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I second your idea about "bonding with people who are already bonded with the idea".

For the longest time, one of the things on my bucket list was to learn/make a game (with no prior experience before). During the last three years, I've started/restarted on my own but to no avail.

Two months ago, I joined an incubator for new game-makers and just being around so many supportive mentors (and other newbies who were creating games) pushed me to actually focus in on an engine, focus in on one idea and actually make significant progress in making my first game. I'm now about 80% complete with my game.

Guess I just needed a little push, a little encouragement and some accountability to finish something I've started so many times before!



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Sounds like the advice to be distilled from this anecdote is "start making games and meeting other people who make games."

This is a good idea. Thanks for posting about it.

It does get lonely. I'm a former YC founder and I left Apple earlier this year to be a solo game dev. Making games (compared to apps or tools) is especially hard because "fun" is so nebulous that "make something people want" is a blurry goal at best.

I also work on my own tools and I'm using them to build the game. I'm very interested in tools that help a very small but talented team (1-4 people) build ambitious games more successfully.

I post progress here if anyone's interested: http://twitter.com/kineticpoet


This is the biggest question to me too. Whenever I try to do something like this, my friends will do it for a short while, seemingly in support of me/the project, then fall off.

I have the same issue with making computer games too. They will try it once, say good job, and never bring it up again. I now try and approach games like, 1) what is something that I can play by myself that still brings value and 2) what is that "it feature" that will make someone curious/interested enough to come back, and focus on that.

Maybe it's the same for community sites.


There are a ton of great resources that people that have have suggested here but the advice I would give is that, like most things, making games is a communal process so you can focus on what you do well and make some friends that do the other bits.

I was a part of a gaming community where we decided we could make our own game. We ended up with 95% of interested participants being "Idea Guys" and the remaining 5% being able to communicate a relevant skill. Needless to say, the project never got past its first bikeshed.

This advice is spot on.

Anytime I’m talking with someone at a meet-up who wants to learn gamedev, I advise them to make pong and add a new mechanic to it. If they can’t learn to do that, the odds of them making the game they envision is extremely low.

I’ve been in the industry for twelve years and have done the indie thing very successfully, and I still have low confidence when it comes to making a game that is any good. I keep waiting for it to get easier, but every time it does your ambitions increase to match.


Wow, this resonates so much that I'm building a company around the idea of finishing games. I was a professional game developer over a decade ago. I used to try to build games on the side and I never got anywhere. I just messed around with engine internals, graphics code, and went down the never-ending rabbit hole of game engines. I worked on some big-budget games, but as a small cog on a large team, it never felt like I finished my game.

I left gamedev years ago to launch a few startups. After selling my edtech company last year, I picked up Godot on a whim and guess what...I finally could see myself finishing game. Not messing around with engines, not writing low-level graphics code, but actually finishing a game in a few months. It inspired me so much that I'm starting a community called Quiver (https://quiver.dev). It's still in development, so I don't have much to show yet. But hopefully in a couple months we'll have tutorials, project templates, and a lot more. And here's the thing - with the right guidance and the right tools, I believe a whole bunch of new people will be able to finish their games that wouldn't have previously.

If this is interesting at all, please shoot me an email (check my profile).


The curse of failure for many is trying to bite more off than they can chew. Author mentions "art, music, AI, level design, dialogue, story" as things one needs to learn. That is a lot to do by yourself. A few friends would help a lot.

People often want to replicate projects that took giant teams of very talented people years to accomplish. This is true in all industries. I remember my film teacher warning us how long a good 5 minute video can take to write a story for, film & edit.

My first game & the first game I teach beginners to make is a Trivia game. It's easy. You can finish it in less than an hour. Than you can improve it.

Automated Twister spinner is another one I recently did.

For something more advanced https://js13kgames.com is an awesome source of inspiration. Lots of great open source games that you can try to replicate & improve upon.


agree..

best way is to just start writing your games and actually learn as much as you can... to do this it is best you actual team up (like any other project) to complement your skills... if you area a strong coder, find a game designer and/or a graphics guy... and so on... start small and ship often in small increments....

now to find strong people it actually helps to be in the industry (not necessarily though)... meetups and barcamps are good places to find such people...

what kind of games are you interested in writing?? i keep trying a few things every now and then... buzz me if you are interested...


I'd love to learn all about the coding/mechanics etc that goes into game development, but I have zero imagination when it comes to good game ideas. I feel like I would need to partner with somebody a lot more creative to be effective.

I know the question title sounds weird, but I'm looking for other developers that might have been in a similar position.

I love games, I love games technology and I have these vague ideas for games I want to have made. Yet I never seem to actually start making one.

Even though I think I really want to. But do I?

Having an interesting talk with a friend who pointed out that maybe I really don't want to make something, maybe it's just the idea of making something that appeals more than actually doing it. That if I really did have a burning passion, I would have started by now. I don't know.

I seem to be at a kind of roadblock. Every idea seems interesting enough to pursue, yet nothing seems good enough - "there are already games like that out there", "it's not unique enough", etc. I just end up procrastinating, or sort of looking to start a million different things because everything is so appealing, but end up doing nothing.

I guess this is applicable to more than just games. I'd love to hear some stories about how people got through this, no matter what the outcome (even if it is "I tried and decided it isn't what I wanted to do after all").


Would working on it bring you joy? Because the world could certainly use more of that :D

I personally lean on people to help stay motivated. For your example, I would find a game dev meet up or some discord community, talk shop & share what I'm working on on a regular basis. Validate or give feedback on the work of others, and get some of my own.

It's a process of constantly pushing back the thoughts and community makes it easier


I haven't made a game yet (not even a prototype) though I have been tempting for years. I can't point the issue, whether my coding skills aren't up to the task or because I can't make assets for my game, or because I can't hire a staff and my game ideas scope needs a team to realize them.

The problem is I don't know what is the right next step to take in front of all the issues aforementioned, and I have been thinking that for years without taking any step ahead or risking


It's certainly a huge endeavor. I probably have a pile of projects that I started and abandoned at some point for various reasons. The saddest of all was the first one that started to get traction... a story based game developed iteratively chapter by chapter where the writer got a hard case of imposter syndrome and just quit (it was just the two of us). Success is also hard to manage for some people.

Right now my newest moonshot is joining a friend who's just started trying to make an educational game for developers, that teaches you in a fun cyberpunkish style how to develop an NES from scratch, step by step. It's an absolutely bonkers idea but it's something we'd have loved to have and that we're having a blast making, just for ourselves. I doubt it's ever going to be successful if we make it to the finish line and ship it, but luckily it's just for fun. I'm thankful of posts like these, it helps getting motivated to make it through.


I sort of stumbled into a process like this. I built a game as a hobby project with the intent to hand it off to a community that I thought totally wanted it. Interest in the project was minor. So for the next project I tried to actually engage the community as much as possible to see if anyone actually wanted to try it. Turns out the answer was still no, but at least I got a chance to prove my thesis that the project was doomed and I couldn't blame the lack of engagement.

If you are put off, it's a good sign you shouldn't even try to build it. If you're discouraged that easily, you aren't going to have the desire or drive to stick with it.

Let's go back in time 20-25 years. I was a wannabe game programmer, and every few months I'd get a stick up my ass to write a Doom clone, RTS, or whatever game I was playing at the time. I'd recruit a buddy or two from a chat room or messageboard. Even though whatever game was out there (Quake II, AoE) was amazing and something we'd never come close to, we'd start methodically planning out the game, star writing an engine, have some test art created...you couldn't stop us. At least not at the start. Eventually we'd get distracted and go our seperate ways, but we still worked on the project like it was the most important thing in our lives for 2-3 months.

Back to today. I wanted to make a chess website, just something simple where you could login and play a game with other users. Mostly so my dad and I could play without being in the same room. I wrote a simple web-based chess engine, got about 75% of the way to what I would consider a 'completed' project. Then I went to chess.com.

Now, I wasn't planning on making something even close to that. No chat rooms, blogs, rankings...but seeing all the features on the site just sucked every last drop of motiviation I had. It didn't help that my current site was basically playable and didn't need much more work. But from that point one, every time I opened my project it just felt so futile.

I know that products evolve over time, and whatever Chess.com looked like in it's first revision probably wasn't anything special. But it's like I knew that I would never even want to take it to that level, so I just lost every drop of motiviation I had at that point.


Honestly, I don't think there is a person alive that could single-handedly develop a game of this scope without getting burnt out.

That's the first problem. The subsequent problem, once you've realized that, is that many people that want to pursue solo development of a game are unlikely to be good PMs once they bring on others.


Given the post's lack of detail relating to the experience of creating the game itself, I fear OP is treating his craft as a means to an end; instead of loving his craft for what it is. I fell into a similar trap when, after leaving my job to pursue my "passion," I became my own slavemaster, treating myself as resource for production, and eventually learned to hate my once cherished activities. I hope OP's game succeeds; regardless, I would not recommend, to anyone, to pursue a personal hobby, dwelling, or passion as a means to reaching some external reward.

Firstly, the other comments about his interest being bonding with you. Definitely leverage as much as you can prior to building anything. But I suspect he actually DOES want to play his idea. He thinks you’re a programmer so could help him, so that’s why he’s asking you. IMO that is.

Secondly, I think you be honest with him and say games are hard and not something you specialize in but if he really want to invest some time learning you’ll help him solve problems and you can do it together. Make sure he’s not just your boss tossing ideas/designs that you have to go implement. Start by googling different frameworks and watching/reading tutorials together. Basically show him the process you’d go through if this was your idea to learn game development. Look into unity or godot, vet solutions, play with some demo apps. Watch some of the videos of people building simple games. Building the basic rollaball game will give him an idea if it’s even something he wants to continue with. Also look for assets that complements his game’s style/theme. Asset development is a common road block so if you start with a character rig and an environment that looks something like what he’s after it will give you some momentum on the actual game mechanics/story/etc. I think if you approach it as a team of equals willing to figure this out, you can’t really lose but don’t expect him to have the fortitude to complete it. Put in as much effort as he does.

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