Hi all.
I've been working for about eight months now on a proof-of-concept for a game that I call Goliad. I've done this because, like probably all of you, I think that I have some good ideas, and I want to make a career out of selling those ideas. I don't really care if that takes the form of independantly selling my own game, or working for a (humane) studio.
Goliad was an ambitious for a first game: it's an online-multiplayer RTS, and at the time that I started I had the equivalent of highschool programing proficiency and maybe twenty hours in Unity. I intentionally went with a very difficult genre so that I could learn as much as possible as fast as possible. There were a lot of amateur-level hurdles that stopped me for days. There were times when progress seemed unimagineable. Yet somehow I just kept finding solutions. It became an article of faith that I would overcome the obstacles, not a well-reasoned belief. I am still very much an amateur, and so progress has been SLOW. I'm proud of what I've accomplished, but I wonder whether Goliad is something that a real game developer could have whipped up in just a week or so.
This is where you come in: I need a reality check. I can't justify continuing at this pace if my product isn't going to impress any hiring managers or investors. Here are links to the current version of the game (password: password), and instructions for playing. Read the instructions! Goliad is a pretty quirky RTS, and you will probably be confused if you jump right in. And if you don't want to try the game itself, I've put a little video overview below.
As a game, Goliad is supposed to be fun in a way that RTS games usually aren't. As a representative of me, it's supposed to show that I am most valuable as a source of game mechanics. But I can't get outside my own head and answer the question of whether it actually pulls that off.
So, does it? Or should I postpone those dreams and take any ol' job?