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I spent a good number of years doing similar. Back in day with Blender, Microsoft XNA. I did a bunch of work on shaders, modeling concept art, linear algebra,
by smrtinsert 5y ago
I spent a good number of years doing similar. Back in day with Blender, Microsoft XNA. I did a bunch of work on shaders, modeling concept art, linear algebra, C# and then had reached demo stage where my main vehicles were interacting in a physics engine I had essentially coding using 3d models with basic art I put together.
At that point I realized I needed marketing, business/legal framework, and more importantly distribution. I didn't even own an XBox, why am I targeting it? I decided to start over with LibGDX with primary platform being Android which was exploding - and the rest is history. Off and on 3-4 years down the drain I suppose.
My advice to anyone considering this is do a minimal indie game compo. Set the bar as low as possible so that you get a feel for all of these important pieces of actually producing a game from start to finish.
I still think my concept is sound, and I have 1 other idea I'd love to work on, but there's no time now that I'm old and with a family. My interests have pivoted back to music which is more quickly gratifying and easier to share. It doesn't help that the gaming community is a toxic user base in my experience.
Finally, what does it even mean to make a game these days. It seems all people care about are in game items, markets to trade them etc. Nothing fun about that for me at all.