| ▲ | ytoawwhra92 4 hours ago |
| Personally, most of the time I spend prototyping is taken up by wrestling with tools, engines, and assets. Then I discover that my game design just isn't very fun. I've been experimenting with using LLMs to speed up building prototypes because I want to spend a higher percentage of my time adjusting game design and feel rather than solving problems that are irrelevant if the game's not fun to play. |
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| ▲ | 3 hours ago | parent | next [-] |
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| ▲ | galleywest200 3 hours ago | parent | prev [-] |
| If you took the time to throughly learn an engine, would you spend so much time wrestling with it afterwards? |
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| ▲ | ytoawwhra92 3 hours ago | parent | next [-] | | If I was working on this full time the investment of learning an engine thoroughly would be worth it, I imagine. Game dev is a hobby for me, though, and what motivates me is making fun games. If I stumble across a game idea that's really fun and worth releasing to a wider audience there's nothing stopping me from building a better version of the game by hand at that point. | |
| ▲ | 8note 2 hours ago | parent | prev [-] | | yes! you wrestle with it because the starting boilerplate is thpically a do-once operation. if you stay working on one project for a few years, you will no longer know how to start the next project, and with modern software, starting a new project in two years from now will be nothing like starting one now |
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