this post was submitted on 13 Oct 2024
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Godot: The open source game engine

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The original was posted on /r/godot by /u/Faintful on 2024-10-12 16:55:30+00:00.


Hi everyone. A long time lurker here! I thought it time to share some learned lessons in return for all the valuable advice shared here.

Context

I'm currently close to 30 years old and have been developing software since my 10th year. Starting from creating websites and writing backends in PHP and building my first applications in VB6 to software development in Java and C#. During the years I always had spurs in game development, so I've experimented with a lot of different frameworks and libraries. I studied CS, worked as a software engineer and as an architect and currently work in IT management. Only when I quit development as my job, I had fun in developing as a hobby again.

I find the context important because an ambitious project as developing an MMO takes a lot of different skills that might lead to a finished product. I'm glad I always have a steady income as an indie developer and would never encourage anyone to quit their job and become a developer instead.

I came across Godot, played with it and for some reason it immediately clicked. Especially the combination of Node2Ds and Controls made it easy for me to create something tangible instead of an experimental tile map render using a more low level game development library.

My game idea

I loved Habbo. I loved socializing, trading and simply loved the style. I'm mostly into 2D games myself and was always a sucker for pixelart. During COVID19 I started my project to bring back the oldschool era of Habbo on a modernized platform. Reduce the complexity of the game and bring back a less-is-more vibe. It was my nostalgia driving the development and this would also become my initial business model: appeal to the millennials that now long for games of old and do it better than money hungry companies that do not engage their community while being as transparent as possible.

In retrospect it is hard to convert a "gut feeling", a passion, a hobby into a steady business model. I never thought about challengers in the market, running costs, long term legal structures, I just built. Perhaps this is what makes it possible to develop a game of this scope for 3 years: breaking problems down into smaller problems to make them tangible and not be suffocated by what could, should or would be. Thinking too big, or thinking about too much at once is definitely what made me need a break (of several weeks) until I was able to think clearly again. When I worked in an agile team, our scrum master always coached us at breaking problems down into smaller problems and these kind of experiences helped me throughout the years. I would advise anyone to tap into those experiences and see what might be helpful for you in your situation.

Components of an MMO

An MMO requires so many components but I'll name just a few:

  1. Infrastructure. Favour cloud providers over DIY! SaaS or PaaS solutions (I use Azure) allow you to focus on things that support your core business: your gameplay.
  2. Client-server architecture. What protocol? What messages to define? How do you make your server authoritative and when? Isn't your client/server too chatty? Do you have proper decoupling?
  3. Web development. Your game needs a website! And it needs to be engaging. And functional. And oh yes. People need to manage their account! And what if they forgot their password? Oh... you also want them to purchase your digital goods right!?
  4. The client. Yes, that's where Godot comes in. This is where the gameplay and the user experience comes to life. For me it has been a great ride, but development of both the server and client simultaneously is and was a crazy ride for sure.

All my experience throughout the years allowed me to bring those components to life. If I didn't have this previous experience, I wouldn't be where I was in 3 years. Taking the time to learn setting up all those components from scratch would simply be too much for a single person. My advice would be to think critically about this when you are working on an ambitious project. Identifying the necessary components and look at your personal skillset allows you to identify the gaps. Use these gaps to tap into your network. Who might be able to help you? And don't get me wrong. Ambition is good! People may call you crazy, but I'm a dreamer and I think many of us are alike in this space.

Building a community

I shared my development in r/Habbo which allowed me to build a small community of over 250 people through the years. And honestly, I simply suck at marketing and bringing people in. It has been my biggest blind spot and I found and still find it hard to delegate this. It is your work that is judged as soon as it gets out. I'm constantly doubting whether it's good and fun enough. But then again, it is better to get feedback early or fail fast than to spend all this time finding out no one likes your game. I would advise anyone to take this leap as soon as possible. Stay critical of yourself in this process. I received (positive) feedback and listened. This allowed me to improve the game. It also strengthened my way of working of being a transparent and community-engaged developer which tied in with my business model.

My greatest challenge

Last June, Habbo released a nostalgia-driven oldschool server thus destroying my nostalgia driven business model. It lead me to lose all my motivation. There was no reason to continue development as someone else did it better with more resources and they had the community already. I even enjoyed their game myself! I didn't post updates in my Discord community and people kept leaving the server. That gnawed at me and I opened the discussion with my community. People kept on mentioning that my game on mobile would be the ultimate combination. So last month I pivoted for my game to become a mobile game. Godot made this so easy and just within a month of work I have now submitted my game for review in the Play Store. I made the conscious choice to initially support Android as that platform is within my skillset and explaining the need for focus to the community. Again, communicating transparently with community reinforced my way of working and it led to understanding. Engage that community, use your engaged users for critical feedback. They want you to succeed!

What's next?

I'm now testing with users in my community, working on a acceptable mobile experience for a Q4 release. I cannot postpone the release any longer. Postponing again would kill my motivation, so I will just put out in the world and build from there. If it fails, it fails. That's okay. It has been an amazing experience, I learned so much and had fun during all of it! And that is perhaps most important. You are not able to create fun for people, if you are not having fun doing it yourself.

Feel free to ask any questions about anything. I will try to answer any and all and elaborate on everything! For the people interested my game, DM me! This post is me giving my experience back to the community for further learning, not for marketing my game. And yes, I still suck at marketing.

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