Game development is hard.
I mean, really hard and everyone knows it. You probably won’t finish your game.
You probably didn’t finish several games before it. You’ll probably start some
more games you’ll never finish. The thing is, not finishing the games isn’t the
only reason game development is hard. Let’s learn from some of my failures so
far.
Taking Time From Your Family is Hard
Putting it like this sounds kind of distasteful. Yeah, if
you’re working on your game in the time you aren’t at your day job, there’s a
good chance you’re taking time away from precious family time. You’re missing
evenings with your wife. You’re skipping days with your kids growing up. If you
don’t have a family in your life, you’re opting out of time with friends,
watching movies and reading books, or even just playing games, the same medium you obviously care a lot about.
Making games takes a lot of time. You think you know that,
but it takes more time than you already fear. Double that number in your head.
Triple it. You can’t make all that time out of thin air, so if you want to make
games you have to make sacrifices in your life.
Sacrifices are a part
of life, and your friends and family want you to pursue your passions. Make
a point to find a balance. Take a break from time to time. Share what you do
with your family, and let them know how much you appreciating making time for
your obsession.
Making Bad Decisions is Going to Fill You With Regret
There are an enormous array of great tools to help you make
your game. You can find full engines and editing suites, vast communities of
resources and plugins and starter kits, and a sea of tutorials and inspiration.
You need to pick a platform, a language, a graphics stack, architectures, and
more.
And you’re going to choose something wrong. You’re going to second
guess the language you write your code in. You’re going to fret over the art
directions you committed to months ago. Every decision you make is going to be
a potential source of dread and self doubt in the future. Of course, you won’t
regret every decision. You might even be happy with most of them! If you’re lucky.
But you will regret something.
Mistakes are a sign
that you’ve learned more than you knew when you made the choice you regret.
Now, that doesn’t mean every time you look back at those decisions you should
rip everything apart and start over “the right way,” because down that road
leads to disaster and never finishing anything. But, you can stand to correct
some of those bad decisions, and you can learn a lot from the rest of them. Why
do you regret that? What can you learn from it to do better on your next game,
without jeopardizing the success of this one?
You Will Disappoint Yourself
Great! You finished a game! Oh wow, it sort of sucks, doesn’t
it? Finishing a game might be the impossible milestone many fail to grasp, but
feeling satisfied with the end product, even when you do get that game out the
door, can be just as elusive. It is painful to pour your sweat into a project
and see something come out of that effort that doesn’t look like the plan you
had in your head.
Maybe your art fell short or your never found just the right
sound effects to pull it together. Maybe you underestimated the amount of
writing practice you needed and your dialogue is stiff and uninteresting.
Perhaps you banked on features and mechanics that your fledgling coding skills
just couldn’t deliver.
Show your game to those
friends and family who love to see you enjoy your passion and to the game
development community that will recognize your achievements with experienced
understanding. These people will give you a sense of perspective to
appreciate your accomplishments and put you in the positive state of mind you
need to tackle the next big game idea on your list.
The List of Game Ideas Will Grow Faster Than You Can Make Them
I was washing dishes after dinner today and I got a great
new idea for a game, but my first thought at this flash of inspiration was “Damn
it! Not another one!” because new ideas are like bee stings. They’ll hit you
fast when you didn’t see them coming and that nagging feeling will stick with
you for days distracting your concentration incessantly.
They say it’s the execution that counts, not the raw idea.
You’re going to amass those ideas just the same and you’re going to feel
attached to them. As you get further and further along on your journey as a
game developer, you’ll watch the end of that list grow and the number of ideas
crossed off as you complete prototypes and complete projects progress much,
much slower.
Focus on everything
that grows around the idea: from the implementation, the art, the community of
players, to the promotion. Ideas are great, but learn to put little stock
in them. If you pile them up, take comfort in accepting that all of them are
worthless, because you can build a great game and a terrible game out of every
single one of them. That means the idea isn’t just waiting to be a hit: you
have to make it happen with what you build on that idea, so focus on what comes
between writing it down and crossing it off.
You Could Have Made That Game Better Now Than You Could Then
There are game ideas that I am so attached to and so excited
about that I can’t possibly force myself to begin working on them. I’m not
ready to tackle them. They have too much potential for greatness to waste on
this raw version of my game development skillset. Instead, I squander my time
on ideas I don’t care about, have little attachment of interest in, and quickly
get bored with simply because I’ve convinced myself I need “more practice”
before tackling those big ideas.
The result is that I have no passion to put into my games
and it shows, when I finish them at all. More often than not, it means I walk
away from the game before it ever gets far beyond a prototype because I just
can’t be bothered to keep myself engaged with a project I care so little about.
It is better to make
your best ideas badly than to make your worst ideas well. Build things you
care about. Build the types of games you want to make more of and can learn the
most from. Use up all your best ideas and experience the joy of making games
you really, truly care about.
There Are Enough Blogs and Videos To Engage You 24/7
You’re reading this instead of working on your game. You’ve
spent time watching YouTube videos instead of working on your game. Learning
from and engaging with the community is absolutely crucial, but can also be a
massive attention sink.
Go make your game
right now.
Comments
so far a RGB led that you can control colors of it with a remote and a webpage.
and it's a time sink, everything is.