I might have to get into this sometime. I always have analysis paralysis when it comes to working in game engines.
I'm habitual game designer though. I've amassed a bit over 150 game design documents that I've written in that time. I don't just want to be the ideas guy though as much as I love doing that and thinking systematically. Maybe one day I'll actually make one.
For as much as people have historically shat on the "ideas guy", if your design docs are comprehensive, I think that shit is incredibly useful and valuable. You might find that your wealth of forethought can be transformed into a game incredibly easily (at least until it comes time to graduate from placeholder art and assets to production)
Thanks! I appreciate that. I've learned a lot about game dev at a high level just out of sheer curiosity. I guess it's the systems focus I have because I know how they interact with one another and can carry on a conversation about some things, but not how to open an IDE and actually make it happen.
I think a lot of the bad rep the "ideas guy" gets is for having an incredibly massive idea that's wildly out of scope without considering achievability. Just looking at the game ideas sub on :reddit-logo:, I didn't even have to scroll to come across an idea of a "real time, FPS military game, where every bullet and car is player crafted, and there are thousands of players playing simultaneously, and also the entire map has no instancing." I try to keep my ideas tightly scoped and avoid adding mechanics unless it's really necessary to the core gameplay.
I might have to get into this sometime. I always have analysis paralysis when it comes to working in game engines.
I'm habitual game designer though. I've amassed a bit over 150 game design documents that I've written in that time. I don't just want to be the ideas guy though as much as I love doing that and thinking systematically. Maybe one day I'll actually make one.
:joker-gaming:
For as much as people have historically shat on the "ideas guy", if your design docs are comprehensive, I think that shit is incredibly useful and valuable. You might find that your wealth of forethought can be transformed into a game incredibly easily (at least until it comes time to graduate from placeholder art and assets to production)
Thanks! I appreciate that. I've learned a lot about game dev at a high level just out of sheer curiosity. I guess it's the systems focus I have because I know how they interact with one another and can carry on a conversation about some things, but not how to open an IDE and actually make it happen.
I think a lot of the bad rep the "ideas guy" gets is for having an incredibly massive idea that's wildly out of scope without considering achievability. Just looking at the game ideas sub on :reddit-logo:, I didn't even have to scroll to come across an idea of a "real time, FPS military game, where every bullet and car is player crafted, and there are thousands of players playing simultaneously, and also the entire map has no instancing." I try to keep my ideas tightly scoped and avoid adding mechanics unless it's really necessary to the core gameplay.
Yeah, I think you've really set yourself and your work aside from the typical 'ideas guy' stuff. Most folks don't contemplate things that far.
I hope so. I should really mess with Godot though lol
feel free to message me if you want advice or assistance with it!