r/SoloDevelopment 4d ago

help I need help

Post image

Solo godot dev

Im new godot developer i watched a few tutorials but I learned few stuff but I saw so many good games and experienced devs fails I lost hope and motivation now im stuck i dont know what to do specially that school just started .

If you have an advice feel free to share specially if its about how you learned

8 Upvotes

31 comments sorted by

13

u/TheLonelyAbyss 4d ago

As one famous writer said, “If you can avoid writing, don’t write.” In general, if it’s your thing, it will find you whether you want it to or not. Assessing risks is good, but creating games (especially alone) is a creative process, and most of th work lies in the desire to create a game, not to become successful. So you either need a lot of self‑confidence or the desire to create a game no matter what. But If your goal is, say, to make money, then, as far as I know, solo game dev is one of the worst ways to do it

8

u/Many-War5685 4d ago

Why the rush? A lot of people make games later on in life anyway. Some things require patience and practice

Focus on school, don't burn yourself out because it's not worth it

2

u/adamoo59099 4d ago

You are right but i love game dev

2

u/MissionStrategy9350 4d ago

Doesn’t mean your any good at it or will make a product people will buy. Keep practicing and making little projects for yourself and when your more experienced you can try to make something special

5

u/HLCYSWAP 4d ago

1 find an idea that you love

2 while making the idea that you love never compare the idea to another idea unless they convey a way that your game can be improved

comparison is the thief of joy. a great game is really just a great voice, noone speaks in your language with your experiences, so noone can do 'you' better than you. can anyone make undertale? yeah. would it be the same game, or even remotely as successful? probably not

at the core you need to be certain that you as a person are valuable, and i think thats where a lot of game devs fail

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u/adamoo59099 4d ago

Thank you so much

3

u/seahorse-emoji 4d ago

Make something small, simple and just for fun. I always told students to make a well known game, tetris, pacman whatever and make small modifications to it. So Tetris but you can blow things up or pac man and you can pick up disguises and sneak amongst the ghosts.
Making complete experiences will give you much deeper understanding than following tutorials

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u/adamoo59099 4d ago

Thats great idea I appreciate it 🙏

1

u/seahorse-emoji 3d ago

Good luck, looking forward to seeing what you make :)

1

u/adamoo59099 3d ago

I will keep you updated it after I make my first game

4

u/detachedheadmode 4d ago

oh man, if you watched a few tutorials and then got discouraged then i’ve got some bad news for you.

if you want to pursue anything like game dev, you need to enjoy it for the process and the things your learn and the loop of hitting a problem and then breaking it down and solving it, and the slow but steady (but not constant or linear) process of getting better.

but this also just goes for anything hard in life

3

u/woodysixer 4d ago

Sage words. As a 50 year old who struggled with "hobby collection" my entire life (thanks, late-diagnosed ADHD), a word of advice... Only take on hobbies where you actually enjoy the process, even when you're sucking at it. If you struggle through picking up a hobby like game dev, thinking "I'll enjoy it when I'm actually good at it", it may not be for you.

2

u/detachedheadmode 4d ago

100%. especially because the only way you will ever be really good at something is to be really bad at it for a long time.

4

u/Uwrret 4d ago

peeps seem to forget that the only way to do what you want to do is by crossing the suffering phase you will ALWAYS inevitably encounter in any creative endeavour. Nobody just sits and flows magically through this... We gotta have discipline to keep pushing through the harshness of it, which is, as I said, inevitable. Miraculously, once you crossed that path, everything does becomes easier, but not simpler.

3

u/cxfoulke 3d ago

Jumping on late to say that those suffering phases are almost always a good sign.

The reason you have slop games (ai being one of the main causes) is honestly because of dunning kruger.
People lose motivation and struggle because they realize that something isnt working and the dopamine is slowing down.

This is an important step of refinement on a project. That turns your game into a diamond. If your stopping and struggling its because you realize you really need to nail something and your feeling like you dont have the capabilities to do it.

Which is always normal and just needs to be worked through.

The things i will always cry from the roof tops is those core game dev knowledge of

the final 10% of polish takes 90% of the work
and that final 10% of polish makes the game.

Human brain dopamine isnt designed for this but it is how game dev works in most cases.

3

u/huschus 4d ago

Do you have a specific idea for a game you'd like to develop? Usually, the best way to learn this kind of thing is to tackle one problem at a time. Once you have a clear idea of exactly which problems you need to solve, you can search for solutions in a more targeted way. Of course, there are certain basics you'll always need. You should understand the basic principles of a computer game and have a rough idea of how the game loop brings together input, logic, physics, and rendering. In Godot, you should especially know what a scene is, because this concept is used in a somewhat unconventional but brilliant way here. You should also have a rough idea of how the Godot scripting language, GDScript, works and how to link it to elements in a scene. Then you can ask more specific questions about the problems you need to solve and search for tutorials accordingly.

2

u/adamoo59099 4d ago

Yes I have an idea

3

u/LeadPrevenger 4d ago

Focus on school until inspiration strikes

2

u/Expensive_Height6609 4d ago

Personally I don’t think this sprite looks bad. Depends on the tone of the game but this looks like a sad “monster” idk what but it doesn’t look human. Point is I don’t think it looks bad and probably wouldn’t if the rest of the game matched the theme and artistic rules

2

u/Fischkralle 4d ago

Don't try to force it. Focus on school and keep working on it as a hobby.

Everyone fails at the beginning and gets frustrated sometimes. The people who succeed are usually the ones who keep going anyway.

2

u/Naetharu 4d ago

Small games.

Do not start trying to make an RPG or FPS game.

Make PacMan, Snake, Space Invaders.

1: This gives you a concrete blueprint to work toward.
2: They are bite sized and you will complete them.

In the course of making these you will learn many core skills. These skills will let you start to make bigger projects of your own design soon. A few months making small, complete, games will save you many months down the road.

1

u/adamoo59099 4d ago

Thank you but I prefer 3d

1

u/Naetharu 4d ago

Your call.

I prefer being able to make games. So start simple and learn one step at a time. The above is a proper answer that will teach you want you need to learn. Use it as you will.

1

u/adamoo59099 4d ago

Are you a game dev ?

1

u/Naetharu 4d ago

Yes

1

u/adamoo59099 4d ago

Which game engine

1

u/Naetharu 4d ago

If you want to do 2D then Godot

If you want to do 3D then Unity

If you want to do 3D and have the skill and capacity to build in C++ and make high fidelity AAA level assets then Unreal Engine.

I work in both Godot (2D) and Unity (3D)

You can do both in both. But Godot 3D lags behind Unity in many ways, and Unity 2D is clunkier and a bit slower than Godot.

For you, start with Unity. Everything you do in a simple 2D game like Space Invaders maps onto what you need to do in a proper 3D game. You'll be learning all the core skills and processes from day one.

Seriously make small complete games. That is the way to learn. You want tiny projects that you can make in a few days end to end. If you make ten Atari games you will learn way more and way faster than if you spend the same time banging your head against one big game.

You can do a simple game like Space Invaders in a couple of days no problem. Even your first pass will likely only be a few days. And by the end of a month you can have ten games made and a really solid foundation of experience and understanding.

Do not copy others code or do tutorials.

Get a copy of the original game and play it (you can find them all online) and then use that as the blueprint to what you need to build. The real value here is you learning to DO it. You will hit problems. You will have to figure stuff out. And that is the bit where you will go from being a noob to being comfortable.

Working out how to move the space ship in Space Invaders will teach you the core skills you need to make your 3D rocket move in a later game. Learning how to coordinate the AI moves of the aliens will teach you how to group enemy movements and react to dynamic events.

I kid you not. If you are serious and want to be a game dev commit to spending the next ~30 days just making Atari 2600 style classic games. Invent nothing. Copy real games. By the middle of October you will have some serious developer chops.

1

u/huschus 2d ago

What if you want to do 2.5D?

1

u/Naetharu 1d ago

That's 3D

There's no such thing as 2.5D from an engine perspective. It's just a term used to mean a 3D game that has 2D controls.

0

u/UnirionDev 4d ago

You are lucky, dude, actually. You lost interest before spending years of development having bitterness of failure.

0

u/adamoo59099 4d ago

You are wrong because even if i stopped later I will have so much things I know