"games r 4 fags lmao" ok grandpa video games are all 99% of the younger generation care about. People want to shoot niggers in Doom. People want games that aren't kiked jew shit.
With the help of AI I learned python. It's better than having it write python for me and it's better than GML I learned as a kid. I'm making something. You should too. Yes, you, the man reading this.
It was a bit chaotic for me, I jumped around a lot learning different elements.
Some of my learnings:
1. You cant be a master of everything. Leverage your strengths. Buy some packages of things that will be time sinks. Ie skyboxes, weather pattern modules etc. Textures and so on.
2. Design design design. First spend a lot of time on design, just pencil and paper, maybe some paper craft. You have to create the core mechanic that will be fun. Everything else is window dressing.
3. Stay away from story games. You do not have the man power to create a big RPG. T
Focus on non story based games wrapped around a fun and addictive mechanic. Doesn't have to be flappy bird, think between flappy bird and the first DOTA. Thats your lane.
4. No scope creep. Thats what killed me. I kept finding new cool things along the way and would get distracted. This is also because I was still dancing around exactly what I was going to build.
5. The core mechanic should be fun with guns and avatars available for free with levels built using the gray and white base material. This is so key. You do not go past this point unless you have something you would play a lot. For example, if youre building a game where cartel try to smuggle people across the border and border patroll tries to stop and detain or kill them then the bushes and skybox and desert color and atmosphere all dont matter. Ehat matters is how fun the rounds are kind of like counterstrike. Also level design. If its a shooter (hope not) its all about level design, almost all of it.