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by angryredblock
1938 days ago
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I don’t think it’s bad advice but having shipped multiple (really bad) games, I think it misses the two biggest/best pieces of advice I’ve gotten:
1. GDDs are probably a distraction if you’re a solo dev - prototyping and grayboxing a lot and looking for the fun mechanics without any art/music/story to get in the way or distract is essential
2. If you’re truly just starting (and don’t already have a sense of fun), absolute best way to start is to carbon-copy a game you find fun, then start adding/tweaking elements.
This both builds the mindset required to make games, and helps you get into the “fun iteration” loop quickly without getting bogged down in writing a lot of interesting technical systems that don’t end up contributing to the game in a meaningful way. |
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https://www.youtube.com/watch?v=Fy0aCDmgnxg
As for your first point, I would suggest aspiring devs to try to prepare themselves to take part in "game jams". The constraints (including a time constraint) help focus on important parts.
https://en.wikipedia.org/wiki/Game_jam