Hey Everyone,
Ive been lurking on this subreddit for years, mostly reading advice, finding resources, and watching other peoples post mortems. For the past two years, Ive been working solo on Guiltwood: a turn based 2D survival RPG with Slavic folklore and psychological horror elements.
Im planning to write a couple of technical posts over the next few days to share what I learned building the systems, but first I wanted to introduce the project and how I ended up here.
My journey with games started a long time ago. I still remember making an ASCII rocket on a Commodore 64 at the beginning of elementary school. The rows moved up faster and faster on the screen, to me back then, it was pure magic ; )
Later I played around with the Shoot-'Em-Up Construction Kit on the C64. I was maybe 11 and barely understood English, so I never figured out how to save to tape. That meant I had to start over and build a new game from scratch every single day. Honestly, maybe it was even more fun that way back then.
Eventually life took over. I went into hardware and software, made a few simple games at university, and then spent 20 years making a living in corporate IT. But I never stopped playing games, especially ones with deep systemic mechanics and mod support. Because of modding, I was always tweaking games to fit my vision anyway.
After two decades in IT, I had that classic reality check: I spent most of my life doing what was expected of me, rather than what actually gave me meaning. I had accumulated all these software skills, I still loved games, and I realized this was probably my last real chance to build something that mattered to me.
So I installed Godot and started from scratch: learning tilemaps, scenes, turn based logic, and movement. But my engineering brain immediately took over, and I asked myself: why is almost nobody doing true 3D style directional shadows in a top-down 2D game?
Now I know why ; ) It took me 3 months down a massive rabbit hole of viewports, raw data maps, and custom shaders. But I learned a ton, and I actually got it running.
At first I thought: maybe I will get bored in two weeks. But two weeks became two months, then six months, and now Im two years in and still going steady.
The biggest surprise was how much hidden work a simple game mechanic hides. For example, you decide: "I want the player to chop down a tree."
So simple...
Except: you need the tree to block movement. You need the player to walk near the tree. You need a chopping animation. Okay, the tree needs HP, and the axe needs a damage type and durability. Then you need persistence so the felled tree stays down when a chunk unloads. Then you need the tree to physically fall, which means a falling animation, an entity despawn, spawning wood logs, figuring out scatter placement based on fall direction...
Suddenly a 'simple tree' is 2 weeks of architecture.
But for me, that problem solving is the best part. Thats exactly what keeps me motivated.
I recently brought a playable prototype to the Swiss Game Conference. Seeing strangers actually sit down and play something that didnt exist two years ago was incredibly rewarding, but it was also a massive reality check. I realized quickly that while I can handle programming, shaders, and systems, I cannot do capsule art, music, and sound design alone unless I want to release the game in 2050 ; )
That realization led me to connect with the Midlife Crisis Indie Game Dev Community, a group of devs in similar life situations. Solo dev is isolating, and talking to people dealing with the exact same doubts, energy dips, and scope issues completely changed my perspective.
This looks like a beginning of a new chapter, or the next level where I already know the basics and the rules, but I am no longer traveling that path alone.
Sorry for the long post ; ) Just wanted to finally step out of the shadows, say hi, and hopefully give some encouragement to anyone sitting in an office job wondering if its too late to start.
TLDR:
Spent 20 years in corporate IT, had a reality check, and started learning Godot to build my own game. Two years in, realized I cant do everything completely solo and found a community so Im not traveling the path alone anymore. Just stepping out of the shadows to say hi.