mrhands

Sexy game(s) maker

  • he/him

I do UI programming for AAA games and I have opinions about adult games


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mrhands31

hthrflwrs
@hthrflwrs
Anonymous User asked:

hey hthr, you're the coolest developer online who I know hangs around here so I thought you'd be the best to ask: how could I, a programmer by trade, with no artistic skills and no budget, go about starting to make games as a hobby? ideally I'd like to make them 3d though I assume that's probably an added level of complexity I honestly don't know

rules of game development

  • "no artistic skills" isn't real. you have an aesthetic sense and the necessary tools to act upon it. ignore the flinch and find your own good-enough
  • "no budget" is very real tho. godot is free and good-enough in most cases (though i refuse to use it because i'm cantankerous and think nodes are bad); unity is free in the same sense that objects from a cursed shop are free; monogame/fna are free as long as you're willing to pay six months of your time up-front.
  • for non-engine work, my toolset is audacity (free), bfxr (free), glimpse (free but defunct), aseprite (20 bucks and worth it), visual studio (free), notepad (free). if you wanna do 3d modeling i hear blender is Fine
  • 3d isn't necessarily harder, it's just a different skillset. the big caveat with 3d is that you have much less control over what the player sees and where they go. level design is an exercise in signposting. learn how to graybox; play with cubes a ton.
  • start small. no, smaller. no, even smaller than that. your first game should be no more than 30 seconds; your second, no more than three minutes; your third, no more than fifteen. finishing a project is ten times as important as starting one, and scale is completely unrelated to quality. my best piece of pure design work is a project that takes less than four minutes to play.
  • read A Burglar's Guide to the City by geoff manaugh. then The City & the City by china mieville. then Going Postal by terry pratchett
  • a game only exists in the player's head. the systems you create do not matter; only the ways in which they are interpreted by the player. any sufficiently complex backend system is indistinguishable from a random number generator
  • games which only exist in conversation with other games are boring. steal from every aspect of your life, every tiny fascinating thing, and use that as fuel to create something wholly new. you're still allowed to make a mario clone for practice tho
  • good luck!

mrhands
@mrhands

Come for the excellent gamedev advice and stay for the excellent book recommendations! (srsly tho, The City & The City is one of my favorite books ever)


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in reply to @hthrflwrs's post:

hey I wanna chime in with some support to say that pixel art is actually easier to learn as a programmer with an understanding of video games than you think. there's a billion tutorials and you can find them with an easy google usually and pixel art is heavily rooted in like math. You can get really good at pixel art in short order as long as you have the sense to use a lot of references initially.

My guideline with games is that I'm more interested in something flawed but compelling than I am something technically perfect that I've seen a thousand times.

My favorite games of last year included one which had a game mechanic I both dislike generally and loathed in context, and one that was so sprawling and nonlinear I had to report multiple story-breaking glitches while playing as intended. The best game I've played this year so far was largely (though not entirely) made by one person and there's a screen where the text keeps garbling on reload and last I checked the dev has no idea how to fix it.