Do it dude - if you’re passionate about building a rich simulation game then there’s a good chance you’ll create something awesome. We’ve seen huge successes with Dwarf Fortress and Rimworld - those sort of complex simulations can be both fun and dazzlingly interesting in terms of their emergent game play.
It’s relatively simple to get started, just simulate one thing or render one simple 10x10 grid, and work your way up. Remember that video games take a lot of effort and set reasonable goals and milestones to recognize your progress… DF originally played on an, essentially, fixed map with no z-plane - wildlife was non-existent and sieges were just pre-planned events.
Same boat… But I had some success with low poly 3D models which I found are pretty easy to make. Learning a bit about color theory, how to match colors, as well as learning a bit about level design goes a long way. You can make a great looking game this way.
But my dream game is 2D pixel art, and I really suck at it.
I can code but I can’t do art. I can make a game, but it will look ugly as fuck.
Build a MUD.
I do want to make a sci-fi Dwarf Fortress clone with just ASCII representation.
Do it dude - if you’re passionate about building a rich simulation game then there’s a good chance you’ll create something awesome. We’ve seen huge successes with Dwarf Fortress and Rimworld - those sort of complex simulations can be both fun and dazzlingly interesting in terms of their emergent game play.
It’s relatively simple to get started, just simulate one thing or render one simple 10x10 grid, and work your way up. Remember that video games take a lot of effort and set reasonable goals and milestones to recognize your progress… DF originally played on an, essentially, fixed map with no z-plane - wildlife was non-existent and sieges were just pre-planned events.
If you have an idea in your soul go for it!
Same boat… But I had some success with low poly 3D models which I found are pretty easy to make. Learning a bit about color theory, how to match colors, as well as learning a bit about level design goes a long way. You can make a great looking game this way.
But my dream game is 2D pixel art, and I really suck at it.
Same. I find that for non-artists 3D is easier than 2D because:
Of course, my 3D models still look like crap - but it’s better looking crap than my 2D sprites…
And also, you can sort of brute force things to look good it with shaders.
This is why AI has been a boon to creators.
I’ve generated some great pixel art that required a tiny bit of Photoshop to get it in a good state.
Especially if you just need placeholder art you can use AI to drop in general ideas and later replace the art by a partner or contractor.
If you get a demo off the ground with “alpha” graphics and look decent you can market it better and maybe build a team.
I think a big benefit for this is also motivation. You no longer have a blocker due to missing art or issues with an artist.
Uhh… need a character design for the mayor. <> ok now text… <> ok now code…
No more excuses!