Thanks to everyone who replied to the previous letter, I ended up getting quite a few responses so I’m sorry if I couldn’t get a reply in. It was lovely hearing all of your stories though, and I really appreciate the feedback.
In case you missed it, .
I received a lot of questions, which I’ll be trying my best to answer over the coming weeks (in one way or another).
This one in particular really resonated with me though,
“How do I have graphics/game development as a meaningful hobby, but one that does not dominate the rest of my life. Like, what is a good game you could actually make by yourself in your spare time that people would enjoy and pay for?”
Now while I really don’t mind game dev dominating my life. At the moment I’ve got a few other projects in the pipeline. So that begs the question…
Is it possible to dedicate an hour or two each day to game dev and still ship something of quality?
This first resource coming up is a talk by a guy who released a game, even while working 40 hour weeks at another job and taking care of his family. The second, is an article on a similar topic.
If you’re looking for an answer to that question, I hope you’ll find it in these.
“When you work full-time already, your time is at a premium. As such, you need to focus, scope right, relentlessly break work down into bite-sized tasks, and create a rock-solid habit of getting things done.”
It’s really just a matter of recreating that in Unity and closing the loop with tree chopping.
So this week, I’ve been prowling my way through the Unity docs and doing all sorts of sketchy things.
For a while there I got pretty hung up on figuring out how to design the snapping system for when you go to place new structures. I sat there baffled, missing C and fantasizing about how simple this would be if I were back down there.
But I promptly reminded myself that I ain’t here to program well, I’m here to make a game.