Unity Noob game dev starts from nothing to build porn game or something [Dev Diahrea]

NMMMN

Newbie
Feb 19, 2020
19
16
Intro______________________________________________

Welcome traveller to my dev diaries

Unlike gopher.upg who came out of the womb hitting home runs, im just gonna start --
We all start from nothing so why not document the process:
1- I might help give insight to those who want to try but are unsure (like me)
2- You might give me community, the support I need to follow through this time

I'll try to be visual and not wordy where i can, if im not lazy, or if you ask nicely
That being said I overthink so my indecision thought processes may be word heavy thus insightful / funny / or annoying (my condolences in advance)

Starting point / Sob story __________________________
( TL;DR skip ) - - - - - - - - - - - - - - - - - - - - - - - -

Currently in my 30's, live alone, social anxiety/fear of verbal communication, trying to find purpose/meaning/will to live, surviving on lentils, trying to earn enough money to not deal with shit side of ppl at min wage jobs, like to find a waifu to build a cozy life with and maybe games (the dream right ^ ^)

Experience_______________
ive been dabbling in unity game engine since version 5,
took some game courses though GDC and youtube be thy mentor,

- highly skilled at using blenders - terrible at the digital one, i think i can 3D model better in unity
- photoshop im alright, i can poorly draw and rather use ai
- illustrator svg files are cool, im alright at those
- im alright at C# unity scripts, connecting them like scriptable object and the ECS workflows are absolute pain in my ass
- gpt sure is fun for coding - mostly boiler plate, understanding code architect is important
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Goals_______________________________________

- Im not sure what im doing, i'd like feedback - ideas - or just say hi for support
- if you follow me, my methods will be generally based from my experiences (so unity, C# etc)
- Yes my goal to make an adult game is seriouse, the title is just me being silly, a fun reminder of the long titled isekai trash that helps me forget irl trash

Interests for the game______________________
- big booty bitches

- just making something of quality thats unfortunately p basic / vanilla sex wise..^ ^;
- though hear me out! Monster Girls! Harem! and maybe mechs for navigation or something...
- i like RPG medieval fantasy with mechs magic systems (escaflowne, broken blade)
- im really liking Eureka Seven's wind movement system for its mechs (which im binge watching rn, suprisingly a gem from my past (ytv))

Dream game_________________________________
like i want it all for my game: amazing expressive movement systems that rivals Titanfall 2, a new world thats huge, beautiful and mysteriouse interconnected like darksouls, and exploration to find goddesses to worship ;p but the reality is, this scope is massive

GkAgnT1XEAEKVgI.jpg
thumbs-up-bt7274.gif


Reality__________________________________
Quality vs Time vs Money
, im lacking in most - so im torn.
options i see are:
> text based, prey it sells (generally minimal no visuals ew)
> make simple VN (okay so we got story?, we got plot (npc titties) and thats is the base of visual novel porn game)
Renpy or RPGM ,chose your poison. imo rpgm is almost slightly more fun bc of exploration but its soooo over done ;-; . Unity would be more flexible but would cost more.
Visual novels you get the point and click method like What a legend (11/10) (mind you its now a must for a 4 part day cycle for events in those games)
VN's are geared to work p well with ai art (background, props, and NPC's).
> but i hate the idea of building VN's and dont want to trap my soul in the 2D shadow realm, I want 3D bicthes xD ... lol well since im terrible at blender and ai exists ill compromise 2.5D... 2D waifu and 3D world exploration seems to be the way my nutts are tugging me

A method to get to the dream game____________________________
i coooould brake the dream game into smaller vertical slices of the systems i'd need, making games around those systems to *hopefully* fund me, the end result would be the combination of those systems. the risk with that is making them flexible enough to be used in another game and not half-assing it to finish the game which is extremely likely bc my passion wont be in those other games...

good world systems (dynamic systems when overlayed create greater depth)
vs
good exploration / movement system (inherent combat system or puzzle goals)
vs
good porn game (themed mechanics vs visual quality)

Cons__________________________________
im v slow, i think i spent 6 hours on this post and counting. Im best at making systems, then leveraging them. or coming up with ideas (forgetting those ideas) eating schips and watching anime...
Motivation to do anything, an ember. have you seen my will to live? i seem to have missplaced it

2D NPC workflow_____________________________
- figure out how to make consisten ai waifu's, if there will be any meaningful resemblens of story continuity ... hmm or i can say fk the story and just have new one off waifu encounters? (not ideal but interesting)...
- need to figure out a fast way to seperate limbs/parts from photos
- automate photshop script to order limbs in photoshop psb for unity
- import psb to unity and build 2D rig (one off rigs for new poses or centralized rig part swap)
- add 2D kinematics for tierchiary movement / physics to rigs
- use unity timeline to animate / or use scripts
* alternatively figure out ai img2video though the model is gated and im unsure if the results can be successfully tuned

Things to decide on_______________________
direction:
- safe ideology or risk of following my beliefs in my dream game
- if not dream game, what should be a starting project that can get me by financially ( x-x; poop)
- could make systems for adult games like 2.5D rpg maker based on unity, like a game that lets you build a game
- probably should make a progress tracker, wanted to make one with gpt as belldandy's voice for kind encouragment lol
- was thinking about making a dating sim, based on choice will give you your indepth dating profile which you can share with potential partners
game
- art style, the fun part

TL;DR________________________________________
time/money is limited, im not sure what i should do
focus on passion, something i want to create, higher risk of failure - i have the skills just not the time i think

majority of suggestions welcomed lol cheers
 
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kinrean

Member
May 12, 2018
200
49
a long post, but to make it short, you have low skill in art and coding and you want to make a AAA game, so what you should do.

first , you need to choose you want to make a 3d game or a 2d game, i don't mean the art i mean the space. 2d game = side scroller .that it self make a very big different of how you design and code a game.
and it seem like you want to make a 2d game but alot of the game you want to make is 3d game.

you must know what you want, and clearly now you don't know what you want. so it better to just anyhow make a game first to understand what you really want and what you want to sell/focus.
you may say you know what you want but base on what you say it seem that you want every thing.
 
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DuckHeal

New Member
Feb 27, 2025
10
10
Making real-time 3D games without looking cheap, amateurish or uncanny is hard. Our brains are hardwired to notice even tiniest flaws in movements and expressions.

I'd go with pre-renderded images. Maybe in the cel shading style? There aren't many cel shading games around, the niche is mostly free.

As for 2D art, it has own issues and difficulties, especially if you don't draw. Though modern AI's have mostly solved consistency issues, I tend to avoid AI art because it tends to look super generic and bland.
 
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NMMMN

Newbie
Feb 19, 2020
19
16
a long post
pitty that.gif
you want to make a AAA game, so what you should do.

first , you need to choose you want to make
thank you for not saying give up (y)

✅ i think ill go with 3D unity URP,
I was thinking HDRP but since the world i want to build will be v big, it will cost a lot in performance. So my best bet is to go with the URP render pipeline aiming for a AA graphics instead of AAA.


you may say you know what you want but base on what you say it seem that you want every thing.
THIS x9001, ah man im a mess. I think with everyones help ill be able to finally decide on something, thank you for helping


Making real-time 3D games without looking cheap, amateurish or uncanny is hard. Our brains are hardwired to notice even tiniest flaws in movements and expressions.
Yeah i prob wont hit AAA, ill try for AA. In terms of 3D sex scenes i totally get the uncanny, idk but the 2D sex scenes seem less uncanny *depending on quality right lol..* i think 2D sex scenes might be faster? bc of ai. I dont have any experience in DAZ but i can see how using daz model then throwing a style over it with ai can be ideal to get the poses and clothing, at that point though you might as well stick with DAZ you rendered. hmmm im still not sure of the sex scene / character workflow.

✅ Choosing mechs as the 3D movement avatars
allows me to kit bash and use robotic simple 3D animated rig (easier animations), easier to apply a shader with PBR like settings to get a better quality aesthetics. Though the con is it'll take some time to 3D model.. I could try the octopath traveler 2 method: 2D avatar in 3D world space...

There aren't many cel shading games around
Nah man cel shaded aint for me, its the same feeling i get from those low polygon packs on the asset store, its just mreih


I tend to avoid AI art because it tends to look super generic and bland
Agreed! I started looking objectively at it and it feels almost sterile how clean it is, but the quality and time savings ;o;
 

DSSAlex

Member
Aug 19, 2017
177
165
The vertical slice idea is the best you're gonna get. I would go even further. Figure out the minimum viable product version and make that. Don't let the scope creep. Just create a little demo and actually finish it. Once you have something to show you'll be more likely to finish things in the future
 
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kinrean

Member
May 12, 2018
200
49
View attachment 4662828

thank you for not saying give up (y)

✅ i think ill go with 3D unity URP,
I was thinking HDRP but since the world i want to build will be v big, it will cost a lot in performance. So my best bet is to go with the URP render pipeline aiming for a AA graphics instead of AAA.



THIS x9001, ah man im a mess. I think with everyones help ill be able to finally decide on something, thank you for helping



Yeah i prob wont hit AAA, ill try for AA. In terms of 3D sex scenes i totally get the uncanny, idk but the 2D sex scenes seem less uncanny *depending on quality right lol..* i think 2D sex scenes might be faster? bc of ai. I dont have any experience in DAZ but i can see how using daz model then throwing a style over it with ai can be ideal to get the poses and clothing, at that point though you might as well stick with DAZ you rendered. hmmm im still not sure of the sex scene / character workflow.

✅ Choosing mechs as the 3D movement avatars
allows me to kit bash and use robotic simple 3D animated rig (easier animations), easier to apply a shader with PBR like settings to get a better quality aesthetics. Though the con is it'll take some time to 3D model.. I could try the octopath traveler 2 method: 2D avatar in 3D world space...


Nah man cel shaded aint for me, its the same feeling i get from those low polygon packs on the asset store, its just mreih



Agreed! I started looking objectively at it and it feels almost sterile how clean it is, but the quality and time savings ;o;
i make game too by my self, i use unreal and more of a artist then coder . it take me a few year to know what i really want to make, from my exp i will say making thing is easy but to know what you willing use your time for atlast 5 year or more to make a project is hard.

my advise to you is not to worry about the art too much , art is just a eye candy , is all the small detail that make the game feel right.
and my another advise is to make a fake trailer and then you will see if this is a project you really want to make.

a fake trailer is a very good way to know what you want, see what you can do in skill, and is not very big to make and ask what people think before you put work in it.
use ai or what ever you can, and there for you can test which choice of making is good without going too much of coding problem.

in the end it just a matter of time that ai will replace all of us lol
 
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NMMMN

Newbie
Feb 19, 2020
19
16
The vertical slice idea is the best you're gonna get. I would go even further. Figure out the minimum viable product version and make that. Don't let the scope creep. Just create a little demo and actually finish it. Once you have something to show you'll be more likely to finish things in the future
henry-cavill-geralt-of-rivia.gif


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

vertical world plateau2.png
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
2D spine character.gif
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
thumbs-up-bt7274.gif
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
insect swarm mech.gif

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?
 

NMMMN

Newbie
Feb 19, 2020
19
16
i make game too by my self, i use unreal and more of a artist then coder . it take me a few year to know what i really want to make, from my exp i will say making thing is easy but to know what you willing use your time for atlast 5 year or more to make a project is hard.
very wise. im more of a coder than an artist now days, funny enough i started as an illustrator, best of luck

my advise to you is not to worry about the art too much , art is just a eye candy
I worry its the eye candy that sells the game ^ ^;
Being able to sustain myself while building this game is essential
1724535543_new_titanfall-titanfall2.gif

a fake trailer is a very good way to know what you want
This is such good advice! Like a steam page where you show off the game, like screen shots of the game; in essence make a Screen shot mood board! (y)
 

kinrean

Member
May 12, 2018
200
49
View attachment 4663370


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

View attachment 4663486
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
View attachment 4663555
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
View attachment 4663558
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
View attachment 4663534

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?

base on what you say it remind me of "The Riftbreaker' , it have building base system though.


and i do say darksoul don't work well with range/gun, the prove is the magic in elder rings is too op/easy. there nothing wrong to make a easy darksoul but it will be boring. may as well learn from other bullet hell game. and it will be hard to balance a darksoul game.


it truth people love to buy eye candy , but only if the game is already selling, most people first will worry will you even make the game or complete it at all before they worry about the eye candy. as we see many case of fake game selling , aka scam.
so it always best to have a balance of what to do/care.

and you may hire people or people will help making some art or model, it harder to get help with coding because you have to send the file, but art people can help with out giving anything.

when you are clear with what you want to make maybe you can see if any one can help you with art for free at Recruitment & Services , i my self does help sometime, as i do 2d /3d/animation.
 
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mibc9394

New Member
Feb 10, 2025
4
5
View attachment 4663370


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

View attachment 4663486
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
View attachment 4663555
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
View attachment 4663558
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
View attachment 4663534

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?

I think this rough plan is a good start for you to start developing your game. But it's still very rough to be executed yet (which is fine considering your experiences.)

To make a game the first step is always visualize your entire game, and you need to do it as clear as possible and as cheap as possible.

Usually people starts with a high concept, a one-liner that can already get people's attention and is interesting enough. For example, based on what I've read, your game might be something like "a 3D platformer in which the player needs to control a mech to escape from swarms of enemies, using a variety of guns to break his way out.". You probably need something better than that.

From that, you will need to consider what environment the protagonist will be set into, what actions the protagonist can do in that environment, what obstacles the protagonist can encounter and what goals the protagonist have. And then with all these (and probably a few more elements) considered, you need to develop the basic game loop of your game, that is a sequence of actions and consequences that the player will perform and experience over and over again to progress in your game. Once you have your basic game loop set, that will be the guiding principle for you to design, develop and enrich your gameplay, so that you can develop more interesting levels and game progression for your game.

To support your gameplay, you will need good art and good story. Good art doesn't need to be pretty, but it has to be able to support your artistic vision, so it will be subjective, but the market will tell you if your artistic vision is likeable by most people when you start publishing it. A good story doesn't need to be an epic. It is for you to legitimize the existence of your game environment, your game characters, all the actions in your game and all conflicts happened in your game. It could be simple, but it should always have a story arc.

And all of the above can be done with pens and paper. Just figure out all the logics with your writing, and do good sketches to clearly draw out how you want your game to look. This is the cheapest way to do game dev. Game testing can also already be started at this stage. Timing testing may not be able to be tested accurately at this stage, but the other important stuff like game loop and game progression should be able to visualize fairly well in this stage. And if your game doesn't feel good in this stage, your game won't be good down the line. So this early stage of development is quite important.

After you have your plan and design, you will want to execute it, that's the time to actually program all the systems you need, do all the arts and testing different aspects of your game in different stages. And all these things are quite difficult to do to be honest. There are a lot of Unity plugins available to help you speed up, but if you will not be able to use them well, especially when you need to make multiple plugins to work well with each other.

Often times, usually for the sake of performance, you will need to dissect the plugins you get and extract only the parts you need, or just build your own system while being inspired by the plugins you bought. All these required a fairly deep understanding in game programming, math and the domain knowledge.

Making art is easy but making game art could be tricky. What tricky is that the art contents you make must satisfy your technical needs, but to satisfy your technical needs, you must first figure out what your game is actually about and how you are executing it. If you start making game art in blind without knowing exactly how the art will be used, lots of revisions will need to be done later and a lot of time will be wasted.

So in order for you to make your game, you really need to think a few steps ahead. It is not unreachable, but it is easy for one to take many years to really do it given that the person is able to focus on that one thing consistently for many years. For your reference, to train an entry-level junior 3D artist from nothing to be able to work in the industry, it can easily take 5+ years considering that person needs to spend 4 years studying in uni and need to take a few years to acquire enough artistic skills to be able to studying in an art school. It's about the same time for training an entry-level game programmer. You will also need to consider that those entry level workers usually can only do one out of a hundred things that need to be done in game development, with proper guidance. So yea, what you are doing will be very challenging.
 
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NMMMN

Newbie
Feb 19, 2020
19
16
base on what you say it remind me of "The Riftbreaker' , it have building base system though.
firebat slammin.gif
Base building is a NTH,
- goes well with mechs
- it adds more assets, since world is 3D it would take more time then 2D, unless their kitbashed
- I do like in Disciples 2 buildings to unlock / evolve upgrades

nothing wrong to make a easy darksoul but it will be boring
agreed, making the movement difficult and fun will be the challenge.. at the very least there be booty ^ ^;


it truth people love to buy eye candy , but only if the game is already selling, most people first will worry will you even make the game or complete it at all before they worry about the eye candy. as we see many case of fake game selling , aka scam.
so it always best to have a balance of what to do/care.
i can code it np, will it run like a potato? ... initially yes, ill need to figure out world loading
to mitigate the art ill use ai, just consistency in characters with ai is a tech hurdle, i know you can use neural nets or something, im thinking fk that use a 3D model, tweak it and get fooocus to make it look nice.


and you may hire people or people will help making some art or model, it harder to get help with coding because you have to send the file, but art people can help with out giving anything.

when you are clear with what you want to make maybe you can see if any one can help you with art for free at Recruitment & Services , i my self does help sometime, as i do 2d /3d/animation.
I'd prefer to pay others for their work, I'll wait till i can sutain myself (the dream), maybe then hire artists, musicians etc


I think this rough plan is a good start for you to start developing your game. But it's still very rough to be executed yet (which is fine considering your experiences.)

To make a game the first step is always visualize your entire game, and you need to do it as clear as possible and as cheap as possible.

Usually people starts with a high concept, a one-liner that can already get people's attention and is interesting enough. For example, based on what I've read, your game might be something like "a 3D platformer in which the player needs to control a mech to escape from swarms of enemies, using a variety of guns to break his way out.". You probably need something better than that.

From that, you will need to consider what environment the protagonist will be set into, what actions the protagonist can do in that environment, what obstacles the protagonist can encounter and what goals the protagonist have. And then with all these (and probably a few more elements) considered, you need to develop the basic game loop of your game, that is a sequence of actions and consequences that the player will perform and experience over and over again to progress in your game. Once you have your basic game loop set, that will be the guiding principle for you to design, develop and enrich your gameplay, so that you can develop more interesting levels and game progression for your game.

To support your gameplay, you will need good art and good story. Good art doesn't need to be pretty, but it has to be able to support your artistic vision, so it will be subjective, but the market will tell you if your artistic vision is likeable by most people when you start publishing it. A good story doesn't need to be an epic. It is for you to legitimize the existence of your game environment, your game characters, all the actions in your game and all conflicts happened in your game. It could be simple, but it should always have a story arc.

And all of the above can be done with pens and paper. Just figure out all the logics with your writing, and do good sketches to clearly draw out how you want your game to look. This is the cheapest way to do game dev. Game testing can also already be started at this stage. Timing testing may not be able to be tested accurately at this stage, but the other important stuff like game loop and game progression should be able to visualize fairly well in this stage. And if your game doesn't feel good in this stage, your game won't be good down the line. So this early stage of development is quite important.

After you have your plan and design, you will want to execute it, that's the time to actually program all the systems you need, do all the arts and testing different aspects of your game in different stages. And all these things are quite difficult to do to be honest. There are a lot of Unity plugins available to help you speed up, but if you will not be able to use them well, especially when you need to make multiple plugins to work well with each other.

Often times, usually for the sake of performance, you will need to dissect the plugins you get and extract only the parts you need, or just build your own system while being inspired by the plugins you bought. All these required a fairly deep understanding in game programming, math and the domain knowledge.

Making art is easy but making game art could be tricky. What tricky is that the art contents you make must satisfy your technical needs, but to satisfy your technical needs, you must first figure out what your game is actually about and how you are executing it. If you start making game art in blind without knowing exactly how the art will be used, lots of revisions will need to be done later and a lot of time will be wasted.

So in order for you to make your game, you really need to think a few steps ahead. It is not unreachable, but it is easy for one to take many years to really do it given that the person is able to focus on that one thing consistently for many years. For your reference, to train an entry-level junior 3D artist from nothing to be able to work in the industry, it can easily take 5+ years considering that person needs to spend 4 years studying in uni and need to take a few years to acquire enough artistic skills to be able to studying in an art school. It's about the same time for training an entry-level game programmer. You will also need to consider that those entry level workers usually can only do one out of a hundred things that need to be done in game development, with proper guidance. So yea, what you are doing will be very challenging.
very thoughtful, well put, and i agree
- while i can star developing, i'd save time refining the concept with you guys, then execute it
- creating art will be for concepts (for now)
- deciding on art / style could be decided after some prototyping of the core mechanics
- ill avoid unity plugins as best i can , though asset flips might be a thing :\ at least for prototyping? bought some sweet scifi asset packs awhile ago
- trying to think ahead with the mech avatar being 3D = world in 3D bc i want 3D movement systems, 2D waifu bc ai
- ill cut that +5 year 3D schooling into a fraction with asset packs and kit bashing lol.. (pray for me)

I think ill start updating my first post to reflect the games current position/direction, so everyone can be on the same page when it comes to things decided, timeline, things to do, questions that anyone can help with

time to get serious, i need:
- a concept worth throwing money at
- a prototype by the end of next month
- earn net 750CAD per month; at net 2k CAD = cost of living
fk my social anxiety, fk walmart, im gonna follow my passion (╯ಠ_ಠ)╯︵ ┻━┻
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,818
5,278
Introspection and ideation is useful. You've clearly got that part under control.

But what really makes the magic happen is iterative learning. Making stuff.

If you don't yet have experience actually making something real, then absolutely do NOT swing for the fences.

Instead, take one small idea. make a micro game with minimum viable art. One scene, just dialogue , static images, and a handful of choices. Or make one minigame with dirty pictures as the rewards for a "match 3" puzzle or whatever.

Get a feel for all the small tasks and choices and under the covers work that is actually a huge part of the effort needed once you get into production for a larger project.

Don't expect success, expect to learn enough about it to make realistic plans.
 
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NMMMN

Newbie
Feb 19, 2020
19
16
Introspection and ideation is useful. You've clearly got that part under control.
too kind sir. honestly i'm bouncing off the walls up in here with all my ideas and contradicting new ideas, figuring out the best way to get this done ^ ^;

Instead, take one small idea. make a micro game with minimum viable art. One scene, just dialogue , static images, and a handful of choices. Or make one minigame with dirty pictures as the rewards for a "match 3" puzzle or whatever.
you guys are really looking out for me ^ ^
but match 3 aint the reason im becoming a game dev,
its a battle to put food on the table, the most free spirited and expressive way.

Don't expect success, expect to learn enough about it to make realistic plans.
yeah ill be setting a bit of reality aside to get this done :p
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i need to plan quickly and take action, a lot of the game design doc will evolve as the games made and i reach limitations with code and art workflows. the efficiency of the art is what worries me. who knows maybe it will be low polygon 3D...sigh

working on: game design doc =_="
- stuck on the core experience,
- trying to determine the scope of the movement system and how progression and difficulty relate.
- Figure out the essence of what i really want (and can) spend my time building
- going through old notes x-x;