Overthinking about making a fat fur roguelike
a year ago
So, I love Enter the Gungeon and Binding of Isaac (well, 'loved' Isaac. Still obsessed with ETG tho!) I'll play em for hours and hours, even if there's nothing new to unlock, just because I love seeing the new and crazy synergies I can find all on my own. I'm honestly tempted to make my own youtube channel just so I can do nothing but upload hour-long challenge runs of ETG for anyone who wants to watch.
SO yeah, I wanna make a similar game, but, uh, fat themed.
The motivation is there. The temptation is there. When I made the idle game, I love just sitting there and slowly working on the game bit by bit, feeling the progress slowly come together. It was fun finding new tricks I never thought of before, and I know with Unity I'll be learning and finding new things for years and years to come lol.
So, the downsides.
The reason I never really published the fat fur idler is because I'm really not happy with how it looks? Chiin did a fantastic job with the sprite work and he deserves so much praise for it, but I never found someone for the background, food items, etc. It's all stock images and whatever I can legally put in the game for free, and it clashes so hard. It's also a huge mess programming wise. Fix one bug, three more pop out. If I ever decide to go back on it, I'll definitely need to make it from the ground up. I was still learning Unity back then and there's a lot of spaghetti code. I'm a lot better now I think, but... yeah.
Who knows if I can even make this one good either? It'll be a learning experience, sure, but if it ends up like that last game... then what? Who am I begging for art assets from this time? How do I repay them? More importantly, is it even a good idea to make it a fat fur game? I love our weirdass lil community and love seeing when big art projects get everyone talking about them, and I've always wanted to include myself in that in some way, but if I'm doing this for money then I doubt I'll make enough to pay the artists that way. The funnier option is if I made my own art (actual own art, not A.I art) but, pffft, good luck getting people to enjoy looking at that crap.
Another thing: a ETG roguelike would take a lot longer than an idle clicker, and the clicker took me months to make. Am I really making the best use of my time and effort that I could be using for things like getting a better job? It's uncomfortable to think about, and I don't want to be invested months into this project and suddenly think I should be doing something else.
So that's where I'm at right now. Overthinking, overanxious... yeah :/
Also, sorry the CYOA have been coming slowly. They're a lot of fun, but I bit off more than I can chew. I need to work on them one at a time I think, because it's hard being clever and spontaneous after working and being tired lol.
SO yeah, I wanna make a similar game, but, uh, fat themed.
The motivation is there. The temptation is there. When I made the idle game, I love just sitting there and slowly working on the game bit by bit, feeling the progress slowly come together. It was fun finding new tricks I never thought of before, and I know with Unity I'll be learning and finding new things for years and years to come lol.
So, the downsides.
The reason I never really published the fat fur idler is because I'm really not happy with how it looks? Chiin did a fantastic job with the sprite work and he deserves so much praise for it, but I never found someone for the background, food items, etc. It's all stock images and whatever I can legally put in the game for free, and it clashes so hard. It's also a huge mess programming wise. Fix one bug, three more pop out. If I ever decide to go back on it, I'll definitely need to make it from the ground up. I was still learning Unity back then and there's a lot of spaghetti code. I'm a lot better now I think, but... yeah.
Who knows if I can even make this one good either? It'll be a learning experience, sure, but if it ends up like that last game... then what? Who am I begging for art assets from this time? How do I repay them? More importantly, is it even a good idea to make it a fat fur game? I love our weirdass lil community and love seeing when big art projects get everyone talking about them, and I've always wanted to include myself in that in some way, but if I'm doing this for money then I doubt I'll make enough to pay the artists that way. The funnier option is if I made my own art (actual own art, not A.I art) but, pffft, good luck getting people to enjoy looking at that crap.
Another thing: a ETG roguelike would take a lot longer than an idle clicker, and the clicker took me months to make. Am I really making the best use of my time and effort that I could be using for things like getting a better job? It's uncomfortable to think about, and I don't want to be invested months into this project and suddenly think I should be doing something else.
So that's where I'm at right now. Overthinking, overanxious... yeah :/
Also, sorry the CYOA have been coming slowly. They're a lot of fun, but I bit off more than I can chew. I need to work on them one at a time I think, because it's hard being clever and spontaneous after working and being tired lol.
My advice would be to look at various rougelike games and game modes, look at what they did and see if there’s a way to adapt it in your own style. People love what you do, you have an entire community that’s ready to jump aboard and help out in anyway you need. We’re all here for ya buddy.
Thank you very much <3
And keep going, I'm sure you will do great!
Play testing will come in handy tho <3
still want to help to the best of my ability even then, maybe learn a thing or two along the way if you need me to :)
I have been studying Unreal Engine, so Unity is something that I am unfamiliar with. I don't want to learn Unity any longer because of the recent changes they've made. However, I do want to make a game and I share the same fears you have. Will what I make be good enough? Would I have wasted all of that time for something mediocre at best?
I wouldn't mind helping as well. Like I said, I don't know Unity and would prefer to make something in Unreal Engine. I believe just making something with no regrets is a good way to solve both of our anxieties, but it is an incredibly difficult mindset to have.
I'm using Unity cuz I already devoted a lot of time into learning it. Sunk cost fallacy and all that. Plus the new changes only effect the most recent versions of it and I'm using a slightly older version.
I'm really glad it's not just me having these worrying thoughts, and I appreciate you taking the time to respond. I think I'll give this a go then <3