | important as you tend to notice the lack of good audio rather
           | than its presence. But also 'juice', animations and what not
           | all layer in.
           | 
           | - Support the fantasy. The name Vampire Survivors carries
           | expectations that boxes do not match.
           | 
           | If you've ever done a lot of playtesting with your target
           | audience one thing you'll find is that missing these elements
           | gives you much worse feedback. Most notably legibility
           | because it's so integral to being able to play a game but the
           | others as well.
           | 
           | Game designers to an extent can get past this but it's still
           | an attempt at extrapolation which is necessarily less
           | concrete. Also if you're new to making games then you're
           | going to make it harder to judge your own work.
           | 
           | The good thing about Vampire Survivors as an example is it
           | shows that you don't need to do _much_ but enough.
        
         | camtarn wrote:
         | Overwatch was prototyped by making levels out of plain boxes,
         | using character models ripped from a previous game, then
         | iterating until the game mechanics were fun. Of course, it then
         | received many layers of polish before it was launched, but
         | nonetheless the devs prioritised getting the basics right
         | first.
         | 
         | The dev team had just come off developing Titan, a cancelled
         | MMO where they had trouble making the core game loop engaging
         | after seven years of development, so they had a lot of
         | motivation to start small and make something good first, then
         | polish later.
        
         | jon-wood wrote:
         | I don't think anyone is suggesting to ship a version to actual
         | customers without some polish, but foregoing polish is good
         | advice. I've attempted to make games on several occasions and
         | my current is the first to stick because I intentionally
         | decided not to worry about aesthetics too much at first, that
         | allowed me to quite rapidly get to something that's fun to
         | play, which in turn has motivated me to keep going. It also
         | drastically reduces the pain of sunk costs when the entirety of
         | your projectile system is a coloured box shooting spheres
         | rather than a lovingly crafted gun model which isn't actually
         | fun to use.
         | 
         | Having watched/read a few things about the white boxing stage
         | the general advice is to put in as much polish as you need to
         | do that _and no more_. If you 're trying to prove out jump
         | mechanics literally just some boxes for platforms and a sphere
         | as the character is enough. If you're making a stealth game
         | then you'll need some lighting in your level because it's a
         | core game mechanic.
        
       | dxuh wrote:
       | Multiplayer game development just stinks. It's not because of the
       | networking and the tricky bugs and cumbersome testing setups
       | (fake latency, packet loss, a bunch of open game clients) if you
       | like these sorts of things (though of course that can suck
       | sometimes and does frequently), but if you get far enough, you
       | just depend on everyone you know for play testing constantly. The
       | more people you need per game the worse it is. I worked on a 3v3
       | game for a couple months and it got really hard to find people to
       | test towards the end. Just imagine making any plans for a group
       | of 6 people. That's almost always annoying. Now try to do that
       | once a week and some of those people don't really know you, so
       | they don't care about being late or flaking out. This is not just
       | annoying, but it really impacts the game. The game requires
       | design and tweaking and experimentation just like any other, but
       | if you can properly play test your game once a week for an hour
       | or two, game design progress is very slow and tedious. I'll never
       | work on a multiplayer game again solo, only with a team at least
       | as large as the number of players the game is designed for.
        
         | nkrisc wrote:
         | It stinks but sounds like your compensation for their time was
         | too low.
        
         | zipy124 wrote:
         | I used to be part of an indie play testing group which was spun
         | off from the community who took over developing natural
         | selection 2 after the dev team moved onto subnautica, it was
         | great as we all got to play new games every time, with the same
         | people and just have fun. No idea if it still runs now but it
         | was a great idea!
        
           | floydnoel wrote:
           | thanks for the reminder of one of my all time favorite games!
        
         | macromaniac wrote:
         | >you just depend on everyone you know for play testing
         | constantly
         | 
         | I had this problem, didn't figure out the solution till the end
         | of the project- it's bots. Even bad bots are HUGELY important
         | for multiplayer game development because now you can iterate
         | every second instead of every week. I thought bots would be too
         | hard to make for my game, but they really weren't as they don't
         | even have to be good. With LLMs i'm fairly sure almost any type
         | of game can be botted at this point too.
        
           | monsieurbanana wrote:
           | Almost any type of game can and has been botted since
           | forever, nothing to do with LLMs
        
             | macromaniac wrote:
             | I more meant like now you can bot word or story type
             | multiplayer games too e.g. if you were designing a
             | codenames or a mafia style party game or something. 95% of
             | the time though ya you are just doing basic AI logic, go
             | towards objective, attack nearby enemies, avoid nearby
             | danger, etc
        
       | Sxubas wrote:
       | I have barely done anything in game development, but in terms of
       | engine, what has been better for you as a solo dev?
       | 
       | Risk of rain comes to mind as a great multiplayer videogame with
       | a small team, it was made with gamemaker studio.
       | 
       | I am curious how is the ecosystem right now and if Godot has
       | become a more attractive option for solo/indie development.
        
       | Trasmatta wrote:
       | One of the reasons I got into software development was that I
       | wanted to make some games (even just small ones that I release
       | for free).
       | 
       | I've now been coding for like 14 years, and I still haven't done
       | it (besides a number of prototypes). And I'm so burnt out on
       | writing code that I never have the mental energy to push through
       | and get one done.
        
         | diggan wrote:
         | > I've now been coding for like 14 years, and I still haven't
         | done it (besides a number of prototypes). And I'm so burnt out
         | on writing code that I never have the mental energy to push
         | through and get one done.
         | 
         | I was basically the same. Played video games before programming
         | was even on my mind, and first exposure to
         | programming/structured data was trying to mod GTA Vice City
         | vehicles, and then eventually got drawn into programming while
         | trying to game dev by night basically.
         | 
         | On and off I've tried Gamemaker, Unity, Phaser, Godot, Unreal
         | Engine and everything in-between, for the last two decades or
         | something. It always end up the same, game logic so complicated
         | I can't make head or tails of it anymore, and it was really
         | hard to decouple things enough so I could be as confident
         | editing game logic as I am reading/editing other types of
         | codebases.
         | 
         | So I never really got anywhere, until I found Bevy. I'm not
         | particularly fond of Rust, way too verbose and strict for my
         | taste, but ECS turned out to be a god-send for organizing game
         | code (in my case). Suddenly writing decoupled game logic became
         | a breeze, and since discovering Bevy (but really ECS gets most
         | of the credit here), I've even shipped some games during game
         | jams that I'm moderately proud off and placed well in the
         | ranking compared to my expectations.
         | 
         | If you're of similar traits that you need code to be of a
         | certain quality to be able to effectively work with it, ECS
         | might be up your alley too, and worth a try if you haven't
         | already. It made a huge improvement in terms of how flexible
         | the architecture end up being, and made it a lot easier to
         | incrementally work on games.
        
         | snarf21 wrote:
         | I have a suggestion for you. Try making a board game instead.
         | No complex technology to learn, way different than already
         | being burnt out from coding all day, you can iterate on the fly
         | by writing on your prototype, some can be tested solo (but
         | having some friends come over once a week isn't insurmountable
         | and is very social), lots on online testing available using "no
         | rules" engines that let you just move "objects" around (a
         | little tech to learn but done in a few hours), etc.
         | 
         | If if your game never gets published, etc. you could have a
         | game that you and your friends got countless hours of enjoyment
         | from. I personally get a lot of enjoyment from it. Good luck!
        
           | rcfox wrote:
           | Heh, I started working on a board game with a couple friends
           | and then got caught up reading card descriptions from a
           | shared Google Spreadsheet and generating images to work with
           | Tabletop Simulator.
           | 
           | It's a different kind of work from my usual though, and it
           | was fun to see my friends in awe that they could write
           | arbitrarily many new cards and almost instantaneously see
           | them in the game.
        
       | dazzawazza wrote:
       | Learning how to prototype a game is a skill. I've prototyped
       | hundreds of games over 30 years for work and pleasure. Seeing the
       | potential is genuinely hard but it IS a skill you can learn.
       | 
       | Understanding that the general public should not and indeed
       | cannot be expected to see the potential is also a hard lesson.
       | Games like VVVVVV are unicorns. Never bet on being a unicorn.
        
       | redbell wrote:
       | I'm not entirely sure why, but I find myself drawn to reading
       | about failures and the reasons behind them, far more than success
       | stories. There's something uniquely compelling about failure--it
       | often teaches us hard, invaluable lessons that are nearly
       | impossible to grasp when everything goes smoothly. Success, on
       | the other hand, can sometimes be attributed to a stroke of pure
       | luck, leaving fewer insights to learn from.
       | 
       | Similarly, when I'm considering a purchase, I tend to focus on
       | the negative reviews (those rated 3 stars or below) rather than
       | the glowing, positive ones. Negative reviews often provide more
       | logical, specific reasoning as they shed light on potential deal-
       | breaking issues. That said, they can sometimes veer into
       | irrelevant complaints that don't resonate with me. For example,
       | when I'm browsing book reviews on Amazon to decide whether a book
       | is worth reading, I frequently come across one-star reviews
       | criticizing the print or paper quality. If I'm planning to buy
       | the digital version of the book, those complaints become
       | irrelevant to my decision-making process--even though they might
       | be incredibly important to someone else.
       | 
       | In essence, I find value in the nuanced, sometimes brutally
       | honest critiques that failures and negative feedback offer. They
       | paint a more realistic picture--one that helps me make better
       | decisions and understand the world a little more clearly.
        
         | zehaeva wrote:
         | I'm reminded of the opening line to Anna Karenina
         | 
         | > All happy families are alike; each unhappy family is unhappy
         | in its own way.
        
       | hypertexthero wrote:
       | While thinking of making a game I've found these helpful:
       | 
       | 1. The Art of Game Design, A Book of Lenses by Jesse Schell -
       | https://schellgames.com/art-of-game-design
       | 
       | 2. 20 Tips on Making Games by Jordan Mechner -
       | https://www.jordanmechner.com/downloads/library/20tips.pdf
       | 
       | 3. Liz England's blog - https://lizengland.com/blog/
        
         | ghostzilla wrote:
         | Jesse Schell's book is a great read beyond game design.
         | 
         | Thanks for the other links.
         | 
         | To leave something in return, here's something I read the other
         | day and kept thinking about it (I'm designing on a PvP motion
         | based game)
         | 
         | "In competitive games, there is little more valuable than
         | knowing the mind of the opponent, which the Japanese call
         | "yomi."
         | 
         | As a side note, I would even argue that the "strategic depth"
         | of a game should be defined almost entirely on its ability to
         | support and reward yomi."
         | 
         | The Yomi Layer concept is a reminder that moves need to have
         | counters. If you know what the opponent will do, you should
         | generally have some way of dealing with that.
         | 
         | https://www.sirlin.net/ptw-book/7-spies-of-the-mind
        
           | snapcaster wrote:
           | I have tons of friends that took his classes at CMU, as much
           | as everything he says sounds good I don't know a single
           | person that has ever enjoyed a game he made. Because of that,
           | I have to assume what he says is either fluff or wrong even
           | if i can't perceive why exactly
        
             | daseiner1 wrote:
             | Obviously you'd be a better judge than I am given your
             | inside knowledge, but your comment reminds me of the many
             | virtuoso musicians who don't really make music people like.
             | There's a gap between technical ability and taste,
             | artfulness.
        
               | snapcaster wrote:
               | It's not that he's making games too avant garde or
               | something that might be going over my head. His company
               | just makes corporate slop, not a single enjoyable game
               | amongst them
        
             | no_wizard wrote:
             | I feel a great deal of the games Schell produces are for
             | clients (like ports) or serve as a more in-depth proof of
             | concept.
             | 
             | I think the client work pays the bills though, looking at
             | their catalog.
        
               | snapcaster wrote:
               | Yep, but that's a totally separate thing from making good
               | games
        
               | dowager_dan99 wrote:
               | Usually but not always. There have been some great
               | corporate projects, but it does feel like they are less
               | common now than say 10+ years ago, and typically neat
               | twists on existing successes vs. unique ideas
        
             | ghostzilla wrote:
             | That's interesting, it hasn't occurred to me to check his
             | games. That said, I remember reading that Machiaveli was
             | once given a territory to govern and he was terrible at it,
             | despite The Prince. It may be a thing about teachers vs
             | doers.
             | 
             | THAT said, there is a lot of intersting things one can
             | learn from John Carmack, so there's an exception to every
             | rule.
        
               | snapcaster wrote:
               | >That said, I remember reading that Machiaveli was once
               | given a territory to govern and he was terrible at it,
               | despite The Prince.
               | 
               | this is a great articulation of what i'm trying to say
               | thanks
        
         | snapcaster wrote:
         | Discourage reading Jesse Schell if you want to make _good_
         | games instead of corporate slop. He's never made a game you
         | like or anyone you know likes. Agreed everything he says sounds
         | great but then why hasn't he made any good games?
        
           | Vermeulen wrote:
           | I Expect You To Die, Among Us VR, Until You Fall. All good
           | stuff
        
           | diggan wrote:
           | > Agreed everything he says sounds great but then why hasn't
           | he made any good games?
           | 
           | Quick browse of the portfolio on that website
           | (https://schellgames.com/portfolio) seems to show multiple
           | games that has won awards. All their original games seems to
           | have "Mostly Positive" or above on Steam as well.
           | 
           | What metric are you judging this developer by? I can't say
           | I've played/seen any of those games myself, but clearly they
           | seem to be putting out some games that people play and enjoy.
        
             | snapcaster wrote:
             | The fact that i'm a huge gamer, and have a huge friend
             | group of them but nobody plays his games. It's just crazy
             | to me this guy gets a shout out by hordes of people that
             | don't play them. I doubt anyone upthread recommending his
             | book plays any of them regularly
        
               | no_wizard wrote:
               | The titles skew non 'gamer gamer' toward casual gaming
               | though. Like some of these titles I could see being great
               | on phones, for example.
               | 
               | I don't know their internal metrics by any means, but
               | none of these games look 'hardcore', they all seem casual
        
       | DonnyV wrote:
       | I started building an iso game a couple years ago and like you
       | was not looking forward to having to make so much art. Then I had
       | an idea. Build it in a 3D engine and lock the camera in an iso
       | like position. Now I can use 3d models and not have to worry
       | about creating all these different views. Also you could do
       | effects when walking around the board by spinning the camera and
       | then locking it in a different iso position. I'm pretty sure this
       | is how newer iso games are made.
        
         | moring wrote:
         | If you are using a 3d engine that doesn't support actual
         | isometric views, you can put the "iso" in isometric by moving
         | the camera far away and at the same time zooming in on the
         | object. This has the effect that all points of the object have
         | roughly the same distance from the camera (compared to the huge
         | distance you moved the camera away), so there is no perspective
         | "shortening" of points farther away. This is especially
         | important if you have rectangular wall segments that must fit
         | together.
        
       | mclau156 wrote:
       | So many games will use a Capsule as their player for so long that
       | it seems impossible to get a fully rigged player later on
        
       | tmountain wrote:
       | Taking ClarityCorp as an example, I see an opportunity to focus
       | more on the design phase (testing ideas) than the implementation
       | phase. As engineers, we often dive directly into coding and
       | implementing systems related to our problem rather than asking
       | simple questions like, "is the game loop fun?" I've seen some
       | brutally simple prototypes (150 lines of JavaScript) that
       | represent an idea well enough to determine whether the idea has
       | the potential to merit the time investment required to bring it
       | to fruition. Personally, I'd rather test 15-20 different concepts
       | at the lowest fidelity before settling on a direction than 2-3
       | half built games over the course of a year. Not knocking the
       | author at all (kudos for producing some work). Just offering
       | suggestions.
        
       | EncomLab wrote:
       | The brutality of the marketplace is unlike any other - Steam has
       | over 100k games in it's store, with 18k added just last year.
       | Yes, as in anything there will be the breakout few which go on to
       | generate fame and riches, but in general if you are a single or
       | small group indie with little to no marketing budget you are
       | unlikely to ever turn a profit. As the saying goes "just because
       | you wandered through the desert does not mean there is a promised
       | land."
        
         | robrtsql wrote:
         | It's definitely sobering. I don't necessarily want to make
         | money (gamedev is what I would do if I _didn't_ need to eat)
         | but it would be really cool to get some recognition, or even
         | just have a community of 100 people who _really_ liked and care
         | about my game. Given the sheer amount of indie games out there
         | (and the number of games that I see advertised yet give no
         | thought to), it seems less and less likely to achieve that as
         | time goes on. The best time to release your indie game is
         | probably 15 or 20 years ago, when the barrier to entry was a
         | little higher (thank goodness for all of the free tools we have
         | today, but geez has it allowed a lot of competition to
         | appear!).
        
           | dpig_ wrote:
           | A community of 100 players is totally achievable if you are
           | willing to put some time and effort in on social media
           | presence, like a YouTube channel. I worked on a small game
           | and managed to host a Discord server with 40-50 members
           | relatively quickly.
        
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