Thank you so much for replying, all your points make sense and I wish i had come here earlier. After reading all the response I too think that I am asking for too much and small projects getting bigger has been the key problem. Last game that I stopped working on started as a side scroller but ended up being a…
Hi there, You are asking a lot but to get to the point: How do you set your project scale to be able to finish it. Seriously I would make it very very small bc even a small project gets big. Maybe set you a first milestone where the game should be playable with bare minimum specs. Like a vertical slice and then just 10% of…
How I finished and published my first game which was a clone of old school turn based strategy game (in 10 weeks): 2 people. Myself doing art, sound, and level design. Partner writes code. Game design is almost carbon copy of decades old game, which itself was copy of a board game. Only difference was we stripped out half…
Thank you again, will surely look for some coders and someone who can do asset work in the late part of the production. And I have already started the prototype so thank you for the motivation to all of the people who said some really cool things. Gamedevs only understand the problems we face, rest all motivational videos…
Thank you for replying, I think I should have phrased myself a little better because it looks confusing what I meant is just the art style like clash of clans and not the game type, which anyways I am not thinking about at the moment after reading all these replies. And I won't even think about making a game that big at…
Unity and Unreal can both get the job done so it really depends on which one you are comfortable with. It sounds like Unreal I would probably go that route. I totally agree with rollin and it seems like you have come to the same realization, keep it small because even the simplest game has a way of turning into something…