The vast majority of games don't need to be low level for performance. You want to be low level to get the most performance, but you also want to be expressive to be able to write an ambitious game. Not that there's anything wrong with that, but those are wildly different mindsets. Then again, i'm the kind of person for whom, for example, adding graphical effects to their game consists of utilizing pre-made shaders instead of learning to use the shader language properly and all that. I do suspect that not everyone has the utilitarian approach to game development that i or other people like me have: who just pick Godot/Unity/Unreal for every single project of theirs without ever caring much about the inner workings of everything. It's very much the same as people whose games tend to balloon in scope, another thing that's as damaging to finishing a product in a reasonable amount of time as writing your own engine is. Though admittedly, he's probably learnt a bit more about how game engines work by creating his own and it's been quite the educational experience, as well as something that actually has gained him a nice following of people who support him towards more videos.īut that's still not very conductive to shipping finished games. Of course, he still has nothing close to an actual game and the progress he's made in a year is visually similar to what i threw together in a month in Unity for a freelance client once. This is a lot like what a YouTuber by the name of Randy has been doing: he decided to create his own game engine instead of using something like Godot/Unity/Unreal and it's been quite the adventure. This tends to put in perspective how much time sometimes is wasted on meaningless things and gives clarity on what is really important - shipping a quality product. some education, or preparing marketing content for the future. Focusing purely on development is preferable when time limited, however, I think it's sometimes helpful to stop development and take a break to spend on business / marketing - i.e. The waste was trying to come up with some kind of strict error handling ala Rust in TypeScript, I went far with this and got an idea to do it with minimal development, thankfully I pulled the plug on this after a month and went back to work.Īs a solo bootstrapper founder it's really hard to do development and business / marketing in the early stages. I made a state management library, though I realized I cannot possibly finish it in full so I spent only 100h on it to get it minimally working. I'm somewhat guilty of this when working on a desktop app. Once we realized that, we stopped trying to build a B2C product at all, and just started selling the yak wool directly. Everyone turned out to be dying to get their hands on this thing, because they wanted to spend all their time on a product, rather than getting good data to feed their product. I'm speaking from experience - my company's DBaaS is built on the premise of just building a really good database domain-model to hold a certain type of large, public-available datasets, for efficient, flexible querying of them loading those datasets into it and then giving people access to it (through SQL or various use-case-shaped APIs.) It's a really thorough yak-shave of the DB+ETL layer of what was originally planned to be a higher-level B2C product.īut it turns out I have a pretty unique view of what should be considered "fun", because my yak-shave was everyone else's schlep. Which is to say: sometimes, if you build a low-level library/infrastructure service and release it, someone else will take advantage of it to write the high-level thing you were originally aiming to create. Sometimes all you have to do is shave the yak and give the wool away, and a nice yak-wool coat will come back to you.
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