I'm a full time game developer fifteen 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 sometimes 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. There's also a second group that meets on Thursday's, but this group is currently full. There's about 10 total people on the Discord server.
I'm looking to add 2 people to the group who can commit to weekly meetups. You must be working on your game full time. 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.
About our games:
My game: Metropolis 1998
Person #2 Game: Basketball GM
Person #3 Games: 9001 and It Usually Ends In Nuclear War
Other people's game on the server who can publicly share:
Drift
Reisha Falls
Email is in profile
Perhaps there is another Discord someone could setup where part-time game creators could join. I am making a procedurally generated world simulation game that is a little bit too early in the process to showcase, and definitely not work full-time on, but it still has several tens of thousands of lines of code in it. That's just reality for making a game from zero. I would be interested in talking to other people about game creation.
I'd potentially be interested, my email is in profile if you'd like to reach out. :)
On how it got where it is, including a fun back story, I wrote a blog post: https://willem.com/blog/2018-02-21_updating-snake-97/
It must be said: developing a game and have it enjoyed by millions is something very special. Things really went bananas when I was invited to an art gallery showcasing art inspired by my very game: https://willem.com/blog/2022-04-18_snake-97-high-scores/
It makes me feel humble and grateful.
Sounds like a great group! Making a game yourself can be very tough, but also rewarding. Having people to share your experience with is really important. If you ever want a guest who spent many long years working on a game and came out of if scared but a happier person, please reach out.
MobileUO is a Unity-port of ClassicUO, which is an open-source C# client for Ultima Online. My hope was to get support from community on Patreon to keep developing it but the financial support didn't really materialize. But it's ok because close to a thousand people seem to be using MobileUO daily to play UO on their mobile devices and are happy with it as it is.
Sandbox City is a really mini-tiny-not-even GTA style game for mobile where the player gets to run around in a city, driving cars, and running over pedestrians and zombies. I'm working on adding more content into the game but it already gives me decent passive income from ads and IAPs. I also have it published on CrazyGames (html5/webgl online game platform) and it is also played a lot there and bring in additional income.
I'd be interested in joining your Discord. My email is in my profile.
Here's some info (okay, a lot of info) on what I'm trying to create for anyone curious:
https://docs.google.com/document/d/17ACH1XLCn7hkKz2dhuL1c_nx...
And now I am currently working in a few other prototypes and tools. Would be interested in joining
I've only ever done various ludumdare or other misc gamejams, maybe 20 in my life. No substantial games to show/demo. Have used many tools and frameworks over the years, such as flash, libGDX(Java), Visual 3D, Unity, and finally a die hard Unreal Engine fan.
There is a lot of other posts already here of far more successful and qualified folks. So if not OP, if there are other communities with less restriction. I am always open to more.
Discord: namrog84#0880
as a PT hobby currently I'm building a new interactive sim, with game-like aspects, related to democracy. Goal for UX is a mix of education, persuasion and entertainment.
However, after some time, I decided to work on some side projects that were in a completely different field.
I started playing with the PlayCanvas game engine and created a 3D PvP based browser game.
Currently, the game is in the alpha stage and is called Enion Online.
Link: http://alpha.enion.io
P.S. Industry Idle has been open sourced a while ago, if anyone is interested in the code[3]
[1] https://store.steampowered.com/app/1574000/Industry_Idle/
I started with big ambitions the initial inspiration was Battle Brothers, Underrail, Jeff Vogel's old Exile RPGs and Caves of Qud (never played but seen lots of talks and material on it). Now it's evolved (devolved?) into a procedural simulation game of sorts. I wrote lore and world building. I want to do something deep and engaging that has high replay value - even with shabby graphics for years and years and something that I can continue to add content over time and expand the depth and scope of.
A big decision at the beginning was to build using C++ from scratch and not use an existing engine. So really I would say up about to the 10 months mark was just me figuring out application and software development - I come from an analytics background so in the beginning it was basic baby steps - like wrapping my head around doing everything in a giant infinite while loop, understanding how to manage memory, profile to figure out where frame rate is slowing down...not so much touching any content.
The hardest part was and is the architecture, how to add components, assets and generally organize the code so it doesn't become spaghetti as the game complexity grows - I started using a ECS early on but even still, I refactor the code structure a few times already and have simply come to accept some degree of chaos is inevitable. Next to that the UI is completely vectorized and drawn in-game so as to scale to any resolution and that has been a huge pain in the ass. There is a surprising amount of complexity in UI and I am devoting a lot of attention to it.
So now after 12 months I am finally close to the point of dedicating myself to mostly content creation and working on the game as opposed to the engine. After that I probably have to make a decision on whether to continue full time or devote some time to making some money elsewhere.
What are you talking about. Of course I'm gonna finish HoboHero [1]. Anyday now...
1 - https://www.youtube.com/playlist?list=PL3pnEx5_eGm-LpaFqWNN0...
I think it's only coincidental that I'm a game developer & on hacker news. I haven't seen a lot of cross-over until this post. Glad to see it though.
My two cents - excluding people who "not work on their game full time" isn't very smart, most people have responsibilities and jobs, and can't afford to spend all the time on their pet project, and it doesn't mean they are not serious about releasing their games.
I wish you all the best on your development anyway.
You can check what I'm doing here: https://twitter.com/piropro
Some of my work: https://www.youtube.com/watch?v=G7iA3_mbd4U https://explorerdude.net https://novagame.net https://choreomania.net
Something I think would sell: https://docs.google.com/document/d/11GreRAVxi-TO8zBt_Q0xKDno...
When I switched from game development to app development I got the feeling that game development required 3x the effort to make a $1 when compared to business app development.
I guess it's like the difference between being an artist and a graphic designer
I don’t think I could do that. I’ve built a number of mobile games, but the longest I worked on before releasing was four months and that was hard enough.
I’ve always found it much easier motivationally and financially to launch early and iterate based on player feedback, but maybe the economics are very different with free-to-play mobile games.
I stopped doing it full time after a while and eventually went back to work. Game dev could support a family but not as well as a tech job, at least for me with my not-that-huge games.
Besides, for me I love that my game income is beer money/vacation money/new car money and not mortgage/health insurance/grocery money
I'm planning on releasing the full game this December, but the game is already not doing so well (only 4K wishlists. 12K is recommended for a successful launch)
[1] https://store.steampowered.com/app/2219580/Spaceflight_Facto...
Preferably a more guided approach (starts with A, then B, then C)
I'm interested to make my own game (2D, RPG, simple games, not touching 3D) just for fun.
The game is a machine building game. Hoping to finish within a year.
https://www.reddit.com/r/indiegames/comments/zolsc4/dominoes...
In retrospect, I probably should not have tried to build a full game engine, which is why it has taken me so long. Oh well... Live and learn. C'est la vie.
It’s been a while for me though. The recipe is still the same. People, find your people.
Well, the creative process for games is much broader and freeform but it's like with every art.
I thought this was a game about ISO certifications for a minute.
yes.
We provide the curriculum and materials and you build educational games for our platform.
You get paid a revenue share based on the percent of playtime your game earns. Teachers and students review the games and their favorites rise to the top.
Our game devs have a community on discord for ideas, tips, mentorship and all other aspects of game design and dev.
If you're interested, here is more info:
https://www.legendsoflearning.com/get-started-game-developer...
or email me: shaun [at] legendsoflearning [dot] com