I'm a gamedev. Realistically, if you have no programming skill and no art skill, I would not recommend anyone to make a 3d game in the unreal engine. Likely anyone attempting this as a first step will just give up. Start much smaller instead. Stick to 2d. Get the game maker studio. For art, 3 possibilities: stick to shapes (lookup geometry dash for inspiration), paint over pixel art from 16bit era games or use an ai art generator. Keep it simple, do a 'chose your adventure', visual novel type of thing or a platformer. Yes it's going to suck probably but eventually, if you stick with it, you'll learn the skills and can go bigger.
The inability to make art seems like a bigger hurdle than programming, funnily enough. It’s easier for an artist to become a programmer than a programmer to become an artist.
Start much smaller instead. Stick to 2d. Get the game maker studio.
GMS enjoyers rise up
It truly is the most enjoyable experience I've ever had making a game. It's just a shame absolutely no studios use it so it's a complete waste of time unless you plan on making a solo project.
Unity and its consequences have been a disaster for the human race.
Well, stop posting and go do it. I recommend starting with a game state serialization and deserialization system as soon as you have any type of primitive gameplay working. This is a specific hurdle most fail out at, due to frustration, boredom, or fundamental lack of skills.
It'd be nice if this site had more promotion of non-Leftist game developers & game development projects. It should be the 2nd thread (rename the Lethn thread) and top item in the sidebar on the right.
Unfortunately most people here are stuck in the rut of "gotta find something to hate about it" and then dismiss basically every game in existence as woke or cucked somehow.
Which is why most of the positive gaming threads never take off. Its either infighting or the same 15 preapproved games again and again.
Well, stop posting and go do it. I recommend starting with a game state serialization and deserialization system as soon as you have any type of primitive gameplay working. This is a specific hurdle most fail out at, due to frustration, boredom, or fundamental lack of skills.
general hint: if you are using C or C++, there is no shame in using fread() and fwrite(). know your types and cast them. write out/read in the appropriate number of bytes. Or. use some reasonable serialization library.
Glad to see you got your thread up from our debate. Again I have nothing against game design and I think if you want to design something it's worth supporting. For me it's just not efficient use of my time and holds no interest for me, but I'm strictly speaking for myself.
It is an interesting pararell to what I see in the wargaming community. There's alot of people who will say "Why are you giving your money to Games Workshop, they hate you? just 3d print your models". But that ignores how 3d printing is a hobby in itself and there's both a learning curve and time devoted to properly printing. I have a 3d printer and do use it frequently, but I still buy models because after 3 failed prints of a specific model it's just more time and cost effective just to buy the model outright. The time saved is just more valuable in that case to just use the finished product someone else manufactures.
This is where I disagree with you though. How is it a shitshow to install any mods nowadays and how would be making a game easier? There's nothing stopping you from installing mods for anything nowadays.
Anything from Bethesda, you literally just drop the files into the game's directory and activate through the dozen mod managers there are.
You could do it yourself too if don't like mod managers, it's a single line of the filename in a text file to activate any esp or esm for a gamebryo/creation engine. You don't even have to do that for texture/mesh replacement either, it's just drag and drop. Same with engine fixes and script extenders, drag and drop or just run a bat file.
The other big modding scenes for Bioware games or CDProject are exactly the same. Download, drop into directory and activate through a manager.
Want to hack or translate a rom? Load a patch and just point to the rom and select a out directory. Want to install CFW or console hacks?
Load a website with the exploit on the console and it'll do all the work for you. Even server emulators are easy, I can have my wow server up in four mouse clicks and I didn't have to write a single line of code or do any database work.
I'm in a lot of modding and emulation communities and I honestly don't see where your argument is coming from.
I'm a gamedev. Realistically, if you have no programming skill and no art skill, I would not recommend anyone to make a 3d game in the unreal engine. Likely anyone attempting this as a first step will just give up. Start much smaller instead. Stick to 2d. Get the game maker studio. For art, 3 possibilities: stick to shapes (lookup geometry dash for inspiration), paint over pixel art from 16bit era games or use an ai art generator. Keep it simple, do a 'chose your adventure', visual novel type of thing or a platformer. Yes it's going to suck probably but eventually, if you stick with it, you'll learn the skills and can go bigger.
The inability to make art seems like a bigger hurdle than programming, funnily enough. It’s easier for an artist to become a programmer than a programmer to become an artist.
Even if everyone could do both, the time that art demands vs the willingness of people to put it in results in a lot more demand for art than supply.
The problem is anyone learning to make games has ambition to make Skryim / Final Fantasy / Call of Duty or whatever their dream game is.
No one wants to go back and make Space Invaders for their first game (but they should).
I feel like there have been more successful 2D indie titles than 3D
It's true. There are a lot fewer non-indies working in 2D.
GMS enjoyers rise up
It truly is the most enjoyable experience I've ever had making a game. It's just a shame absolutely no studios use it so it's a complete waste of time unless you plan on making a solo project.
Unity and its consequences have been a disaster for the human race.
All you have to do is...
Well, stop posting and go do it. I recommend starting with a game state serialization and deserialization system as soon as you have any type of primitive gameplay working. This is a specific hurdle most fail out at, due to frustration, boredom, or fundamental lack of skills.
It'd be nice if this site had more promotion of non-Leftist game developers & game development projects. It should be the 2nd thread (rename the Lethn thread) and top item in the sidebar on the right.
Unfortunately most people here are stuck in the rut of "gotta find something to hate about it" and then dismiss basically every game in existence as woke or cucked somehow.
Which is why most of the positive gaming threads never take off. Its either infighting or the same 15 preapproved games again and again.
Do frameworks not have this builtin somehow?
general hint: if you are using C or C++, there is no shame in using fread() and fwrite(). know your types and cast them. write out/read in the appropriate number of bytes. Or. use some reasonable serialization library.
OP I admire your spirit but please don't make asset flip guides.
Glad to see you got your thread up from our debate. Again I have nothing against game design and I think if you want to design something it's worth supporting. For me it's just not efficient use of my time and holds no interest for me, but I'm strictly speaking for myself.
It is an interesting pararell to what I see in the wargaming community. There's alot of people who will say "Why are you giving your money to Games Workshop, they hate you? just 3d print your models". But that ignores how 3d printing is a hobby in itself and there's both a learning curve and time devoted to properly printing. I have a 3d printer and do use it frequently, but I still buy models because after 3 failed prints of a specific model it's just more time and cost effective just to buy the model outright. The time saved is just more valuable in that case to just use the finished product someone else manufactures.
This is where I disagree with you though. How is it a shitshow to install any mods nowadays and how would be making a game easier? There's nothing stopping you from installing mods for anything nowadays.
Anything from Bethesda, you literally just drop the files into the game's directory and activate through the dozen mod managers there are. You could do it yourself too if don't like mod managers, it's a single line of the filename in a text file to activate any esp or esm for a gamebryo/creation engine. You don't even have to do that for texture/mesh replacement either, it's just drag and drop. Same with engine fixes and script extenders, drag and drop or just run a bat file.
The other big modding scenes for Bioware games or CDProject are exactly the same. Download, drop into directory and activate through a manager.
Want to hack or translate a rom? Load a patch and just point to the rom and select a out directory. Want to install CFW or console hacks? Load a website with the exploit on the console and it'll do all the work for you. Even server emulators are easy, I can have my wow server up in four mouse clicks and I didn't have to write a single line of code or do any database work.
I'm in a lot of modding and emulation communities and I honestly don't see where your argument is coming from.