In response to a pretty high quality developer for Game-Guru saying he was done with Game-Guru after making a fairly phenomenal piece of work, I replied with something I think a few more would benefit from.
Example of his work:
|Game is 'Cold Contract' by DuchenKuke|
So I'm posting it here too :)
"I'll just throw this out there:
I've used a lot of different game engines over the years. I've worked in modding the original quake 1 engine going back to 1997/98 making a 10000 line AI program (500 pages or so of code) which someone else took to use to make the core 'reaper bot code' everyone knows and loves, worked in the MW4 engine making a mod called siege that the developers then used as the basis for a new multiplayer mode they added in the black knight expansion, I've worked in pie 3d gcs DOS/windows (required learning fortran/forth for ai programming!), worked in Acknex 7, 8 using their Lite-C system.
More recently I've worked in Unity, Unreal, heck I even played around in Lumberyard (not recommended for the average indy dev, btw) ... but the one thing that is a CONSTANT for all engines:
They all have problems. Every single one has stupid, obnoxious problems that require constant mucking around with to make them function. GameGuru is no exception.
That said, when you've exhibited the level of proficiency you have and then drop a project because you're frustrated with the errors - I get that, I do.
However you are going to run into problems in other engines too. I recommend taking a short break then getting back to it. Finishing a project, no matter how bad it is, is a skill a lot of indy devs lack. I myself suffer from 'I got bored and annoyed' syndrome. In spite of that, if you want to be successful you have to power through it and grind it out.
Use innovative solutions to deal with your memory issues or problems with long load times.
Also, best advice I can give for fixing your errors:
Read the log files! Enable logs if they aren't setup to (I think you have to modify a setting in setup.ini) and read the logs. There's a lot of info in there that's pretty plain to see like 'error loading model such and such.'. Great - then remove that model! Done. Problem solved.
I've made a lot of games I don't release that are just private endeavors. I'll post my most recent one here shortly, which has a whole 'five nights at freddy' vibe to it. It's all doable. It requires testing and fixing. It requires reading log files. It requires 'adding things the standalone builder missed'. It's all there part of the game making process.
In the end I have functional games that play well. You will too, if you don't take the easy way out and quit.
Good luck either way, I enjoy your work and look forward to more."
Unrelated, on an aside I have a lot of really great coding projects for Game-Guru in the works. Then I will, most likely be taking a move up to bigger and better things by adding Lua functionality to Unreal 4.18 and bringing my coding skills with respect to Lua over the Unreal. My most major hangup with Unreal has been that god-awful blueprint system. I get it's meant for the non-programmer but I don't like being stuck choosing that or straight up C++. No ... thank... you. Call me spoiled, but Lua is just so damn nice it's hard to not want to KEEP working in it once you get a handle on it's dynamic typing.
Projects should be complete within the quarter. I also have a larger, longer term project being done for Game-Guru that only a few are aware of. Once I get further along (80% of the way) I'll post here about it. In the meantime the current rash of projects to watch for on the forums and TGCstore will be:
- A very easy to use camera scripting system
- A roguelike toolkit
- Another toolkit I refuse to mention currently (separate of other project I won't mention).