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> I tried making a simple 2D rougelike a few times and was overwhelmed by the effort required for simple things. I made an actual terminal Rogue-clone in Unive
by deaddodo 3y ago
> I tried making a simple 2D rougelike a few times and was overwhelmed by the effort required for simple things.
I made an actual terminal Rogue-clone in University. It was a short game parodying the University experience and, though I haven't touched it since, was probably terrible. Even so, I was able to do all that + most of the mechanics (AoT procedural generation, leveling, various characters/enemies, a full event-based architecture, a terminal rendering system using ANSI codes, etc) in about a week of in-between class time. I am by no means an amazing gamedev, I just think you might be exaggerating a bit.
- Dalewyn 3y agoI concur. It depends on what engine you're using and how many corners you are willing to cut, but the fundamental act of just creating a game is actually not that challenging.
- meheleventyone 3y agoThe challenge for most art forms isn’t practicing it but having the taste and experience to make something other people actually want to experience.
- TillE 3y agoOh it's absolutely true that game design is difficult and underappreciated. But the development side of it really isn't harder than any other software project of a similar scale. If you know how to build complex software, you can build complex games.
- meheleventyone 3y agoAs someone who does both bits I definitely agree but my point is more subtle that merely being able to do it misses the point.
- dannersy 3y agoYou've admit that it was "probably terrible". Making something actually worth playing is a massive effort. They are not exaggerating.
- deaddodo 3y agoIt was "probably terrible" because of my lack of experience and relatively inabilities. Not due to the difficulty/complexity.