Yesterday I was able to attend a mentorship session with Jason Della Rocca, organized by Abragames and gamescom latam. It was very pleasant, we learned some very useful tips for making a game project pitch presentation to publishers and investors. Although the employment market has been kind of depressing lately with all these layoffs, Della Rocca pointed out that indie developers are still thriving out there. Most recent examples are Balatro and Manor Lords, both created by small, independent studios.
The presentation got me kinda fired up for coming with my own commercial game, but I don't see it happening in the next year or so. Crafting a game with good artistic content is a requirement for a pitch, and my art skills suck. I can't get the attention of the crowds and gather followers without good art, so I guess I'm stuck if I'm just coding a game all alone.
For now, I think all I can do is keep focusing on sharpening my programming skills, so I can get hired by a team with professional artists. I'm a little skeptical about working in a small, unmanaged team, though. I've tried doing it in the past, but I was really disappointed when I couldn't sense the same passion I have for making video-games in my colleagues. It always feels like I'm the only one taking things seriously. I'd like to know if there are more developers out there that ever felt the same way, or if I'm being too uptight when I try to work as a team.
This week I also watched developer AdamCYounis nail a 48-hours game jam while learning GameMaker. An impressive deed, to say the least. Not only he managed his time efficiently, but he also handled art, coding and music all alone. And the finished game is awesome, it doesn't feel like it was made in 48 hours at all. Most of all, it doesn't feel like it was made by someone who just learned a game engine. It puts me to shame when I look back at my entry in GameOff 2023: I had the entire month to build it, using an engine I'm familiar with (Godot) and the final result was a complete piece of crap. I have to improve the quality of my work somehow.
So, the point is: I'm wondering if I should spend my scarce free time to learn art instead of focusing heavily on programming. Improving art skills certainly would raise the quality of my solo projects, but it would have a negative impact on my programming portfolio (GitHub), which is important if I'm planning on ever being hired by a big video-game company. Well, it doesn't seem like big companies are hiring anyway, with all these layoffs and stuff, but maybe things will get better some day and I must have a nice portfolio ready by then.
Maybe the best alternative is to do something like Luca Galante did with Vampire Survivors. He worked full time as a software engineer, like I do, and couldn't do art either. So he started his project using open source art assets from OpenGameArt, and employed his skills with front-end and UX design to make the game shine with a simple, yet incredibly fun interface. It worked out perfectly: Vampire Survivors is a big indie success. I'm no front-end/UX programmer, so I don't know if I could shine in the way he did, but I know a lot about back-end programming. Maybe I should use open source art and focus on making a simple yet fun multiplayer game, polishing all aspects about network latency and server stability? I wonder if that would work out as a successful commercial indie game...
Sorry to get so much out of my chest this time: I didn't even write about ShuttleShamble. The project is doing fine, I've been pushing to the repo almost every day since last blog update. I decided to go with C file pointers instead of C++, since they're used by other libraries required by this project (SDL, tinyxml2, xxHash). Right now I'm working on a asset file manager to minimize disk and memory usage. This is important once you consider memory constraints on the Miyoo Mini and other similar handheld Linux game systems.