- Jun 11, 2021
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Many such casesMore likely he gave up. Happens a lot with passion projects.
Many such casesMore likely he gave up. Happens a lot with passion projects.
That's all starving artist bullshit.more like caprice, if something is truly a passion project you can see it in the care and love they put into it, if it's a caprice it vanishes easily, and if it's just a patreon milking it gives the appearance of having a clearly defined schedule but it's all smoke
Except actual development isn't a steady process at all. There's many layers that go into making a game, like art (character, background, poses, maps, etc), programming (experimental builds, debugging, optimization/compatibility, etc), story (main story, character backgrounds and personalities, branching paths, item descriptions, etc), and even gameplay design (intended mechanics, balancing, GUI/displays, etc). A one-man dev team would have to learn and fill all these roles, which is not a small task.schedules and plans exist, and it's noticeable as consumer when a dev is actually working on something and when he just SAYS he is working, some devs show steady progress and that's what matters, do note that steady does NOT mean fast or something
And I don't know why you're mentioning all the aspects of game development as if that went against what i said. Of course it's all part of the process, obviously.Except actual development isn't a steady process at all. There's many layers that go into making a game, like art (character, background, poses, maps, etc), programming (experimental builds, debugging, optimization/compatibility, etc), story (main story, character backgrounds and personalities, branching paths, item descriptions, etc), and even gameplay design (intended mechanics, balancing, GUI/displays, etc). A one-man dev team would have to learn and fill all these roles, which is not a small task.
I don't know why you mentioned plans and schedules like that's going to mean anything to anyone. If a new dev's skills aren't reliable, there's no way in hell their predictions are going to be reliable. Those things just get devs yelled at for not delivering on time.
What he's saying is that you could spend a large amount of effort and time working on something and have no concrete results.And I don't know why you're mentioning all the aspects of game development as if that went against what i said. Of course it's all part of the process, obviously.
I'm laying all that out because it's clearly not obvious to you. No newbie dev has the luxury of steady, predictable development. If you already knew that, you wouldn't have said otherwise. You're holding professional standards to literal amateurs.And I don't know why you're mentioning all the aspects of game development as if that went against what i said. Of course it's all part of the process, obviously.
No one has, these things are not set in stone, but either that doesn't seem obvious to you, or you are failing to understand what i am saying in the first place. Also i ain't talking about giving people a schedule or telling them i'll do this or that by this time frame, i'm talking about self management.I'm laying all that out because it's clearly not obvious to you. No newbie dev has the luxury of steady, predictable development. If you already knew that, you wouldn't have said otherwise. You're holding professional standards to literal amateurs.
Makes sense to me, nothing against that, which is what made me wonder why he mentioned it as if it went against anything i saidWhat he's saying is that you could spend a large amount of effort and time working on something and have no concrete results.
I keep telling you, dude. This isn't just software development, this isn't a business, and they aren't pros. In most cases, the entire "dev team" is literally one person. You can't treat this like a business because this isn't going to be their first, second, third, or even fourth highest priority. They'll work on the projects when they can. You're basically saying that it's not enough they're sacrificing what free time they have to work on these things, but that they need to pretend they're at work with their asses on the line and set up "Frameworks and methodologies to keep projects in track"? Get the fuck out of here.No one has, these things are not set in stone, but either that doesn't seem obvious to you, or you are failing to understand what i am saying in the first place. Also i ain't talking about giving people a schedule or telling them i'll do this or that by this time frame, i'm talking about self management, if you think plans and schedules don't matter then ok lol not my problem you don't know about how software development works. Frameworks and methodologies to keep projects in track exist in businesses for a reason, and they do account for things like setbacks, delays, and the unexpected and accidents and shit, but i'm not going to give you a class, google it. And try to work in a dev team and then excuse yourself telling them "Uhhhh actual development isn't a steady process at all. " and see how long you last being part of the team. An amateur dev team that goes commando is more likely to fail because of scope creep, dev hell, backpedaling or whatever, even if he's the best programmer in the world. Sure if someone isn't a super experienced dev they'll struggle, but between new devs there are those who enforce unprofessional practices and those who have professional ones, which again, brings me to what i initially said, passion means care and care means thinking it the fuck out before starting to code draw and etc going nuts commando head first.
You see it as an extra work or a chore, when it is a helpful tool for staying organized and making the most of their time. The point is having something to help them stay focused and on track, not something that ends up being restrictive or overly burdensome, the key is to find a approach that works for the individual and their specific situation. How about you get the fuck outta here when you don't know shit about what you're talking aboutI keep telling you, dude. This isn't just software development, this isn't a business, and they aren't pros. In most cases, the entire "dev team" is literally one person. You can't treat this like a business because this isn't going to be their first, second, third, or even fourth highest priority. They'll work on the projects when they can. You're basically saying that it's not enough they're sacrificing what free time they have to work on these things, but that they need to pretend they're at work with their asses on the line and set up "Frameworks and methodologies to keep projects in track"? Get the fuck out of here.
I ain't the one gatekeeping what a "true" passion project is and spewing bullshit about being able to see people's efforts. This whole dumb ass argument about schedules is irrelevant. I'm tired of wasting my time trying to explain that game development isn't an easy hobby, but is still a hobby for most people.You see it as an extra work or a chore, when it is a helpful tool for staying organized and making the most of their time. The point is having something to help them stay focused and on track, not something that ends up being restrictive or overly burdensome, the key is to find a approach that works for the individual and their specific situation. How about you get the fuck outta here when you don't know shit about what you're talking about