• SuperSpruce@lemmy.zip
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    1 year ago

    I’ve had game and software ideas swirling around in my brain, but for the longest time I couldn’t program them. But now, I have enough knowledge to build parts of my grand deckbuilding game idea: An arcade style deckbuilding game with strong meta-progression. It’s playable at superspruce.org.

    As for some other ideas, including the simple idea of a weighted shuffle music playlist where each song has its own weight, they are still currently out of reach, mostly due to trying to access the filesystem and whatnot. Better than a month ago, where within the last month I found out how to make the browser play music

    • CaptDust@sh.itjust.works
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      1 year ago

      I can’t think of any FOSS games that would invite an idea guy to drive the project. They’re made of volunteers, sure, but FOSS game teams still expect tangible contributions. Otherwise it’s just another feature request and will get picked up if the team thinks it’s worth it.

      • Ephera@lemmy.ml
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        1 year ago

        More specifically with FOSS projects, whoever puts in the work makes the actual decisions.

        Like, if there’s a change that one person wants and the others actively disagree with (and it can’t be made configurable either), then that won’t happen.
        But usually, there’s hundreds of features that make sense in principle. And if someone scratches their own itch, i.e. implements the feature that they’re missing, then that obviously won’t be rejected, even if it’s not the most requested feature.

        So, yeah, such an idea guy would need really good ideas and present them so well, that others selfishly want to implement those ideas (and moreso than all their other ideas).

  • Matriks404@lemmy.world
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    1 year ago

    It ws only like a decided ago when I had multiple amazing ideas for games and other software, only to have nearly none when I actually started to do some programming for fun.

    I think there’s only one game I would like to try making where I see it may have some success, but the idea is very vague and devil is in the details and execution I guess.

  • recursive_recursion [they/them]@programming.dev
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    1 year ago

    As a software dev who’s participated in a couple of game jams and several group projects,

    • I’d say that anyone that claims to be a designer but has no programming experience is typically incompatible with any project
      • and it’s due to the disconnect of understanding just how difficult it can be to translate certain design tasks into functional code
    • Guru_Insights99@lemm.ee
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      1 year ago

      Hey there, champ! I appreciate your enthusiasm, but I’m afraid I have to disagree with your statement. Game development with effort or coding skills? Today I’m gonna show you how to do it without any effort, it’s like becoming an astronaut by watching the big bang theory!

      Let me break it down for you. You see, creating a video game is as easy as pie. Typically, you would use lines of code. But what if I told you that you can gather a bunch of random images from the internet, throw them into a a computer, and voila! You’ve got yourself the next “Call of Duty” blockbuster. Going by standards nowadays people will be lining up to buy your game, guaranteed!

      Who needs coding when you can just use a magic wand and poof your game is magically coded? Just like that! Forget the coding aspect of it, you can make a game effortless! How do I do this you ask me? Well, If you really want to master the art of game development without lifting a finger, I have the perfect solution for you. Introducing my revolutionary course: “Effortless Game Development Masterclass”! In this course, you’ll learn the ancient secrets of game creation without any pesky coding skills or effort required. You’ll be churning out awards winning games in no time, all while lounging on your couch and eating Cheetos. 😎😎👊 Dm me if you want more info for the affiliate link

  • namelivia@lemmy.world
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    1 year ago

    No joke, I once met a guy like this in an indie game developers meetup, and on top of that he was extremely vague about his idea because he told everyone he once managed to get a coder on board and “that rat wanted to take advantage of him and his idea”, literally.

  • Mango@lemmy.world
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    1 year ago

    If you’re this guy, You’ve gotta be a really good writer and you gotta write it first.

  • JCreazy@midwest.social
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    1 year ago

    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

    • CaptDust@sh.itjust.works
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      1 year ago

      I envy you in some ways, recognizing your limits is something I wish I would have done. I came from a coding background, learned 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.

        • CaptDust@sh.itjust.works
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          1 year 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.

      • Asafum@feddit.nl
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        1 year ago

        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.

        • CaptDust@sh.itjust.works
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          1 year ago

          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.

      • CancerMancer@sh.itjust.works
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        1 year ago

        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.

        • CaptDust@sh.itjust.works
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          1 year 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…

    • ramble81@lemm.ee
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      1 year ago

      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.

    • notapantsday@lemmy.world
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      1 year ago

      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.

      • dat_fast_boi@lemmy.world
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        1 year 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.

  • ZILtoid1991@lemmy.world
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    1 year ago

    Funny thing is, it’s actually not that hard to get additional volunteers for an ongoing project if you’re competent enough, only recent issues are YanDev messing up a lot of things (both his game and life) which might create some skepticism towards indie devs looking for such volunteering, and people not understanding how solo indie development works and fetishizing successes without truly understanding them.

  • DABDA@lemm.ee
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    1 year ago

    The Chicken and the Pig

    The fable of the Chicken and the Pig is used to illustrate the differing levels of commitment from project stakeholders involved in a project. The basic fable runs:

    A Pig and a Chicken are walking down the road.
    The Chicken says: “Hey Pig, I was thinking we should open a restaurant!”
    Pig replies: “Hm, maybe, what would we call it?”
    The Chicken responds: “How about ‘ham-n-eggs’?”
    The Pig thinks for a moment and says: “No thanks. I’d be committed, but you’d only be involved.”

    • YarHarSuperstar@lemmy.world
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      1 year ago

      Me: reads the comment

      Me: reads “German gaming magazine”

      German

      Still me: clicks the link and is disappointed when it’s all in German

      • NeptuneOrbit@lemmy.world
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        1 year ago

        For some reason, I click it, and Google translated it for me?

        Hello,

        me and my team (we are atm 3: me and 2 school colleagues) started a pretty big project last week. I know it sounds crazy, but we are working on a successor to WoW. Please don’t say we can’t do it anyway, because we are very ambitious and are very experienced WoW players. I’m posting here to find more people for our team. We have a modeler (me), a musician (for the background music and sound effects) and a community manager. We are still looking for a programmer to bring the whole thing to life. If you would like to apply, please post what experience you have so far with game programming and what programming languages ​​you know (we want to write the game in Java because we already learned a bit of Java at school last year).

        Our goals/motivation: Wow is now a few years old and Blizzard doesn’t seem to be thinking about a successor. Instead, they create one extension at a time. The graphics are quite old and WoW2 is supposed to look much better (my models are almost photorealistic). The quests should be more exciting (don’t always kill XY, get XY). >There will be epic battles with up to 500vs500 fighters. We have invented two new classes: Necromancer and Hobblings. But I don’t want to tell you everything here and save it for later. I will send a project plan to anyone who is interested. ^We can’t pay for the work, but when we publish it, for example, we share the subscription fees we get ($10 per player).

        Greetings. Wow2

        • Karyoplasma@discuss.tchncs.de
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          1 year ago

          The OP replied a few time as well, reiterating that this is a serious project. They even uploaded some of the “photorealistic” models, but the pics are offline, sadly.

          I don’t think it was ever truly revealed whether it was an elaborate troll or just a spark of adolescent folly.

  • chetradley@lemmy.world
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    1 year ago

    Y’all remember that post about the “science-based dragon MMO” that topped the gaming page of…that other site…? If not, I’ll include the title and image below, because it’s got the same energy as this post.

    Dear internet, I’m a 26 year old lady who’s been developing a science-based, 100% dragon MMO for the last two years. I’m finally making my beta-website now, and using my 3D work as a base to create my 50+ concept images. Wish me luck, Reddit; You’ll be the first to see the site when it’s finished.

    The comments were surprisingly constructive considering she basically pasted zsphere sketches over a generic background and announced she had been solo developing the most ambitious dragon fucking game the world has ever seen. It’s been 12 years, I wonder how she’s doing?

    • You know what’s ironic about all this is, as someone who has seen game dev pitches (not good ones), they arguably had their shit together more than most aspiring game devs. Looking back at the skeletals, ya know they actually may have had a chance of getting somewhere. They knew absolutely nothing about the technical side, but hardly any game devs actually do. They probably still stand a better chance today of developing this than some game studios asset-mashing in Unity or Unreal. That’s the true state of game dev.

      • RonSijm@programming.dev
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        1 year ago

        I remember this post like it was yesterday, and she didn’t have her shit together at all.
        All she had was a Z-sphere dragon in ZBrush poorly photoshopped on top of a lumion render, and an overambitious idea

        • Let me reiterate: I have seen worse.

          In fact, Disney once paid a lot of money for a game with even less concept art and design. Unsurprisingly, this game was never released and very little record of it remains. And when I say it was worse. For those who think they know: yes, I’m talking about the viking bears.