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> But the fast workflow enables me to focus on the insanity that is the foolish endeavor of simulating the world, instead of getting sidetracked on making 3D an
by bob1029 1y ago
> But the fast workflow enables me to focus on the insanity that is the foolish endeavor of simulating the world, instead of getting sidetracked on making 3D and UI actually work in Go, or intoxicating my brain with Unity
I'm glad the author found something that works for them. That said, if the author's goal was to publish a game with intention of turning a profit, this attitude can be very counterproductive. It does work out really well in some cases, but more often than not it results in failure. The distribution looks like a bathtub curve - either your concept is so simple that a DIY thing can work (Minecraft) or you have the other thing (Elden Ring).
The most challenging parts of game dev happen in places like photoshop, blender, audacity and blank sheet of paper. Turning the art integration tool into your primary obsession is a fantastic way to slide on all of these other value drivers. For example, populating a game with premade assets from the store is no longer a viable commercial solution when your audience has seen hundreds of prior arrangements of the same.
If the game is a hobby or other not-for-profit venture, then all of the advice in this article is fantastic. I started my game dev journey doing everything in the web as well. It is still a very compelling platform target. The thing that really gets me thinking is that despite my ability to create flawless webGL builds out of unity is the fact that I don't bother anymore. The need kind of went away once it became clear that layers like Proton on Linux would actually cover my ass.
- CaptainOfCoit 1y ago> For example, populating a game with premade assets from the store is no longer a viable commercial solution when your audience has seen hundreds of prior arrangements of the same. Focusing purely on profits (as your comment does), is this really true? Production costs seems really low for those sort of games, and I see countless of them on the Playstation Store even, which does have some barrier to entry, so someone must find it profitable enough to continue churning out those sort of slop games. But the author of this post seems to not do it for the profits, they have other goals in mind, so not sure it really matters in the end. > If the game is a hobby or other not-for-profit venture, then all of the advice in this article is fantastic Good job author for creating a fantastic blog post, I agree with parent :)
- Cthulhu_ 1y agoIt reminds me of the idea behind Dwarf Fortress, which has been a sleeper hit for 20 years before one of the creators needed money for a cancer treatment; their Steam release earned them a good chunk of money. But for 20 years, it was a not-for-profit labour of love.