after some struggling with SFML decided to go through Unity for 3D game making.
if you're struggling with 2d, going 3d was probably premature.
but even for small part is very time consuming and from the day that i have started unity i was struggling with meshes, textures,rigging ( i don't even start work with audio and lighting lol) and graphic stuffs
yes, there are number of parts required, even using unity - meshes, textures. animations, etc. If you don't have turn-key assets ready to go, creating them can take a lot time. That's why there are usually more artists than coders on a dev team.
i was planing to become at least programmer but i put many days to make basic meshes and textures, and cant get desired result and implement my ideas and i'm tired little bit.
bank on a least a year to learn coding, and a year to learn modeling before you've learned enough that you can get decent results in a decent amount of time. even better results = additional time learning more code and art skills. Its normal to get discouraged trying to learn it all at once. See if you can find some public domain assets to use as placeholder graphics, so you can get on with learning unity. you can always improve graphics assets later.
last night i was thinking that my ideas are bigger than me and its not good for single developer, that might be the problem.
start a new topic in game design, describing the game type, and the "number of's" in the game - IE how many kinds of monsters, weapons,classes, whatever. IE the scope. and ask "how long for one dev once you had the skills and tools?". then just add the time required for you to learn the skills, if the result is too much time, then the game is too big.
how to work when you have little skills on some areas and have good and successful future when you are alone.
You keep developing those skllls - you never stop. Continual sharpening of the saw. Making games that sell well is also rather important.
i mean not all of the game developers do programming, modeling, texturing, rigging , animating ,sounds , lighting etc.... right?
I would be about the last one left. Last of the Lone Wolves. I've been coding games since 1978, and PCs since 1981. i started as a designer, president of the wargame club in high school. then i learned coding. then 2d graphics programming, then 2d artwork (paint programs), then audio programming, then 3d graphics, then modeling and animation (3dsMAX, truespace, blender). Music is a hobby, so i write all my own music and usually make my own foley effects. I've done about 3 dozen major versions of about half a dozen games over the years. Two of those games (SIMTrek/SIMSpace and Caveman) did / do quite well. Since i'm a lone developer, i try to make use of public domain assets when possible to speed development. except for code - band-aiding together a bunch of 3rd party libs of questionable stability is not my idea of good engineering. I only use 3rd party code that i understand and know is correct. Usually i end up having to use parts from two examples to get one correct example. The only time i used a 3rd party lib other than directx was some commercial telecom lib for direct dial-up peer to peer multiplayer in the early / mid 1990's.
i have little time to learn and do all stuffs
few do. most pick a sector they prefer and stick with that - IE coding of some sort, or creation of graphics assets of some sort (level maps, models, meshes, textures, animations, etc), or music/foley art.
even if master some areas i can't make living with game developing because there very little companies that i could work for them here. so i have to work alone.
or move to where the jobs are - that's what most people do in life. you live where the jobs are.
what do you think i must do?
1. post that question about the scope of your planned game and the time required.
2. get a day job to support yourself while you learn to make and actually make games.
3. check into schools to help you learn skills and get a "degree" that's worth something at a real game shop - if there even is such a thing.
4. check into moving where the jobs are - once you have the skills to land the jobs.
5. if relocation to join a real game studio is not an option, you'll have to fly solo at least at first. hone your skills. select a title you know you can do better than anything else like it out there. "yet another whatever game" doesn't cut it. then work smart, not hard. PD assets and asset reuse vs months of modeling, for example.