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I recently released my first real attempt at a small game beyond the asteroids clone scopd. And what I feel like I could do in 2 weeks. Took a full about a ye
by Namrog84 10y ago
I recently released my first real attempt at a small game beyond the asteroids clone scopd. And what I feel like I could do in 2 weeks. Took a full about a year. Several month breaks and many things just being tremendously more time consuming than projected. Fully appreciate and understand this. Part time game making is difficult especially for new game devs.
- krapp 10y agoIt took me about a year to teach myself how to clone Space Invaders. Of course, on the way, I taught myself how to deal with spritesheets in SDL, move semantics in SDL objects, built a rudimentary entity-component framework, and basically had to learn how to do everything that SDL doesn't do for you. I'm still working on my January Game a Month project, and a lot of that time has been eaten up just getting the camera to work the way I want it to. I've deleted more code than I've written, and the end result is still not a game, but the learning experience alone is worth it. Some things that seem as if they should be simple (like efficiently dealing with text) turn out to be more complicated than expected, at least for me.
- throwaway_exer 10y ago> I've deleted more code than I've written sideways glance icon
- krapp 10y ago... and by "I've deleted more code than I've written" I meant the amount of code I've deleted and rewritten so far exceeds the amount of code I currently have.