• @EmoDuck@sh.itjust.works
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    17 months ago

    There are probably a ton of incredible banger games out there that don’t exist because the person who thought of it just doesn’t know how to code

    • @Aceticon@lemmy.world
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      7 months ago

      The inability to detail the idea all the way down to the level were something concrete can be made from it kills it well before the lack of coding skills.

      It’s like what separates having an idea for a book and writting an actual book that is enjoyable to read: there is no “knowing how to code” barrier in there and yet most people can’t actually pull it off when they try or it ends up shallow and uninteresting.

      • @space@lemmy.dbzer0.com
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        17 months ago

        Same boat… But I had some success with low poly 3D models which I found are pretty easy to make. Learning a bit about color theory, how to match colors, as well as learning a bit about level design goes a long way. You can make a great looking game this way.

        But my dream game is 2D pixel art, and I really suck at it.

    • @I_Has_A_Hat@lemmy.world
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      7 months ago

      You mean like an MMO where different maps are arranged in an infinite hexagonal pattern that’s randomly/procedurally generated based on different biomes, that also keeps track of how many players have entered/completed each hex and begins scaling down the difficulty in said hex and evolving it into a more peaceful zone, that way the higher traffic areas eventually form safe zones/towns for low level characters while low traffic areas encourage high level characters to visit and explore, with the highest level characters able to survive unexplored areas and expand the map for all players, all while having developer tools to specifically add unique dungeons/events/items directly to tiles so that the game doesnt feel a mile wide and an inch deep but instead as if the whole world map is alive and constantly changing?

      Yea… That’d be cool.

      • @EmoDuck@sh.itjust.works
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        7 months ago

        Definitely some cool ideas there but how do you deal with the long term effect of the map becoming too big?

        The bigger the map the more the defs would need to stretch their resources to adding cool stuff.

        Also, at some point, the inner hexes will be essential all complete cleared and new players will have to wander for a while as soon as they level up a bit.

        Unlocking a new hex would be fun at the beginning but how fun will it be after 100+ have been unlocked and any more just will inevitably just feel same-y because even the best defs will eventually run out of ideas

      • @RealFknNito@lemmy.world
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        17 months ago

        I had a cool idea that I completely gave up on because I tried to learn how to do it and realized what I was asking was so insanely complicated and time consuming that I couldn’t do it. I play a lot of games, I know what would make a good one, there’s just a gaping chasm between knowing and creating.

    • Nah.

      That’s like saying a lot of banger songs could exist but the person doesn’t know how to write music.

      Absolute delusional bullshit.

      Verifying the idea is good is also part of the process. Play testing, making hard decisions, smoothing out jank, juicing up the experience… The whole implementation can make or break a game.

      • @ZILtoid1991@lemmy.world
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        17 months ago

        I had to learn that the hard way, but with a comic/manga idea I used to have.

        Long story short: I worked way too long on an idea (almost 10 years), all while my taste etc. changed. It would have been way too hard to get it working after a while without a complete revamp of the whole idea, so I ditched it completely, maybe reuse elements and character concepts in other things, including video games (yes, they’re easier to make, unless your comic’s artstyle is stickmen figures).

      • @floofloof@lemmy.ca
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        17 months ago

        It’s like saying there are so many great novels out there that we have never seen because the authors can’t write for shit.

        • @prowling4973@programming.dev
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          16 months ago

          Not “great novels” but great “great world building”. I’ve seen some absolute bangers out there where the concepts, characters and even the overall plot blew my mind away. However, the authors couldn’t write decent dialogues or a coherent chapter of their life depended on it. So, most people wouldn’t be exposed to their ideas.