LemmaEOF

Your favorite chubby cuddlebot

Hey! I'm Lemma, and I'm a chubby queer robot VTuber who both makes and plays games on stream! I also occasionally write short stories and tinker with other projects, so keep an eye out! See you around~

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brlka
@brlka

i touched on this a bit in my rollback post, but to me this is the defining problem of game dev and i wish we talked about it more. here are some partial solutions i've found:

  1. tool momentum

you get faster at making stuff when you stick with the same tools, whether that be an engine, framework, or level editor. in my case it's haxepunk.

  1. code reuse

greatly facilitated by tool reuse!

  1. asset reuse

i love asset reuse, and you can do it cleverly (see: MBAACC). love eternal weaves asset reuse into the plot in a way i think worked really nicely.

  1. collaboration

this can help a lot, but you have to design your game in such a way that collaborators can slot their work in easily. there's also additional overhead from having to coordinate stuff between people. that said, being accountable to other people and getting to share your enthusiasm with each other goes a long way to making the creative process more sustainable.

  1. multiplayer

like collaboration, there's some upfront work it adds, but i think depending on the design of the game you can milk a lot of meat out of multiplayer (impressing myself with how gross a turn of phrase this is). see my rollback post for more on this.

  1. sequels

aka the touhou strategy. this is kind of like the final form of code/asset reuse. i never actually do this (besides car cowboy 2 lol) but it seems like a very viable strategy.

  1. genre specialization

this is sort of a softer version of making sequels, but you get quicker at making games when you work within the same genre. the downside is you can get bored with it...

  1. procedural generation...?

ostensibly an obvious tactic but from my experience it's very hard to actually design a good procedural game... and i've only truly enjoyed like two or three roguelikes tops. still trying to crack this nut.

  1. user-generated content

making good tools is actually a lot of work, so you need a decently sized community to break even. i haven't had luck with this so far, but maybe someone else could.

  1. designing for repeat play

kind of adjacent to the roguelike thing, but i think this is a wider umbrella of ways you can design games that make them conducive to repeat play, whether that's speedrunning, alternate endings, difficulty options, etc.


these are just ten strategies i've come up with over the years, but i'd be really curious to hear what other people have to add. lemme know what you think!

MxAshlynn
@MxAshlynn

The Yurivania series has only been possible because of the efficiency gained by leveraging these.

And as a bonus, each game is leaps and bounds better than the one before it since skills, knowledge, and many hours of work get carried forward!


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in reply to @brlka's post:

I don't have any ideas outside of the ones you've mentioned, but I totally agree that tools, code reuse, and asset reuse can save you so much overhead when starting a new project.

As an example, things like menu sounds and icons can often be reused easily! And spending a little extra time to build a sturdy class that handles background music or scene transitions that you can just pop into every new project is really convenient.

A lot of your examples really highlight the idea that, the longer a person works in games, the more efficient they'll (likely) be at it. Aside from being able to re-use work from previous projects, experience means being able to spot potential problems before losing too much time. I think that's something worth keeping in mind, and hopefully encourages people to stick around, keep making, and keep learning!

yeah, menus are a very good example of something you can just crib from another project and tweak. which you will probably want to anyway because they kind of suck to make lol!!

as an indie dev with my own reusable tools/engine and rollback netcode implementation, i totally agree with this advice! i've been a bit slow getting started because i'm learning art and music as i go, but hopefully i'll accelerate soon.

i personally find the japanese indie/doujin scene to be the most inspirational place to see examples of these strategies in action. zun made tons of touhou sequels, french bread and twilight frontier made tons of fighting games and similar games, platine dispositif made tons of shmups and similar games (most of which feature the same pumpkin enemy sprite), and so on. there are plenty of prolific indie visual novel devs all over the world too, such as @nomnomnami and @npckc.

another strategy is that if you want to build a large game with several mechanics or modes, you can slowly build up to it by making and releasing some smaller games that are a subset of the larger one. recettear is a big game with dungeon combat and rpg mechanics and story scenes and item shop gameplay, but its developers built up to it by making duo princess and chantelise first. so by the time they started making recettear, they already had all of the dungeon and rpg gameplay (including the enemy and item assets!) and the cutscene tech. for more examples, pixel made ikachan before making cave story, and edelweiss made fairy bloom and fairy bloom freesia before making sakuna.

i suppose this strategy is technically just a combination of code reuse, asset reuse and genre specialization, but i personally find it helpful to think of it as a strategy for staying productive while switching genres or making large games: make the smallest game possible when switching to a new genre, and build up to large games by creating subsets of them as their own games first.

i think the "make small games first" strategy is a great one to highlight on its own!

@brlka's tips are great for "how can i use the resources i have to make a game more easily right now"

"make small games" is a great tip for "how can i create the resources i need to make games more easily in the future"

i've reached the point where i can regularly refer to code in the small games i made before to explore something i was unfamiliar with at the time, and it's delightful

i like this strategy! i do something similar where i make a bunch of small games and then pick the most promising of them to expand into a bigger game... it's a good way to be sure you have a solid foundation to work off going into a larger project!

(btw, i'd love to chat about your rollback netcode implementation sometime!)

I really feel you on 1, 2, 3, 4, 6, & 7! My recent games have only been possible because of the efficiency gained doing these and as a bonus each one is leaps and bounds better than the one before it since skills, knowledge, and many hours of work get carried forward!