hobby-ish gamedev. This website contains my raw notes and documents my progress.
As I am currently not able to motivate myself to work on my beatgame (no idea why, I just find it not engaging?), I do stuff which is kinda gamedev related but not as productive. The most productive thing I can think of is creating code. I scrolled through reddit gamedev feeds and as often I found a “do this when u start gamedev” or “things I learned in gamedev after x years” or “why my game failed” post, which I found really annoying as you have to invest a lot of critical thought to maybe find something valuable in these kind of posts. Hence why I asked AI to quantize the core of these kind of posts into something compact.
Pick something you can plausibly finish in 1–3 months part time.
Write down what the player mainly does in one sentence.
Get the core mechanic working with placeholder shapes in days, not weeks. Only continue if the prototype is fun.
Make a list of “must have” vs “nice to have”, then cut most “nice to have” for this first game.
Set a rough deadline for a small, shippable version.
Break the game into very small tasks you can finish in under a day: “add jump sound”, “make level 1”, etc
Iterate on that loop instead of endlessly adding systems in isolation. Tweak only what you (or testing people) actually struggle with or find boring.
When it’s barely playable, have a friend play without guidance and watch where they get stuck or bored.
Use whatever tools let you move fastest (premade engines, asset packs, tutorials) instead of reinventing everything.
Assume this first game is mainly for learning how to start, finish, and release something.