22 ms·
Ask HN: Any solo game developers here?
Hey HN,
I'm a full time game developer nine months into creating my city builder game. It's a lonely journey so I put together a very small group of other solo game developers.
We meet up every week (currently Tuesday nights, EST) to relate to the struggle, hang out, and rotate one person who presents for the night (they can teach or talk about anything game dev related, including their game). It's been a success and motivating for all involved.
I'm looking to add 1-2 people to the group who can commit to (preferably) weekly or bi-weekly meetups. I have a strong preference for other full time developers. Must be serious about finishing/releasing your game.
About the group:
We are late 20s - 30s and serious about releasing our respective games. We are pretty open and honest with each other, and will question each other/provide feedback freely.
Email is in profile
- amerine 4y agoFWIW, the programming section on twitch often has solo devs working away on projects. You should check that out too.
- cableshaft 4y agoWhat's the best tag to set if you're streaming your development on Twitch? I think I used Science and Technology the few times I did, but maybe that's not the best one. Been meaning to get back into doing that again.
- yesthisiswes 4y agoThere is a category called Software and Game Development on Twitch now. It’s more focused than when everything was in Science and Technology. I watch PirateSoftware stream about their game heartbound on there it’s pretty cool.
- cableshaft 4y agoAwesome, thanks!
- k__ 4y agoHalf-OT: Anyone got pointers to game engines for solo devs? Something to get 2D multiplayer games out of the door quickly.
- psahgal 4y agoUnity and Godot are the most popular choices, based on my time spent hanging out with other indie developers. If your game is a 2D RPG, RPG Maker is also a great way to get started. You can also use GameMaker if Unity and Godot seem intimidating.
- savanaly 4y agoHard to say without knowing what kind of game you want to make. I would say look to the games you play that inspire you and to which you aspire to make, then look up what engine they use. For instance, I really like Nuclear Throne and might some day try to make something similar. If I did I would use GameMaker since that's what they used and thus it can probably let you do a lot of what I liked about that game with ease, such as the ultra-juicy hit feedback. If on the other hand you like Slime Rancher, well it uses Unity and probably that would be a better choice than GameMaker for that kind of game. I also second Godot though, which is not widely used by many projects but seems awesome to me and totally capable of moving a 2d game out the door quickly.
- Kivutar 4y agoI'm using love2d, which is good if you want to see only code, no graphical interface.
- wsc981 4y agoI also use LÖVE 2D. I like it as well (just use Sublime Text for dev, don’t need IDE), but I would guess it’s slower to get results compared to Unity.
- mephos 4y agoI always love to see Love2d mentioned. Love2d + Lua were my introduction to game programming, and really helped me catch the "bug" for game dev. It's a very great framework for learning the basics but will require extra work for a polished end result. The forums and documentation are a solid place to start! https://love2d.org https://love2d.org
- psahgal 4y agoI took 3 months off last year to get a game project finished up and released to Steam! Glad to see other indie developers here on Hacker News. I can't commit to weekly meetups, since I'm back at my job full-time, but I wish you the best of luck on your game!
- bemmu 4y agoWhat's your game? I spent a similar amount of time to port one of my Roblox cat games to Steam to see how it would do. Just released it a week ago: https://store.steampowered.com/app/1652120/Find_the_Cats/ https://store.steampowered.com/app/1652120/Find_the_Cats/
- telchior 4y agoHow did the porting process go? For scripts, models, etc -- were you able to use any automation? What platform did you use for the Steam release?
- bemmu 4y agoHere’s an interview I did about it: https://boilingsteam.com/porting-roblox-game-to-steam-find-the-cats/ https://boilingsteam.com/porting-roblox-game-to-steam-find-t... It’s mostly a recreation of the entire game in Unity, not much got reused.
- alberth 4y agohttps://itch.io https://itch.io Itch is a great indie game community where individual developers are easily share/sell their games.
- guyhance 4y agoHey I've been developing a game by myself for the past 7 months. Would love to be a part of your community to share ideas and contribute. Thanks!
- YesBox 4y agoShoot me an email (in profile)
- levmiseri 4y agoNot a full-time developer, but I have been struggling with developing my first game a lot as a side project next to a regular day-job. It's already in a kind-of beta state (https://yare.io https://yare.io), but still far from finished and would love to be part of such group!
- Trasmatta 4y agoHey, I've had my eye on your game for awhile! To be honest it's really similar to ideas I've had in the past. I've always like the idea of programming based games, but I've found I no longer have the energy for them outside of work.
- lijogdfljk 4y agoI might be interested, but this group sounds too "serious" for me. Ie i'm serious, but i have a full time job, and i'm obsessive so i'm yakshaving the foundations of my projects. I'm less concerned with the final game, and more concerned with building a platform that helps me efficiently create. While the game is my goal, i focus on the platform because i feel solo devs have a ton of overhead. I figure if i can optimize my the creative aspects of my work i will have better long term success. Point being, i am interested in this space but not in pushing X game out the door asap. I expect my first/second/third/etc games to be failures, stepping stones. I'm here for the journey. With an eye on burnout. So i suspect my approach may not be focused enough for your group. As right not i'm working on archival and automation of creative pipelines moreso than games.
- lovehashbrowns 4y agoI’m in the same boat! I just started my journey maybe two weeks ago but it’s been rough with a full time job and having just moved. Seems this group would be too “serious” for me as well.
- wccrawford 4y agoSame here! I'm "serious" about making a game, but I don't devote enough time to it yet to be considered "serious" by their metrics. And that probably means I'm not a good fit for the group, but it feels dismissive to tell me that way.
- otachack 4y agoI wouldn't look at this as "serious" but more as a light accountability structure. You can only hold yourself accountable for so much, having a team that has your back and a way to vent or rubber duck against can help your project progress. And no one is going to demote you or shame you. If they do, just leave the group!
- hypertele-Xii 4y ago> While the game is my goal, i focus on the platform because i feel solo devs have a ton of overhead. I figure if i can optimize my the creative aspects of my work i will have better long term success. I've been researching solo game dev for decades now, and that definitely mirrors my conclusions so far. Just keep the end goal in mind and don't reinvent the wheel, unless you desire a career in wheel engineering. While you're working on your stuff, remember that others are also working on their stuff, and a lot of useful things are shared freely and continually popping up new. Have the courage to recycle your ideas, and the ruthlessness to streamline your development process. Going solo is all about coming to terms with your limitations, and building solutions to work around them. Maximize the impact of work you like doing, while minimizing the necessity of work you don't. Sacrifice your creative vision until only the core remains. Resist the creeping scope of scaling it up, but also keep firm in your artistic requirements. Keep your "must haves" short, solve the hard problems first, manage your expectations, and above all be stubborn enough to tread through it.
- tomtheelder 4y agoSomething like this might have saved my game that I burned out on while trying to solo dev during the pandemic. Love the idea!
- stuckinhell 4y agoGood Luck! I'm interested in game development as a side hobby to bond with my kids. I'd be interested in more of a hobby oriented meetup.
- Razengan 4y agoI’ve always wanted to make a game ever since I was little but I made the wise decision of trying to make a game engine first :) (in profile)
- opyate 4y agoHowdy, here are a bunch of communities that I shoot the gamedev breeze with asynchronously: - https://twitter.com/IndieLegion https://twitter.com/IndieLegion - https://howtomarketagame.com/ https://howtomarketagame.com/ Discord - https://twitter.com/gamediscoverco https://twitter.com/gamediscoverco Plus subscription's Discord - Godot Engine's Discord I've connected more deeply with some of the folks I've met on there, so it hasn't felt lonely at all. I'm also doing an indie dev masters via Falmouth, and my cohort meet up weekly (and we have a Discord for daily chatter), and it's a great community, but I'm not sure if that will last past graduation in a few weeks. (I'm on the marketing video super cringe) https://www.falmouth.ac.uk/study/online/postgraduate/indie-game-development https://www.falmouth.ac.uk/study/online/postgraduate/indie-g...
- 4pkjai 4y agoThis is kind of history repeating itself. I recall Sim City was "discovered" during a weekly game developer meet up in the 1980s: https://web.archive.org/web/19991012021220/http://gamespot.com/features/maxis/index.html https://web.archive.org/web/19991012021220/http://gamespot.c...
- andrewmcwatters 4y agoI own Planimeter. We publish Planimeter Game Engine 2D, which was previously called Grid Engine 9.[1] I spend a lot of time thinking about how independent developers can better spend their time. A lot of developers get caught up in design documents, or thinking about how they want to make a game, but not seriously understanding how many hours a week you need to commit to a project and over how many years. As a rule of thumb, about 20 hours a week over a period of multiple years dedicated to a single project seems to bisect game developers into categories of those who are productive and those who aren't. We have had conversations with different developers in communities, like LÖVE's, for instance: Surprisingly, many developers aren't interested in serious commercial efforts. A lot of them fixate over matters that don't make significant product impact. As an example, there's some sort of "ECS" fad going on right now. Years ago there was some sort of "push/pop game state" fad. Professional game engines aren't built this way, so I have no idea where these fads originate from. We are a group of former Source Engine contractors, game technology developers, and designers. We have written some articles on embedding Lua, multiplayer game networking, and introducing a CSS 2.1 compositor into game engines, among other things. I'm interested in having conversations with other game developers, and as a like to have, we love talking with those who have written significant pieces of software in the open source community. As a crude ballpark, a measure of "significant" might be any repository with over 75 stars, or development of a technique that is novel in game software, etc.[2] [1]: https://github.com/Planimeter/game-engine-2d https://github.com/Planimeter/game-engine-2d [2]: https://github.com/andrewmcwattersandco/github-statistics https://github.com/andrewmcwattersandco/github-statistics
- edf13 4y agoLinks on your README to getting started and docs are 404
- andrewmcwatters 4y agoThanks, we're moving to a new documentation site. So the GitHub wiki, where the documentation pages are stored and read from is our fallback at the moment.
- 4y ago
- mmphosis 4y agoI am in my late 50s, and don’t take things quite as seriously as I once did. But seriously, I would like to release some games!
- frenchie14 4y agoI've been making games (mostly solo) as a hobby for a little over ten years. It's been fun! I'm currently working on a blog post to document every single project I've started
- aranarquelion 4y agoSemi off-topic (?), but I'm a developer and researcher working on moving into game audio and composition. This may or may not be amenable to solo devs (depending on where you feel game resources fall), but I'm looking for games to produce audio/music for so I can gain more experience! Some composition examples are on my SoundCloud: https://soundcloud.com/superlumic https://soundcloud.com/superlumic. Can also provide some small demos including actual gameplay. Also, for non-solo folks, I have some game programming experience and am comfortable implementing audio [or figuring it out on platforms I haven't used] and would be happy to chat about possible collaborations. :) Email in profile.
- gmjosack 4y agoI don't know if I'm what you're looking for but I recently quit my job to take some time and work on projects for myself. I've budgeted at least a year to see how things go. I've spent the last 20 years in the web space and honestly tired of it. I've spent a lot of time adjacent to games in my free time, doing reversing/modding/speedrunning tools. I'm currently learning Godot and plan to jump into development hard next week working on a rogue-like platformer, in a similar vein to Spelunky.
- jokoon 4y agoYes, I'm interested in writing a game centered on non-voxel procedural generation, in an single open world, online, in low poly, with networking split on multiple servers per square area, to allow creators to submit their content for some sort of theme park for players. I've learned a lot, but being solo is a massive obstacle for motivation and funding. I guess there are a lot of wannabee game developers like me.
- atum47 4y agoI have like 60% of a game ready, but it's in the fridge while I finish some other projects. I intend to release it on a game console but I don't have the time to work on it right now. As many people here have said, I work a full time job as well. I would like to join, but I don't now if I'll have the time for the meetings.
- deleted 4y ago[deleted]
- dang 4y agoI think this is related to one: Technical overview of Kandria, a game and game engine developed in Common Lisp - https://news.ycombinator.com/item?id=32043026 https://news.ycombinator.com/item?id=32043026 - July 2022 (32 comments)
- D3topsy 4y agoBeen working on various unreal engine projects since ~2016, but always as hobby (already full time @ own company). Managed to get a multiplayer alpha up and running of a prop hunt inspired game, mainly to play with friends (which was a huge blast for a little while). Tried to convince some fellow colleagues and friends to dive in to indie game dev and make something together, but so far with little success ;) Would love to meetup with fellow hobbyist's!
- vrartdude 4y ago[dead]
- zemo 4y agohere's a solo game project I just stopped working on, a short puzzle-platformer: https://jordanorelli.itch.io/the-seal https://jordanorelli.itch.io/the-seal It has a full game loop but is very small. It takes 10-30 minutes to play through depending on how quickly you see through the puzzles. Right now I only have a Windows build :\ I worked on that for a few months full time, but have to get back to earning an income so I'm not working on it at the moment, interviewing instead. I did the game design MFA program at DePaul to find a group of people to learn to make games with, it was a lot of fun. I think without doing a program like that I would have wound up yak shaving in circles and making a bunch of tools instead of ever making any games.
- astlouis44 4y agoYou should do a web build! Is this made with Unity or Unreal?
- zemo 4y agoit’s Unity with the HDRP render pipeline, which isn’t supported in WebGL.
- cloudmike 4y agoThis is a good idea. Thanks for posting about it. It does get lonely. I'm a former YC founder and I left Apple earlier this year to be a solo game dev. Making games (compared to apps or tools) is especially hard because "fun" is so nebulous that "make something people want" is a blurry goal at best. I also work on my own tools and I'm using them to build the game. I'm very interested in tools that help a very small but talented team (1-4 people) build ambitious games more successfully. I post progress here if anyone's interested: http://twitter.com/kineticpoet http://twitter.com/kineticpoet
- pornel 4y agoIf you join devs of Egregoria and A/B Street you can create a support group dedicated to city builders :)
- YesBox 4y agoThanks for mentioning those, I havent heard of either
- amitmathew 4y agoOur company is building a community for solo devs and small teams around the Godot game engine. We’re a few months away from launching, but I’d love to hear what indie devs would want in a community and what resources would speed up their development (email is in profile). We’ll have tutorials, game templates, and art assets to that will help people get started. We’re also sponsoring open source plugins and tools for Godot. Let me know if you know of a deserving project to support!
- cridenour 4y agoSounds really cool - glad to have you guys in the Godot space.
- ccvannorman 4y agoI'm a solo game developer! I love working on games in Unity and PlayCanvas. Thanks for starting this thread. One thing I'm constantly surprised by and grateful for, is the enormous amount a solo dev can do on top of today's stacks and tools. And it's only going to get easier (I hope).
- agumonkey 4y agoNot me, someone kinda made this https://old.reddit.com/r/france/comments/wfe89a/il_y_a_un_an_je_prenais_un_cong%C3%A9_de_cr%C3%A9ation/ https://old.reddit.com/r/france/comments/wfe89a/il_y_a_un_an... (warning: french)
- 15charslong 4y agoWish you all the best on completing your city builder game! Last year I started my own indie studio. [1] The game I have released right now, is an interactive fiction game. Its pretty short - just 15 minutes. I originally created it because I wanted to release a game jam project I had been working on. A first person 3D adventure set in a retro inspired world that was evolving as you played. I ran into a lot of problems because I realized I architect-ed the game poorly in Godot. But thankfully messing around in Godot leveled up my skills there, so I've been hard at work on a new game. I am trying to launch it right on steam. I'm not really ready to show this one off to the public just yet. Its honestly been pretty challenging doing all this by myself, I've been trying to release a commercial-grade game since I was maybe like 12 (I am now in my late 20s). For the other solo developers in this thread, its absolutely hard, but don't burn yourself out, and don't forget about the world around you. Its tempting to pour every single waking moment into your work. Sometimes taking a step back is enough to solve that issue you've been having in your game's logic. [1] For the Heart, For the Soul - https://heartsoulgames.itch.io/ https://heartsoulgames.itch.io/
- pgruenbacher 4y agohttps://wdpauly.medium.com/fall-update-empire-and-revolution-62bb71e7e33f https://wdpauly.medium.com/fall-update-empire-and-revolution... Yea I'll email you
- nickflw 4y agoI don't know if this might interest you but if you have a browser-based game my cousin is a PM at https://www.sportsbook-software.com https://www.sportsbook-software.com and they're looking for basically anything that can be monetized using a stake/rewards model, eg if you can add a game room to your game with support for small transactions you'll be making a killing.