My advice for anyone else working on their projects: WORK WITHIN YOUR LIMITS. While it is tempting to go right in and try and make something very fancy, starting with something basic that you know you, ON YOUR OWN, can achieve is important. Many of my other projects stagnated because I ran into something I wanted to do that I just wasn't experienced enough to do, or required someone else's expertise. Once I finally decided on KilaFlow, a very simple platformer with lots of room to expand upon it's simple mechanics and design, I suddenly was able to pump out and extremely feature packed demo in only a couple months. Lean into your strengths, and if you encounter something that's giving you trouble to learn or implement, back off. Work smarter, not harder, you'll figure it out some other day once you understand your engine more by completing the development of simpler games in it first.
This is to say, if you're good at level design for example, lean into that instead of fancy visuals or complex systems. Just good at character design, make something more character and visually focused. Play to your strengths, and develop skills around those strengths so you can slowly lean into others via what you know best. We all learn certain things better than others, so don't force yourself to do something you haven't gotten a proper grip on if you just want to get something out there!
- Final thoughts? I try not to think too hard, I tend to just focus on doing stuff! Thinking can lead to overcomplication, so I prefer to go with the flow. Though I suppose every now and again even I have to spend a day just sitting down and going "can I do this? how will I do it? do I want to? how long will this take? how will I pay rent? what will the taxes be like". That kind of stuff is kind of important for developing games, I guess.
While you're at it, I advise everyone to try Godot's 3d engine. It exists. It's good!
- Mason
https://store.steampowered.com/app/2927510/KilaFlow/
https://www.kickstarter.com/projects/chaokocartoons/kilaflow
❤️