Hardly. In Unreal you could probably pull out a half-assed tech demo within a month or two. Mind you, I'm saying half-assed. A reasonably decent tech demo might take you a few months, depending on how much of the overall project you have plotted out.
Also what Lethn said is accurate. Like Jedi Outcast for example took Raven about a month to push out a tech demo. And a few months to start fleshing out the rest of the details. And while yes, they had some stellar professionals in the field and were building off of previous work done from a couple of previous titles, but they also had far fewer engine/industry tools available and at their disposal.
Mostly it's about going in with a clear vision, staying on task, and seeing things through. Not that any of that is necessarily easy, but it's very doable if you have the self-discipline, motivation, and relative time/flexibility.
Ah, yes indeed. I forgot to mention that back then the Quake 3 license usually came with a reasonably pricey fee for developers.
Heck, Unreal's royalty plan is insanely reasonable. Essentially they only ask for a cut if the game does as well as your average AA game, and even then I think the cut was only... 5% or something? Yup, just confirmed, it is 5%, but only after reaching a really number in profit from sales.
https://youtube.com/watch?v=E2rktIcLJwo
Check this out. Someone used AI to create a beat saber knockoff. AI described all the different systems/scripts involved in how the game works then it wrote its own versions of those scripts. Credit to AlfredicEnglishRules for posting the story originally.
This. Sure you can make "something" in a month alone or even a week but it probably won't be interesting. At best, you're just going to have another generic looking procedural or rogue like game with store bought assets. Making something that's not just another flip/shovel ware takes time and not just the time to make it but also the time to master the artistic skills needed.
Though, that said, you should still do it if you have the patience and passion for it
That is the case even if you spend 2 years on it. Unfortunately when it comes to a winning game development mix, either you've "got it" or you don't. And even if you and your friends think it's amazing there's no guarantee anyone else will agree.
I have demos I've made in a couple days. 49% of the work is getting assets into the game and looking nice and 49% of the work is tweaking the logic to play nicely. Then 90% of the rest of the work is post-release support to show your fans that you won't flake on the next game you make.
Also, a good portion goes into the more fanciful polishing touches or intricate systems. Like you can purchase marketplace assets to help with some of those, like complex crafting systems or detailed NPC generation, but you'll have to put extra work in to make those systems fit with not only how you want it to work, but also make sure it connects properly with other mechanics and systems in your game. Oh, and netcode, if applicable.
But of course it all depends on what kind of a game you're trying to make. You could make a basic singleplayer shooter incredibly fast if you wanted to, without having to know any C++ at all.
A painter is using a brush that someone else made, on a canvas that someone else made.
Even if you make all of the game assets yourself, you are using software that someone else made, on a computer that someone else made, etc.
Chasing the "it's not really yours unless you do everything yourself" mentality goes nowhere.
Hardly. In Unreal you could probably pull out a half-assed tech demo within a month or two. Mind you, I'm saying half-assed. A reasonably decent tech demo might take you a few months, depending on how much of the overall project you have plotted out.
Also what Lethn said is accurate. Like Jedi Outcast for example took Raven about a month to push out a tech demo. And a few months to start fleshing out the rest of the details. And while yes, they had some stellar professionals in the field and were building off of previous work done from a couple of previous titles, but they also had far fewer engine/industry tools available and at their disposal.
Mostly it's about going in with a clear vision, staying on task, and seeing things through. Not that any of that is necessarily easy, but it's very doable if you have the self-discipline, motivation, and relative time/flexibility.
Ah, yes indeed. I forgot to mention that back then the Quake 3 license usually came with a reasonably pricey fee for developers.
Heck, Unreal's royalty plan is insanely reasonable. Essentially they only ask for a cut if the game does as well as your average AA game, and even then I think the cut was only... 5% or something? Yup, just confirmed, it is 5%, but only after reaching a really number in profit from sales.
https://youtube.com/watch?v=E2rktIcLJwo Check this out. Someone used AI to create a beat saber knockoff. AI described all the different systems/scripts involved in how the game works then it wrote its own versions of those scripts. Credit to AlfredicEnglishRules for posting the story originally.
It even helped with the models a little bit.
And thanks.
This. Sure you can make "something" in a month alone or even a week but it probably won't be interesting. At best, you're just going to have another generic looking procedural or rogue like game with store bought assets. Making something that's not just another flip/shovel ware takes time and not just the time to make it but also the time to master the artistic skills needed.
Though, that said, you should still do it if you have the patience and passion for it
That is the case even if you spend 2 years on it. Unfortunately when it comes to a winning game development mix, either you've "got it" or you don't. And even if you and your friends think it's amazing there's no guarantee anyone else will agree.
I have demos I've made in a couple days. 49% of the work is getting assets into the game and looking nice and 49% of the work is tweaking the logic to play nicely. Then 90% of the rest of the work is post-release support to show your fans that you won't flake on the next game you make.
Also, a good portion goes into the more fanciful polishing touches or intricate systems. Like you can purchase marketplace assets to help with some of those, like complex crafting systems or detailed NPC generation, but you'll have to put extra work in to make those systems fit with not only how you want it to work, but also make sure it connects properly with other mechanics and systems in your game. Oh, and netcode, if applicable.
But of course it all depends on what kind of a game you're trying to make. You could make a basic singleplayer shooter incredibly fast if you wanted to, without having to know any C++ at all.
Or you hired someone to make but they're an artist and not a programmer so they don't know how to do the data entry to make it work in your engine.
A painter is using a brush that someone else made, on a canvas that someone else made. Even if you make all of the game assets yourself, you are using software that someone else made, on a computer that someone else made, etc.
Chasing the "it's not really yours unless you do everything yourself" mentality goes nowhere.