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submitted 1 year ago by TeaHands to c/gamedev

Hi all! Posting from my alt account on lemmy.blahaj.zone because it's been brought to my attention that we have users here from Beehaw and of course they can't see anything I'm posting with my main account @TeaHands@lemmy.world.

Sorry Beehaw folks, I'm still getting to grips with mod duties here.


Anyway. As part of the "try things and see what sticks" approach to community engagement, welcome to the new weekly chat thread!

Whether you have progress to show off à la Screenshot Saturday, a Monday morning gripe about unreasonable expectations on your team, or a Wednesday win, this is the place to share how your gamedev week is going.

You know game devs, if there's one thing we love more than making our own stuff it's living vicariously through others, so share away and let's see what everyone's been up to!

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[-] Pydin 2 points 1 year ago

Hi all. First post on Lemmy, I guess I'm a natural lurker.

I wrote this up as a separate post but honestly it's more of a rant than anything so I figured it could just go in here.

I'm Pydin, I'm a Unity developer from the UK who just graduated last year and was lucky enough to fall straight into a job. It's ok, but we mostly work on mobile games and the workload is pretty intense. At uni we mostly used Unreal so Unity has been a big change but it's decent enough.

Anyway the last few weeks - but particularly since signing up here and seeing what other people are working on - it's really made me realise how draining it's been to work in essentially a mobile game mill. I have a lot of free time outside of work, so I'm thinking it might be time to get back to what drew me to games dev in the first place.

Problem is, all the games I want to make are waaaaay too big. Even the process of coming up with a surmountable idea seems insurmountable. In the uni days we were given a lot of constraints and weren't really trying too hard to make something release-worthy, or we'd be working in teams and my part would be more doable. But now it's just me, and it's a bit like standing on a precipice staring into the void. So that's my rant, great first contribution to the group I know.

I've been doing a lot of reading around this already, but if anyone has any wisdom to share I'd appreciate it.

[-] TeaHands 2 points 1 year ago

Hey no worries, we all need a good rant on occasion. Welcome to the community and also to Lemmy! Lurking is totally acceptable btw, albeit kind of a foreign concept to me 😄

We were just talking about scoping in another thread recently and I'm gonna straight-up quote @hodgepodgehomonculus@lemmy.blahaj.zone because honestly their advice in that thread was great. Basically it was to break down your scope into bronze/silver/gold like so:

  • Bronze is something you are sure you can complete in the time frame.
  • Silver is where you think you can get to if you really push yourself and nothing bad happens
  • Gold is where you can go if everything goes right all the time.

That's in the context of a game jam and the time constraints that come with it, but I think it's great advice in general. Whatever your personal limitation might be, whether it is in fact time or maybe it's budget or even your own skill level, there will be a "bronze" level game you can make without too much trouble. Focus on that first, and have your silver and gold stretch goals waiting in the wings for if you complete your original plan. Maybe add a diamond tier for the real pipedream stuff, or whatever works for you!

A lot of solo projects I follow tend to sort of splutter out and die after a few months and it's almost always because the dev finally stepped back, took a lot at how long their ideal scope would take, and understandably noped out. A bit of planning ahead and being realistic with yourself works wonders.

this post was submitted on 29 Jul 2023
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