Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LMAO, I'm doing alright, thanks. How are you?

(+1)

I'm doing fine. Just working a game right, it's goin to be a first person shooter.

Nice! How's that going so far?

(+1)

Oh it's going great. Due to some problems, I had to make it over all least twice( this is my third attempt). However, all the experience I've acquired made it possible for me to cover a whole lot of ground in a short period of time. I've been working on the game ever since the beginning of this year. Despite it's difficulties, making games is a lot easier than I thought. I've already made a first person shooter that is on itch.io but, if I'm being honest, I'm not too proud of; I just made it to prove to myself that I know how to make games. The first person shooter that I'm making, will truly live up to my standard of what I consider to be a decent shooter.

(1 edit) (+1)

I know what you mean. I just released my first game, and it took me more than a year and the project was very messy. I think I learned that it's good to invest some time in organizing your code because, especially for larger projects, messy code can become a huge obstacle later on (I had to fight with the code for my game for hours sometimes and it was frustrating) Also maybe it's good to spend a few days thinking through your idea, write down a summary of your game, draw some sketches of your idea (even if they're crappy MS paint drawings, you get a bit of visual reference to look at when you start making the game, it doesn't need to be well-drawn) and get a solid basis for what it is you're going to make before you start actually building the game. I think the main mistake I made was knowing what type of game I wanted to make, but not thinking about a theme or art style until after the fact. These are a few things I didn't do with my first game that I kind of wish I had done and have done with my current project (which has gone much smoother) I think it's solid advice, so I wanted to share. Good luck of course!