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Have you tried creating your own game and failed? Why?

  • Thread starter Thread starter Marcus_S
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I've completed some works, though they're not things I'm happy with, so we don't talk about those... but I have like...15 stories on the backburner. 4 of them I tried turning into games, but it's like life cursed me with indefinite burnout and life distractions. The last time I tried was 2019, then the big pandemic just altered everything, and I haven't found the motivation to start back up again.
 
Back In the day I developed a few rpgmaker games but that was before they allowed developers to commercialize them.

Nothing well known just a few final fantasy clones and one adult game.
 
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I tend to get lost in the details and the rabbit trials of story writing.
I'll draft out dozen's of characters (The fun part) then craft various scenario's (secret back seat intimacy on a road trip home, mischief beneath the blankets while watching a movie, trying not to be noticed, parent's coming home early and having to hide under their bed, then they start getting busy) move on to how to weave it all together.... realize I don't know how to write an ending... get inspired by a new setting or set of characters (A guy and his twin sister's are isekai'd and he has to conquer a fantasy realm with his dick!) Gee I guess I need to write a whole cast of 32 new characters... rinse and repeat. (-_-)
I will say the advent of tools like AI tavern/AI dungeon have inspired me to move farther in my creative process and refine my ideas more. Maybe with more time I'll find the write tools to actually finish and publish something.
 
I'm in this border of "I'm a lazy shit", "I procrastinate a bunch" and "I have too many ideas and projects". Speaking of, I should seriously get back to my thing, or at least produce a working prototype.
 
I have absolutely no talent. Not for writing. Not for graphics making. I would not subject you all to my mistakes.
 
my issue with making a game is mainly just the fact i cant find good assets for the game need models for the game and cant afford to put out the money for themm since i am trying to make a 3d open world game. as of right now the game i am making is literally just a bunch of cubes for buildings and generic looking low poly npcs
 
Yes, because after I started I realised the laws where I live are so vague and b******t that anything other than a woman running at you begging for sex could be considered illigal, even if its just drawn. Like even light persuasion could be against the law, and im not risking it. Thats why i just make tools now.
 
a visual novel idea has been floating around my mind for a long time. i have tried and "failed" many times, but i am preparing for another try stage. it is interesting to read all these replies here of people who have "failed". i make many things whose appearance and writing would make you weep (out of the eyes, not in a good way......) but i keep trying because the idea keeps pestering me anyway.

the other week i saw a post elsewhere (new to the forum, so not sure if im allowed to mention the site, so i wont) about someone making their first VN at 47 years old. i think if the idea is worth making physical, then it will not let you go.

many beautiful stories and games have been made by 1 person. if you have kept up with a handful of authors of erotic games especially, you will know these people have many problems internally. despite the poor mental health of many of these creators, they still manage to make beautiful games. (even if it takes them many... many... years... not naming any names....) in fact if your mental health is getting in the way, that is probably a good sign, because most good creators seem to be a little crazy or even sometimes lazy themselves. :LOL:

at the risk of sounding corny, the only people who have truly failed are those that have died with their ideas in their head, so unless this thread is haunted, then we are all still in the trying stage i think. 😁
 
I made beta of a game where one loli tried to find a rabbit in the forest. It was platformer on godot with cute art, but...
I am awful game designer and simply cant make enough interesting levels for the game, lol.
So one day I tilted and throw it all in the garbage - if its not worth playing, its not worth keeping at all.
 
My throne sits upon a mound of the corpses of my abandoned projects. Mostly my attention wanders to the next thing before I can finish it. I am hoping this next project I work on will be different.
 
I'm currently two weeks in in creating my first game. Have started making one a few times before, but this has been the most consistent I've been at it yet, so I'm pretty confident I'll be able to see it through to the end. Not an hgame though, so not really for this forum.

Game jams are great to be forced to actually complete a game. Or so I've heard, not actually participated in one myself yet. There are even NSFW jams on itch.io, though no + stuff
 
I'm not a writer, I'm a reader. Nature has not endowed me with the gift of writing, and I do not want to increase the number of graphomaniacs, there are already plenty of them. So I'm doing things that I'm really good at, and it's not making games. And I don't want to waste time on obviously unsuccessful work, I don't have much time left, I'm 53 now, and I have enough different diseases (of the cardiovascular system).
 
i have though about making one to at least learn how too but i know whatever game i make will have a terrible story or at least barely make any sense. plus i enjoy reading and seeing all that other amazing stories that people have made and are still making.
 
I have tried before, but what stopped me was that there was so much to learn to do it well. I started, learnt a bit, kept going but then found I didn't have the time to learn everything I needed to know.
 
As someone who used to (sort of still do) work in the games industry, I would say two of the biggest mistakes indies make are:

1. No game design doc (or equivalent). You should be able to walk through the game in your head before you start making anything.
2. Not staying in scope. You should keep an 'Out Of Scope' folder where any 'this extra idea is amazing' content goes until the original MVP is built.

These days the hardest thing for me is going from working in a team to solo. I'm used to constant peer pressure of not letting my team mates down and/or being dished out daily/weekly tasks by a project manager. Working alone is 100 x times harder in that respect. There's no motivation of walking away from the game after updating my work, then returning the next day to find some extra cool feature or content has been added by someone else. I didn't realise how much difference that makes.

I'm also not great at writing or design. I heavily rely on AI for plots/quests/dialogue now. I always worked with designers/writers when I was in a team and only dealt with the coding/art/sound for a game. So there were wireframes and story trees to use.
 
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I spent around six months learning the FEBuilder engine.

Using it, I designed a simple system to play multiplayer with friends, which really was just letting two armies built by said friends fight to the death using the in-game armies of the enemy red and auto-piloted allied green units. I had built in-game event flags that referenced in-jokes, made pixel art sprites of each unit custom for each friends, and did all of this as a test to see if I could do a project to completion in preparation to make a personal ROM hack.

After completing the project and attempting my own, I immediately burnt out. Unlike something made as a joke for friends, a full blown project alone with multiple chapters, writing a story, and designing encounters to be engaging but fair was insanely difficult to keep passion for.

If I ever tried again (I would have to relearn that same engine from scratch as I haven't touched it for 7 years), I would definitely need to write up my scope before I ever even touch a program. Spreading too thin on what to focus on was absolutely my biggest hurdle, as it made me look at multiple problems barely finished rather than dealing with each problem one at a time.
 
Being too ambitious is typical. That's why I add a git and tell people to contribute, so game can continue after I get tired with it. Not much success yet, though.
 
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