Win / KotakuInAction2
KotakuInAction2
Communities Topics Log In Sign Up
Sign In
Hot
All Posts
Settings
All
Profile
Saved
Upvoted
Hidden
Messages

Your Communities

General
AskWin
Funny
Technology
Animals
Sports
Gaming
DIY
Health
Positive
Privacy
News
Changelogs

More Communities

frenworld
OhTwitter
MillionDollarExtreme
NoNewNormal
Ladies
Conspiracies
GreatAwakening
IP2Always
GameDev
ParallelSociety
Privacy Policy
Terms of Service
Content Policy
DEFAULT COMMUNITIES • All General AskWin Funny Technology Animals Sports Gaming DIY Health Positive Privacy
KotakuInAction2 The Official Gamergate Forum
hot new rising top

Sign In or Create an Account

49
posted 3 years ago by Lethn 3 years ago by Lethn +49 / -0
40 comments share
40 comments share save hide report block hide replies
You're viewing a single comment thread. View all comments, or full comment thread.
Comments (40)
sorted by:
▲ 8 ▼
– deleted 8 points 3 years ago +8 / -0
▲ 15 ▼
– deleted 15 points 3 years ago +15 / -0
▲ 1 ▼
– deleted 1 point 3 years ago +1 / -0
▲ 2 ▼
– deleted 2 points 3 years ago +2 / -0
▲ 7 ▼
– Ender910 7 points 3 years ago +7 / -0

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.

permalink parent save report block reply
▲ 6 ▼
– deleted 6 points 3 years ago +6 / -0
▲ 5 ▼
– Ender910 5 points 3 years ago +5 / -0

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.

permalink parent save report block reply
▲ 5 ▼
– DT990P 5 points 3 years ago +5 / -0

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.

permalink parent save report block reply
▲ 3 ▼
– AlfredicEnglishRules 3 points 3 years ago +3 / -0

It even helped with the models a little bit.

And thanks.

permalink parent save report block reply
▲ 4 ▼
– JesseJane 4 points 3 years ago +4 / -0

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

permalink parent save report block reply
▲ 2 ▼
– deleted 2 points 3 years ago +2 / -0
▲ 1 ▼
– Assassin47 1 point 3 years ago +1 / -0

it probably won't be interesting

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.

permalink parent save report block reply
▲ 4 ▼
– ItsOkayToBeWight 4 points 3 years ago +4 / -0

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.

permalink parent save report block reply
▲ 4 ▼
– Ender910 4 points 3 years ago +4 / -0

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.

permalink parent save report block reply
▲ 1 ▼
– deleted 1 point 3 years ago +1 / -0
▲ 1 ▼
– ItsOkayToBeWight 1 point 3 years ago +1 / -0

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.

permalink parent save report block reply
▲ 1 ▼
– truenationalist 1 point 3 years ago +1 / -0

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.

permalink parent save report block reply

Original 8chan Links to Gamer Gate:

.

The main GG discussion is on the videogames board: https://8chan.moe/v/

.

GamerGate archive is at https://8chan.moe/gamergatehq/

.

GamerGate Wiki:

https://ggwiki.deepfreeze.it/index.php/Main_Page

. . . . . .

. . . . . .

Rules:

.

ONE: Do not advocate for illegal violence or post other illegal activity. (Be aware of your local laws.)

.

TWO: Don't threaten, harass, or impersonate users. Also: don't be a psycho. New users will be held to a higher standard.

.

THREE: Do not post porn.

.

FOUR: NSFW/NSFL content must be flaired NSFW.

.

FIVE: No vote manipulation. Do not break communities.win's features.

.

SIX: No spam or reposts. Do not make more than 5 threads a day.

.

SEVEN: Do not post falsehoods and hoaxes that are obvious to an uncontroversial degree.

. . . . . .

. . . . . .

Moderation Logs:

.

(Two different versions, Scored has more features and is cleaner, but .win let's you see a few more details in certain instances.)

  • Scored
  • .win

Moderators

  • DomitiusOfMassilia
  • C
  • BandageBandolier
  • CarmenOfSandiego
  • The_Shadow_of_Intent
  • SocraticMethod1
  • Kienan
  • Smith1980
Message the Moderators

Terms of Service | Privacy Policy

2026.02.01 - pv4fp (status)

Copyright © 2026.

Terms of Service | Privacy Policy