Being a solo developer is a double edged sword. One the one hand you get complete freedom when making decisions. But, on the other hand you can become too emotionally attached to ideas you have invested too much time in. Not only that, I think it's a pretty common problem for us to bite off more than we can chew. We'll have grand ideas of what we would like to create but ultimately between real life commitments and finding the time to work on a project - those ideas usually are not that feasible without a team.
I've been having a strong internal debate for a while. Stylistically I really wanted to create a 2D pixel art game. At the beginning it was really fun getting the basic sandbox of my game going. As I started to plan the game out I started to draw up the assets for it. Talk about biting off more than I can chew. 2D pixel art does not happen quickly. If you aren't proficient at it... the time it takes to draw up acceptable sprites can be pretty long. I've spent countless hours in photoshop drawing up naked sprites that I could paint clothes on, etc. The inevitable happened and I got pretty burnt out from doing something that was necessary but ultimately not that stimulating for me. At the end of the day I enjoy coding a lot more than doing the actual design stuff.
Progress on the game stagnated.
A few months passed since I did any serious work on the game. I ended up installing the most recent version of Unity 3D and figured I would mess around with some 3D stuff just for fun. One thing I noticed was how much quicker I was able to get something up and running that I was pretty happy with even just using assets I downloaded from the Asset store in Unity. I spent a little bit more time tinkering and getting the hang of 3D graphics. All of the games I have done in the past for fun have been 2D games and I never really delved deep into 3D stuff.
As I started to scour the asset store looking at 3D assets I started to realize how much amazing work people are putting out at extremely fair prices. I realized I can treat the asset store as basically hiring a team to help me develop parts of my game that I am not interested in putting time into as I would rather actually focus on the core aspects of what will make my game unique.
I ended up purchasing a few assets. One of the main things that I picked up that has made a massive difference is Procedural Worlds Gaia, GeNa 2 and Path Painter. Money well spent I must say. After about 5 minutes of tinkering I was able to create this game world. Wow! That is pretty damn impressive and I don't need any knowledge of how to use 3DS Max or Blender. I love it. It's crazy how fast these game engines are growing and allowing a person like me to actually make their ideas become a reality.
I am extremely excited to get a playable sandbox going that I can build off of for my game and test out my code and ideas. I think in about a weeks time I am going to absolutely obliterate the progress I made on the 2D version of this game.
If you want to make something on a larger scope, don't hesitate to look into using third-party tools that will help streamline your progress. It isn't essential for you to code every single element of your game. If that is what you want to do, more power to you though. But, ultimately you have to weigh how much time you are able to commit to a project and what kind of progress you want to see from your idea.
Until next time.
Niko @ Chernobog Studio
lol, picking nits a bit aren't we?
So, by your logic, nobody that uses a compiler is a lone developer either.. Nice.
Everybody has a team now!!! WOOOO!!