Advertisement

Blank Programmer.

Started by October 03, 2017 04:18 PM
26 comments, last by pota0 7 years, 5 months ago

I see, And I do think I did miss your point, my apologies for that. But I never gave up, and I still ... Try to do some art, and modelling to this day, I still open up Blender, I still try to UV map stuff, I still try to make things look sort of what I want them to look like, and I have done that for years, ever since I started college. When I started college about 5 years ago, I was a lot more imaginative, and that helped, but even with practising, I never got better. i never had that motivation i do with programming.

I won't stop trying to improve, but realistically I know I won't get better. I'm not going to cry about it, and focus my main learning experience on programming. 

The problem with hiring is, As you said, there are many catch-22s. This one being, you need money to make money. As someone who lives in a fishing town, and all work about is either factory or retail, Due to certain health issues (I don't want to get into it and it serves no addition to what I'm trying to say) I am unable to work in a factory or in a setting as retail. Meaning I have to get by with money I can make either freelancing as well as other stuff. Meaning hiring is not an option, unfortunately.

I know there are people who are wanting to build up a portfolio for them to get into work, so I have thought of the option of seeking them out, and crediting them in my work, but at the moment I do not know where to start with that process. I need to do more research.

I apologise again for missing your point, I hope what I just said makes you a bit more understandable to my issue I am having with "What now" haha. 

EDIT : 

Also, Please expand on what you mean by "embracing how bad the art it", Could you please explain how this would be beneficial and what scenario it would be beneficial? This is not an "I think you are wrong", I generally am interested and would like you to expand.

Games often look like complete garbage with placeholder art before the real assets are obtained.  For example,

Braid before the artist: 

braid.prototype.490.jpg

 

Braid after the artist:

boss.jpg

Advertisement
1 minute ago, cmac said:

Braid before the artist

 

I have seen that somewhere, not sure where though. Not the game, the art before that.

But yes, I know about placeholders and I know they are not meant to be nice. Its weird, but even placeholders, I still cannot wrap my head around them. I create placeholders, but something still feels wrong. Like "I know this isn't its final stage, but its still missing a feeling or an effect is should give off"

With braid, the monsters and the player sprite doesn't really tie in "story wise" or with "gameplay" so you can just throw anything there and it will still show off what you want it to. But when you have a character or an object that is meant to give off some kind of effect, it doesn't work as well and leaves me wondering what is wrong. 

I may be ENTIRELY wrong with what I'm saying, but it is what I think at the moment. I'm not here to say "I'm right", I'm here to be debunked if I'm wrong, its the fun of learning, and I get better when I do.

13 minutes ago, Devio said:

Please expand on what you mean by "embracing how bad the art it"

It comes down to a question of context.  If you're making portfolio pieces to show off your programming skills, or indie games just to entertain yourself and your friends, then you can embrace the bad art as just a part of the package.  Make the art bad on purpose.  Make the game acknowledge it and poke fun at itself.

Take something like Goat Simulator.  It's a "bad game" that embraced what it means to be a bad game and turned it into a "good because of how bad it is" kind of thing.

If your project is one where the presentation is important - something you plan on releasing commercially, something you're doing for a client, etc.- then the problem is not that you aren't an artist, the problem is that you don't have the budget to complete the project the proper way (the proper way being to hire an artist)- and probably will run into other budget constraints unrelated to art as well.  At that point you need to reconsider whether taking on the project is a good idea in the first place, if you don't have the resources to make it happen.

I think you identified one of the issues you're having yourself. You come up with a project scope that is too big. You start down that path. Realize it's too big and then abandon it. If you keep doing that you won't get anywhere for a looong time. Start making smaller games. You'll build up your skillset Karate Kid style without even realizing it. Wax on. Wax off.

Give this article a read: 

 

It explains which games you should be making first and why.  Knock out a few smaller games to help build up a library of functionality for yourself. Before you know it you'll be able to tackle bigger and better projects.

- Eck

 

EckTech Games - Games and Unity Assets I'm working on
Still Flying - My GameDev journal
The Shilwulf Dynasty - Campaign notes for my Rogue Trader RPG

@trjh2k2 Ah I see, I understand what you mean by that now, Thank you for expanding.

@Eck I have actually read that article and enjoyed it, but I'm not "New" to development. I have a few unfinished projects, one being "Birthstone" A roguelike I created a while ago in unity and released as a pre-alpha on itch.io with the hope of feedback, But it got too big for me to handle alone, and it faded to the back of my projects folder. Mainly because I didn't know where to go next. I didn't end up with much feedback other than a gameplay issue I ended up fixing but never released. (Not to mention at the time I was useless with build numbers and they make no sense haha). Never the less it is still up, and though I have the project still, I don't know if I will ever work on it again.

The point I am trying to make, is I have created nearly all games to start with on the list, on the article you showed me for the same point of what the article explains: To gather experience in programming. 

Advertisement

I think everyone has struggles like these when they are making a game. It doesn't matter what language or engine you use but I'd say pick something and stick too it, start a simple project and keep adding too it.

This topic is closed to new replies.

Advertisement