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Posted by u/YesBox 2 years ago
Ask HN: Any solo game developers here?
Hey HN,

I'm a full time game developer fifteen months into creating my city builder game. It's a lonely journey so I put together a very small group of other solo game developers.

We meet up every week (currently Tuesday nights, EST) to relate to the struggle, hang out, and sometimes rotate one person who presents for the night (they can teach or talk about anything game dev related, including their game). It's been a success and motivating for all involved. There's also a second group that meets on Thursday's, but this group is currently full. There's about 10 total people on the Discord server.

I'm looking to add 2 people to the group who can commit to weekly meetups. You must be working on your game full time. Must be serious about finishing/releasing your game.

About the group:

We are late 20s - 30s and serious about releasing our respective games. We are pretty open and honest with each other, and will question each other/provide feedback freely.

About our games:

My game: Metropolis 1998

Person #2 Game: Basketball GM

Person #3 Games: 9001 and It Usually Ends In Nuclear War

Other people's game on the server who can publicly share:

Drift

Reisha Falls

Email is in profile

fwsgonzo · 2 years ago
I see alot of comments here who are wondering if they're good enough to join. At the same time, it looks like this group is very picky about who can join.

Perhaps there is another Discord someone could setup where part-time game creators could join. I am making a procedurally generated world simulation game that is a little bit too early in the process to showcase, and definitely not work full-time on, but it still has several tens of thousands of lines of code in it. That's just reality for making a game from zero. I would be interested in talking to other people about game creation.

YesBox · 2 years ago
I'll clarify:

I created a small community where everyone knows everyone's face/name. I am really restrictive with the number of people in the server not because I want exclusivity per se, but rather that I dont want to lose the deeper connections you develop with people in a small community. There's about 10 of us total right now.

It also helps that everyone is on the same page (serious about releasing their game) so we have a common goal to work towards together (and separately). It's great, I've been running the server for almost a year now. Everyone has said it's been really motivating.

So please, email me if anyone here wants that. Otherwise, the other discord links posted here are probably a better fit for you!

chaostheory · 2 years ago
You’re saying that you don’t want exclusivity, but that’s what you have with such an arbitrary constraint. People are right to call you out.
tcmart14 · 2 years ago
Same here. I dabble a little bit in the evenings, but it is not my full time job. Would love to get into a good group of people in similar situations where perhaps it is more of a hobby/learning experience. Since after all, my biggest reason to dabble in the idea of game dev is to improve myself as a developer. Game development seems to be on of the few things you can do where you can truly touch most to all areas of computer science. I would say game dev and operating systems. AI, ML, graphics, optimization, data structures, algorithms, fundamentals of software design, etc... It seems like there isn't an area in CompSci that can not run into with game development.
Folcon · 2 years ago
I would 100% want to talk to you =)...

I've been working on and off on simulation games in my spare time for a few years. Written some small ones that model things like elections / voting, as well as economic systems of various flavours.

If you're interested email in my profile!

luxuryballs · 2 years ago
Come on in, most of the time people are streaming their active game dev work https://discord.gg/mc5QRVJQ
Ryckes · 2 years ago
Invitation is no longer valid, but I would love to join this community.
hitpointdrew · 2 years ago
I would love to join a community like this, as I am a part-time hobby game dev. Unfortunately, Discord is a bit of a deal breaker for me, especially with their updated TOS. If something was setup on another platform I would be happy to join.
echelon · 2 years ago
Finally a game dev thread on HN that's more than an engine announcement!

> I am making a procedurally generated world simulation game

That's so awesome. Procedurally generated worlds and systems are so powerful, and they'd only going to grow more so with AI advances.

Would you or someone in this thread be interested in part time contract work at my AI startup? We're doing a lot of procedural generation and AI animation in Unreal Engine and I'd like to have more hands on deck than just me.

https://storyteller.ai

https://twitch.tv/FakeYouLabs

Silverback_VII · 2 years ago
>At the same time, it looks like this group is very picky about who can join.

He is using a psychological trick to make people feel insecure and inadequate, and thus create an imbalance of power within the group. However, his requirements may backfire because being a full-time solo game developer may only be possible if you have someone supporting you, or if you live in your mom’s basement or on social security. It excludes people who are serious about their endeavors but still have to pay the bills.

yakattak · 2 years ago
I would be very interested in this.
luxuryballs · 2 years ago
here’s an active one https://discord.gg/mc5QRVJQ
luxuryballs · 2 years ago
Oh yeah I remember we met on video, you said how the people not chosen would be sent a link to a discord for “everyone else”, then after an email saying you went with someone else you never sent the link to the discord and then ghosted us. I made a mental note to remember that this guy was a liar who only said/did things for his own benefit.
satellites · 2 years ago
I’m sorry that happened to you but this seems like a bit of an overreaction.
PenguinCoder · 2 years ago
When someone shows you who they truly are, believe them.
YesBox · 2 years ago
I dont know who you are, but what actually happened was I decided to double the server size and accept way more people than I originally planned (which I am not going to do this time). That gave me a lot of work to do so I'm sorry if I forgot to keep you posted.
luxuryballs · 2 years ago
you immediately blocked on discord after sending the rejection message making it impossible to even say “thank you, good luck” in response, so there was no feasible way to reply or stay in contact or even follow your game, and I remember thinking he’s going to regret treating people this way later on when it comes time to build a community around his game… lesson learned now I hope?
helloplanets · 2 years ago
Let me get this straight based on the other posts in this thread. You suggested the idea of the other person sending out invites to another server, and he said that he's already on it? And after he did not come up with the invite, he's a liar because he said he was already working on your suggestion but didn't go through with it? Or am I getting this wrong?
adanto6840 · 2 years ago
I started a small "no-name" studio to build games handful of years ago. Built and released two games thus far -- SimAirport & SimCasino.

I'd potentially be interested, my email is in profile if you'd like to reach out. :)

ChicagoBoy11 · 2 years ago
I just took a peak at SimAirport... just insane. As someone whose coding has amount to little else but a few small webapps here and there, it completely and utterly boggles my mind that a single person would be able to accomplish something like that. I was aware of the RollerCoaster Tycoon person, but I figured that was an abherration. Completely amazing and awe-inspiring. How on Earth do you get going on something like this?!?!
adanto6840 · 2 years ago
Initially, thought it would be easy -- it's all simple logic, right? Will be far less tedious & mundane than doing web/app development, right? Haha. I was in for quite the rude awakening, but luckily the challenges ended up being a pleasant and enjoyable surprise (at least on the whole).

Lots of work is the answer, though.

We actually got to Early Access release in ~11 months (~20 man-months). We had to learn a new programming language & learn a game engine during that time, too (and learn what a game engine really was/what it meant). Really though, I think the most difficult (and important) part was more about learning the nuances of game development, even just understanding the (understandably high) UX expectations that a player has from a game -- it took a while to really "get there" and I'm still learning, every day.

It's also worth mentioning that SimAirport was really not very good when we initially released it -- definitely rushed to release, far too early, and it was a mess at that point. After the EA release another ~3yr of full-time development went into it (and more dev resources), and it became a much better game/product in that time.

I wish I could work on SimAirport forever.

That's the downside with the games industry; it's ultra competitive and the amount of competition is increasing every day. Much of "the money" is heavily concentrated at the "top" of the pyramid, amongst a relatively small selection of titles. It's not the easy way, I can say that with confidence.

rolha-capoeira · 2 years ago
Well, 1) we have no idea how long it took to develop SimAirport. I'd be curious to know!

And 2) Rollercoaster Tycoon IS an aberration, since it was written in Assembly by one person!

DonHopkins · 2 years ago
Arthur, I enjoyed playing your early version of SimAirport, and I'm glad you finished and released it -- that's excellent work and persistence!

Will Wright always wanted to make a game called "SimTapeworm", however he could never get the green light on that from Maxis or EA.

I hold out hope that some clever indie developer will figure out how to monetize the serious educational parasitic infection simulation genre.

Maybe you could make a plug-in to SimAirport, so parasites and contagious diseases could spread internationally via Vomit Waves like in Theme Hospital and Two Point Hospital and Oxygen Not Included.

https://two-point-hospital.fandom.com/wiki/Big_Kahuna:_How_t...

https://youtu.be/Z7XCXq8j4iA?t=1402

Or how about Toxocariasis Tycoon, where you try to take over the world by controlling your hosts' behavior to widely reproduce and spread out through enough people to swing the election and control the government?

adanto6840 · 2 years ago
I always enjoy seeing your posts on HN; I'm honored that you played the early versions of SA (and admittedly a little embarrassed at how rough & unpolished it was back then).

Really appreciate the kind words, means a lot coming from you -- thank you!

I don't remember if we actually shipped it or not, maybe it was only on a beta branch (or maybe it's sitting on a git branch still), but I actually implemented an "infectious disease" concept at one point. I think the idea at the time was for it to be a holiday "easter egg" maybe, but I don't recall for sure. I do vividly recall testing it one morning, though, and I had the "contagion" values (way) too high. I'm pretty sure the concept was wholly taken from Theme Park, where I recall one post-coaster puking agent could yield a rapid mess. The day I was testing my copy, I ended up making a video of the hilarity that ensued when a single infected passenger deplaned and suddenly there were hundreds (maybe thousands) of agents (passengers) all "stumbling around" spreading the ultra-contagious disease like wildfire, making a disgusting sound & leaving the floors covered with ick. I'll have to search the repo history -- maybe it's worth revisiting!

A disease tycoon, eh? Like SimAnt, but on a wholly different scale? =D

Would love to connect if you're ever in Vegas! Thanks again for the kind words, makes my day & sincerely means a lot to me. :)

maxencecornet · 2 years ago
Your games looks really good. Do you handle art + programming by ourself ?

As someone that would like to create my own (basic) games, what would be the right tools and frameworks In your opinion to create art and game logic ?

The easier to learn the better haha

sgtnoodle · 2 years ago
Ultimately you just need to pick a goal and then struggle any way you can to achieve it. Python with the pygame package is a rather approachable way to get pixels up on the screen.
101008 · 2 years ago
I loved SimAirport - probably the only game that I got obsessive. I usually abandon sim videogames after a few minutes. I love aiports and I like casinos, so it may be a bad idea to download the second one, ha.

Congratulations and thank you for the good times!

adanto6840 · 2 years ago
Thank you! :)
capableweb · 2 years ago
Funny to come across you here! I've played lots of SimAirport since something like 2017 I think, somewhere around the initial version available on Steam. Thanks a lot for providing countless of fun hours managing an airport :)
adanto6840 · 2 years ago
It's incredibly rewarding & gratifying to hear that, thank you!

I still firmly believe that making games -- especially under an "old-school" business model (ie no loot-boxes, no microTX, etc) -- has to rank extremely high on the "work gratification" scale.

I'm obviously super small -- but it's AWESOME to know >80k people have played SimAirport for >20 hours and ~20k have played >100hrs (!!) -- so damn rewarding!

cfiggers · 2 years ago
Every time I go through an airport the thought occurs to me that it could make for a really cool sim game. I will check yours out!
hnthrowaway0315 · 2 years ago
Looking good. Do you agree with the 1:20 review:sales ratio? BTW plz ignore if you don't want to disclose thanks.
adanto6840 · 2 years ago
I think that the ratio has substantial variance; it has also changed over time, somewhat dramatically, as Valve/Steam have made changes & added features/UI/UX that I suspect are intended to increase the % of users who leave reviews.

About 5 years ago, the belief was that the ratio was in the realm of 1 : 50-100 -- based on my own data & data shared with me by other indies. Even then, there was substantial variance; genre, theme, price point, developer involvement, discounts, review score (proxy for player experience/overall game quality), etc -- were some of the key variables that I believed were having a significant impact on review-to-sales ratio variance between games.

Over time, changes to the UX have been made (by Valve/Steam) which appear to have increased the rate at which players leave reviews -- quite substantially, it seems.

On the whole, I think that a far higher percentage of players are leaving reviews now (ie a lower review-to-sale ratio), but I also believe that the variance is even higher now than it was before. It's still helpful for making estimates, but I don't think it's as highly-correlated as it once was (~5yr ago it was much more consistent & highly correlative).

willemlaurentz · 2 years ago
I created Snake '97, the retro phone game remake that has gained some traction on Android and iOS (50M downloads): snake97.com

On how it got where it is, including a fun back story, I wrote a blog post: https://willem.com/blog/2018-02-21_updating-snake-97/

It must be said: developing a game and have it enjoyed by millions is something very special. Things really went bananas when I was invited to an art gallery showcasing art inspired by my very game: https://willem.com/blog/2022-04-18_snake-97-high-scores/

It makes me feel humble and grateful.

senko · 2 years ago
Wow, 50M downloads is huge, congrats!

Are you able to get meaningful income from it? (Google Play store mentioned it contains ads tho I haven't seen any)

willemlaurentz · 2 years ago
The game sparsely shows ads - just enough to keep things running. I personally hate (over)monetised apps, and therefore made sure the Snake app doesn't bombard the player with ads.

Part of the game's (organic) growth is (kindly + infrequently) asking players to share their high scores with their friends. It saves me from having to advertise the game to reach new players. (If a player shares his or her highscore, ads are even less frequently shown, as an hidden reward)

ACV001 · 2 years ago
That's a great story mate! Great achievement.
quelsolaar · 2 years ago
Yes I'm a lone indie developer. A long time ago I made a game called LOVE. Now im making a Real-time stealth tactics game called EXO. However I'm not doing it full-time.

Sounds like a great group! Making a game yourself can be very tough, but also rewarding. Having people to share your experience with is really important. If you ever want a guest who spent many long years working on a game and came out of if scared but a happier person, please reach out.

valtism · 2 years ago
I remember reading about this game as a full feature in a gaming magazine years ago. I was so entranced by the mystery of it and gorgeous art style, but never actually got to play it. I'll have to see if I can get it up and running.
Pfiffer · 2 years ago
I've spent a fair bit of time wandering through your C libraries before, very useful stuff. It's been a while but your memory leak checker was pretty cool.
VoxelBoy · 2 years ago
My games on the app store are MobileUO and Sandbox City.

MobileUO is a Unity-port of ClassicUO, which is an open-source C# client for Ultima Online. My hope was to get support from community on Patreon to keep developing it but the financial support didn't really materialize. But it's ok because close to a thousand people seem to be using MobileUO daily to play UO on their mobile devices and are happy with it as it is.

Sandbox City is a really mini-tiny-not-even GTA style game for mobile where the player gets to run around in a city, driving cars, and running over pedestrians and zombies. I'm working on adding more content into the game but it already gives me decent passive income from ads and IAPs. I also have it published on CrazyGames (html5/webgl online game platform) and it is also played a lot there and bring in additional income.

I'd be interested in joining your Discord. My email is in my profile.

SeanAnderson · 2 years ago
Hah, this technically applies to me, but I don't feel I am taking my own work seriously enough to reach out even though I'm working on it full time. I've saved this post, though, and will reach out if I get to the point of feeling confident enough to say I'm actually an indie game developer.

Here's some info (okay, a lot of info) on what I'm trying to create for anyone curious:

https://docs.google.com/document/d/17ACH1XLCn7hkKz2dhuL1c_nx...

maxilevi · 2 years ago
I recently released an open world RPG game I wrote completely from scratch while in high school (I only used OpenGL) to Steam https://store.steampowered.com/app/1009960/Project_Hedra/?l=...

And now I am currently working in a few other prototypes and tools. Would be interested in joining

DontchaKnowit · 2 years ago
That looks incredibly good for a solo high school project. I mean it looks great period, but you must be a pretty special programmer to have made that solo as a high schooler. props!
maxilevi · 2 years ago
Thanks. To be transparent, I started it in high school but finished recently (started it at 16 and I am 22 now)

Personally I wouldn’t recommend anyone rolling their own engine

david422 · 2 years ago
That looks great! That's the sort of thing I have in my head and never ever would complete. Congrats to you :)
fwsgonzo · 2 years ago
Looks like a lot of work, and very well done! Procedural too!
jackling · 2 years ago
Looks cool, was the terrain procedurally generated?
maxilevi · 2 years ago
Yes! Actually the entire world is a infinite voxel grid