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
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.
Itch is a great indie game community where individual developers are easily share/sell their games.
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.
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.
Technical overview of Kandria, a game and game engine developed in Common Lisp - https://news.ycombinator.com/item?id=32043026 - July 2022 (32 comments)
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
[2]: https://github.com/andrewmcwattersandco/github-statistics
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/
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.
https://web.archive.org/web/19991012021220/http://gamespot.c...
- https://twitter.com/IndieLegion
- https://howtomarketagame.com/ Discord
- 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-g...
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
Anyone got pointers to game engines for solo devs?
Something to get 2D multiplayer games out of the door quickly.
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!
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.
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).