Games that actually finish/release..?

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12 comments, last by Vilem Otte 11 months, 2 weeks ago

Most hobby projects do indeed not finish and release.

Look for teams and projects that have more experience.

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Cathbad said:
How can I avoid this situation in future?

first of all, gamedev is mainly centered around programmers. actual programmers. who know what for/if/polygons, gcc, opengl, whatever…

not python scripters, not tutorial copypasters. programmers. its very hard to find them.

second, most young people nowadays lack serious dedication. they expect the results fast. just like if they type something into youtube, and they expect instant results - thats what they except from a project too. this means a lot of project fells apart.

how to avoid this?

try to recognize who is passionate enough to pursuit his goals to the extent he can finish the game.

and have realistic goals. if an 1000 polygon per character dungeon game is realistic and can be made based on the team experneices, then rather do that, and do not try to be succumbed into some kind of I ARE CREATING TEH NEW MORROWIND type of aspergerism.

also, gathering random people to sing around a camp fire and dream about games is not game development. you need serious passion to do this thing, and you need to plan the steps, be realistic, do not skip on basics, and have a vision what you want - and do everything to manifest it.

@geri Kind of nailed it in past 3 sentences.

@cathbad I wanted to reply earlier, but hey - I guess it still counts.

From my experience with hobby projects in the past, it's easy to get people with ideas, but it's much harder to people who can actually do and finish a task. If you want your soundtrack to be in games - try first pairing with people for game jam or such event. The chances of finishing such games is MUCH higher compared to anything else.

Game jams

Let me show you 2 example of jam projects:

Downside of game jams is, that most like (the most well-known one) Ludum Dare (shameless self promotion - https://gamedev.net/blogs/entry/2276005-ludum-dare-53-post-mortem/​ - to give you an idea what one jam game may look like), you have very little time to finish an entry. It is going to have many corners cut.

There were GameDev.net challenges, which were great for extended time frame - and also were sort of a jam. I participated in one (another shameless self promotion - https://gamedev.net/projects/835-doom/​)​ - due to longer time frame there was a possibility of playing with some ideas (in my case it was real time path tracing for rendering). Sadly there are no challenges anymore (although, there is not really anything preventing running another one - apart from somewhat lower participation rate).

I showed these 2 to give you an idea of what game jam is - from those projects you can see that the scope, nor scale is too big. Therefore the time frame to finish them is shorter. Participating in such projects is going to take less time, while there will be a finished product you can reference in your portfolio. While it is not a fully featured 30-hour game, these have a major advantage of having high chance of success. It's better to have multiple small finished projects than to have very few large unfinished ones.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

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