>drawing
takes skill and a good eye for anatomy >nipponese
takes time >donut modelling
more time, might help if you know cad as well >c++
take a bootcamp course >???
who is he, looks like psychairtist >music theory
takes two years visiting a music teacher and playing the piano for an hour at least four times a week.
He's Harold Bloom, (in)famous Harvard professor and literary critic who wrote a book called the Western Canon where he describes a bunch of authors he thinks have actual literary merit and should be taught in universities as "canon" because he believed modern universities were not teaching literature based off of the aesthetics or merit of the authors. He wrote a bunch of other books about both classics and modern authors he thinks are worthwhile
He has some polarizing opinions, if you've seen the Harry Potter copypasta that calls Rowling a hack a lot of it is based off of things he has said, he's also a meme on Ganker
sitting your ass down and grinding.
whether it's learning or just pushing out content you know to produce.
dopamine addiction and lack of self control is my nemesis.
I think I hacked the system. I set up an obligation, and then I put off that obligation by working on my hobby. My procrastination brain keeps telling itself it has to get back to the obligation, while deviating to work on the hobby instead. I don't know how long I can put off my obligation and that's scary. But I'm also being productive in my hobby, and that's nice.
>american literature
after the dry turd that was moby-dick you'd have to make an exceedingly compelling argument for me to give it another go
the rare moments of good imagery weren't worth the multiple entire chapters of documentary on the minutiae of everything ever and how it relates to whales
without understanding musical theory you cannot make new and unique songs all you can hope is using other people samples and midi tracks.
reality is if you wanna do everything solo you are screwed.
All of them since the average zoomer is too lazy and moronic to do it >Bro why will you learn how to draw AI can do it ! >Brow why would you learn japanese AI can translate it! >Bro why would you learn 3d modelling AI will do it! >Bro why learn coding AI will surely code for you! >Bro why even learn how to compose AI is better than mozart already!
TL;DR frick zoomers npcs
it isn't the hardest, but the most evasive skill to learn is understanding what makes a game good or bad.
an example might be someone might make a doom wad and the mapmaking is immaculate. it looks great, it's complex, and everything works. but the flow of the map might not make sense to anyone besides the person who made it. the result is the player is more focused on "where the frick am i supposed to go?" instead of killing demons and whatever.
you don't need to speak Japanese to make a video game
realistically speaking, Japanese alone would take you more time than all the other skills combined >but I passed N1!
congrats, study five to six times as long as that took you and you'll be fluent
four times if you aced the thing I suppose
who are you going to sell your e-girl rape rpg if not to japs ?
huh ?? you ever thought of that ???
I'm picking up pixel art pretty quickly, only two weeks in and I'm doing okay. So that might be one of the easiest skills to learn in regards to gamedev
Unless you make a purely arcade game writing is probably the most important part, making stuff that actively interests your fans is quite hard. There are many games that are coded poorly or look bad that are carried by either the game design or writing alone
sitting your ass down and grinding.
whether it's learning or just pushing out content you know to produce.
dopamine addiction and lack of self control is my nemesis.
the skill to get an honest investor to be able to back and publish the game to your audience without getting fricked
all other skills are learned easily with resources you can find online, and modern engines are super easy to work with, they facilitate most of the heavy lifting
the hardest thing to learn when i started my game dev career was how to be a real girl, you know, makeup, how to dress, to walk with a gait
it was a rough transition, but now i totally pass
Maybe I am just biased because it's where I faltered. But I learnt programming and art. And only then did I realize that all my attempts at making videogames sucked dick because game design is actually difficult. And the art of "what's fun and engaging" is actually complicated, complex, and very difficult to learn.
I tried to make a SHMUP. The enemy and bullet patterns ended up being dull even after countless of iterations in attempts to improve them.
I tried to make a 2D platformer. I managed to build some mechanics and movesets that I actually found pretty satisfying, but I could never make any stages or environments that were actually fun to traverse.
I've tried to make a DRPG. And RPGs is probably what I think I've been the most successful at. But it still feels like I am just autistically employing mechanical complexity as some kind of substitute for proper design. Like you can get really lost in the depths of the mechanics, which I, as an autistic individual myself, enjoy. But if you zoom out a little bit and look at the RPGs as a whole I still can't help but feel like they're lacking a lot in the designs of the world, dungeons, and progression design.
Or maybe I've just grown depressed and cynical. Either way it's been demoralizing. Every game I've made has added towards me feeling like a worse game dev in spite of my mechanical know how having increased.
you don't need to speak Japanese to make a video game
realistically speaking, Japanese alone would take you more time than all the other skills combined >but I passed N1!
congrats, study five to six times as long as that took you and you'll be fluent
four times if you aced the thing I suppose
>living in japan
why the frick would i want that
i dont want to be the equivalent of the ugly arab/mexican who clearly does not belong in the US/EU but lives there
I'm stunned that nobody seems to be using VR shit as a replacement for traditional 3D modeling. Making a 3D object from a 2D plane on a computer is time consuming, but if you were "inside" the software you could sculpt an object directly as if you were using play-doh. Obviously it would be triangle hell initially, but for quickly making assets that don't need to be amazing it just seems better tbh.
I wanted to make my own VN so I spent a while learning how to do everything in Ren'py and then it hit me. I also need to learn how to write a good story. Kill me.
kek same here
what ends up happening is I come up with scenes which I implement but have no idea how to connect. that said the more time passes the more I "settle" on a consistent story
I would start by remaking old games in godot.
Tetris, brick breaker, bridge building, etc.
Unity and the likes would probably be fine if I was getting paid, but that's just not the case.
imo you should dive into the real deal
learn basic c++ and start with the official opengl tutorials. they are very comprehensive and the code works. it'll teach you all the basics
>highest skill floor (required to make something palatable to the average person)
art >>> music > code > writing >highest skill ceiling (at which point it stops being a craft and basically turns into magic)
writing > code > music >>> art
Meh they're mostly about equal. Being a good layman is about getting all the foundationals beyond the ability of most normalgays. If you can play a few melodies, draw a decent picture, or y'know write well enough that people want to finish the story, they'll probably say "oh you're pretty good" and all tend to have the same level of learning.
the average normalgay is 100% musically illiterate and doesn't care as long as it has a "nice beat", but make a bad drawing and even laypeople can spot technical mistakes 80% of the time. they won't understand more abstract things like intent and style but that's the way it is
Honestly I feel like the latter isn't even true these days. I've traversed some AI slop boorus and even things with absurdly blatant anatomical errors can rise to the top as long as there's a big ass. But maybe that's just because coomers aren't human.
I've been doing art for nearly a decade and there are still artists I simply can't believe aren't superhuman or something.
The better you get, the more you realize how truly skilled the guys at the top are.
>>>/vg/
How come I never see you on AI bot threads?
Not being a lazy homosexual is probably the hardest
The hardest skill seems to be containing your autism so you don't have to make the same thread every day.
Who's the second-last guy on the right?
>drawing
takes skill and a good eye for anatomy
>nipponese
takes time
>donut modelling
more time, might help if you know cad as well
>c++
take a bootcamp course
>???
who is he, looks like psychairtist
>music theory
takes two years visiting a music teacher and playing the piano for an hour at least four times a week.
The only skill left would be writing, no? I assume he's an author or some such.
anatomy is important but to say its the most is a lie
It's writing
He's Harold Bloom, (in)famous Harvard professor and literary critic who wrote a book called the Western Canon where he describes a bunch of authors he thinks have actual literary merit and should be taught in universities as "canon" because he believed modern universities were not teaching literature based off of the aesthetics or merit of the authors. He wrote a bunch of other books about both classics and modern authors he thinks are worthwhile
He has some polarizing opinions, if you've seen the Harry Potter copypasta that calls Rowling a hack a lot of it is based off of things he has said, he's also a meme on Ganker
Just put a book in his place or something. lol
I think I hacked the system. I set up an obligation, and then I put off that obligation by working on my hobby. My procrastination brain keeps telling itself it has to get back to the obligation, while deviating to work on the hobby instead. I don't know how long I can put off my obligation and that's scary. But I'm also being productive in my hobby, and that's nice.
>american literature
after the dry turd that was moby-dick you'd have to make an exceedingly compelling argument for me to give it another go
the rare moments of good imagery weren't worth the multiple entire chapters of documentary on the minutiae of everything ever and how it relates to whales
Filtered
>takes time
>more time
use numbers homosexual
Music theory is a total meme and completely unnecessary. A basic understanding of audio engineering is vital though
without understanding musical theory you cannot make new and unique songs all you can hope is using other people samples and midi tracks.
reality is if you wanna do everything solo you are screwed.
I fricking hate programming. It's the worst part of making a game. Frick programming.
All of them since the average zoomer is too lazy and moronic to do it
>Bro why will you learn how to draw AI can do it !
>Brow why would you learn japanese AI can translate it!
>Bro why would you learn 3d modelling AI will do it!
>Bro why learn coding AI will surely code for you!
>Bro why even learn how to compose AI is better than mozart already!
TL;DR frick zoomers npcs
it isn't the hardest, but the most evasive skill to learn is understanding what makes a game good or bad.
an example might be someone might make a doom wad and the mapmaking is immaculate. it looks great, it's complex, and everything works. but the flow of the map might not make sense to anyone besides the person who made it. the result is the player is more focused on "where the frick am i supposed to go?" instead of killing demons and whatever.
Why do I need to know japanese to make a game?
Its because of the uhhh... well it's because of the... the uhmmm... well uhh, it's because Ganker said so.
who are you going to sell your e-girl rape rpg if not to japs ?
huh ?? you ever thought of that ???
I'm picking up pixel art pretty quickly, only two weeks in and I'm doing okay. So that might be one of the easiest skills to learn in regards to gamedev
Why did you think it was so popular? Although you can gain basic proficiency in a lot of skills quickly.
Unless you make a purely arcade game writing is probably the most important part, making stuff that actively interests your fans is quite hard. There are many games that are coded poorly or look bad that are carried by either the game design or writing alone
sitting your ass down and grinding.
whether it's learning or just pushing out content you know to produce.
dopamine addiction and lack of self control is my nemesis.
the skill to get an honest investor to be able to back and publish the game to your audience without getting fricked
all other skills are learned easily with resources you can find online, and modern engines are super easy to work with, they facilitate most of the heavy lifting
the hardest thing to learn when i started my game dev career was how to be a real girl, you know, makeup, how to dress, to walk with a gait
it was a rough transition, but now i totally pass
marketing, by a long shot
Maybe I am just biased because it's where I faltered. But I learnt programming and art. And only then did I realize that all my attempts at making videogames sucked dick because game design is actually difficult. And the art of "what's fun and engaging" is actually complicated, complex, and very difficult to learn.
Can you get more specific with your game design problems? Different game genres have different standards.
I tried to make a SHMUP. The enemy and bullet patterns ended up being dull even after countless of iterations in attempts to improve them.
I tried to make a 2D platformer. I managed to build some mechanics and movesets that I actually found pretty satisfying, but I could never make any stages or environments that were actually fun to traverse.
I've tried to make a DRPG. And RPGs is probably what I think I've been the most successful at. But it still feels like I am just autistically employing mechanical complexity as some kind of substitute for proper design. Like you can get really lost in the depths of the mechanics, which I, as an autistic individual myself, enjoy. But if you zoom out a little bit and look at the RPGs as a whole I still can't help but feel like they're lacking a lot in the designs of the world, dungeons, and progression design.
Or maybe I've just grown depressed and cynical. Either way it's been demoralizing. Every game I've made has added towards me feeling like a worse game dev in spite of my mechanical know how having increased.
you don't need to speak Japanese to make a video game
realistically speaking, Japanese alone would take you more time than all the other skills combined
>but I passed N1!
congrats, study five to six times as long as that took you and you'll be fluent
four times if you aced the thing I suppose
fluency isn't all that matters. you can easily get a good job and girlfriend in japan with n1
You can also do that with N3.
which speaks more in my favor
>living in japan
why the frick would i want that
i dont want to be the equivalent of the ugly arab/mexican who clearly does not belong in the US/EU but lives there
racists have an uncanny ability to misunderstand what they read
NTA but nerve status:touched.
Yeah but you'll be stuck in the gaijin bubble, you'll be an outsider forever
consistency
Discipline to actually do any of that. Can be partially bypassed with passion.
I'm stunned that nobody seems to be using VR shit as a replacement for traditional 3D modeling. Making a 3D object from a 2D plane on a computer is time consuming, but if you were "inside" the software you could sculpt an object directly as if you were using play-doh. Obviously it would be triangle hell initially, but for quickly making assets that don't need to be amazing it just seems better tbh.
KILL THIS BOT THREAD AND EVERYONE WHO POSTS IN IT
Marketing
I wanted to make my own VN so I spent a while learning how to do everything in Ren'py and then it hit me. I also need to learn how to write a good story. Kill me.
And music, farting in a 5$ mic would work too but...
kek same here
what ends up happening is I come up with scenes which I implement but have no idea how to connect. that said the more time passes the more I "settle" on a consistent story
We already had this thread a thousand times, and everyone agreed that art is the most difficult one.
I want to make a game but I have no idea how to start learning how to. Whats the best program to use to make a character action game
I would start by remaking old games in godot.
Tetris, brick breaker, bridge building, etc.
Unity and the likes would probably be fine if I was getting paid, but that's just not the case.
imo you should dive into the real deal
learn basic c++ and start with the official opengl tutorials. they are very comprehensive and the code works. it'll teach you all the basics
Writing, design, art, music >>>>>>>>>>>> everything else >>>>>>>>>>>> programming
>*Gets stuck in geometry and crashes the game*
>didn't learn to draw or 3d model as a kid
>can't learn them anymore
life really is cruel
pussy
I started blender 3 days ago and I'm 34
I can easily put a 1000 hours into it and become an expert by the end of the year
start NOW
>end of the year
I don't plan to live to end of the year, homosexual
>highest skill floor (required to make something palatable to the average person)
art >>> music > code > writing
>highest skill ceiling (at which point it stops being a craft and basically turns into magic)
writing > code > music >>> art
Meh they're mostly about equal. Being a good layman is about getting all the foundationals beyond the ability of most normalgays. If you can play a few melodies, draw a decent picture, or y'know write well enough that people want to finish the story, they'll probably say "oh you're pretty good" and all tend to have the same level of learning.
the average normalgay is 100% musically illiterate and doesn't care as long as it has a "nice beat", but make a bad drawing and even laypeople can spot technical mistakes 80% of the time. they won't understand more abstract things like intent and style but that's the way it is
Honestly I feel like the latter isn't even true these days. I've traversed some AI slop boorus and even things with absurdly blatant anatomical errors can rise to the top as long as there's a big ass. But maybe that's just because coomers aren't human.
>doesn't care as long as it has a "nice beat",
sick beat
I've been doing art for nearly a decade and there are still artists I simply can't believe aren't superhuman or something.
The better you get, the more you realize how truly skilled the guys at the top are.
They told me that I could do anything I set my mind to. I never learned how to set my mind.
All of these will be replaced by AI in 2 weeks
you don't need to know jap to make a game and you don't need to know creative writing either because games shouldn't have stories.
art, writing, code and music are all irrelevant when it comes to making a good or popular game
hello yanderedev
Talking to girls and having sex.
Monetization
The ones you're not proficient at.
when i was trying to make a game, it was easily anything involving art or modeling. coding was easy.
Playing modern games with all their cash shops has just filled me with complete rage. So I want to make a game that I enjoy without all that stuff.