After 5 years of trial and error trying to make games in a custom engine, I've finally made something that isn't just a glorified hello world triangle!
3 days until Terrafactor releases on Steam!!!
shoutout to the Odin lang @TheGingerBill — wouldn't have been anywhere near as fun to make this in C/C++
sitting at around ~50k LOC for the project now and still only doing 3s compile times. magic.
You are guessing at your priorities until you observe someone else play your game.
That will reveal the actual problems you need to fix.
Not the ones you think you need to fix.
I don't think it's possible to create anything in public without receiving some level of hate.
Hate is just a cost that needs to be paid in order to create.
I think the phrase "work smarter, not harder" has hurt me more than it's helped.
It's encouraged me to look for the easy way out and to pursue different opportunities when things get hard.
When in reality, I just need to work 10x harder to accomplish what I want.
Game dev without an engine is surprisingly easy when you learn the skills needed to make the specific style of game you're after.
Learning them is the hard part.