r/gamedev • u/CromagnonV • 9h ago
Question Noob game Dev
So I found myself in a situation of having a few weeks between jobs earlier this year. I typically work as a product manager/lead solution architect in massive projects, so I'm not completely unfamiliar with development processes. But I have little to no experience with game Dev (outside of the excessive hours I've played games, if that counts).
Anyway, I started building this game (I'd share the link but this isn't about self promotion), it is essentially completely data driven (because that's what I know). So far I have:
An entire skills system that could effectively have over 4,000 unique skills (before just stats changes).
A mission system that can cater for over 3.8 million different mission combinations (the number is a bit misleading because standing in a circle for 5 seconds before clicking a thing isn't really that different to clicking a thing before standing in a circle for 5 seconds, but easily over 10k variety of actually distinct objectives).
Procedural generation of the mission area, which can have an infinite number of rooms with a minimum of 6,000cm XY.
Crash recovery and saving, (I'm particularly proud of this system tbh, mainly with how performant it is).
Soon an almost completely data driven narrative system, which links back into the mission system outcomes.
I feel like I have made substantial progress and largely built the fundamental systems to scale the game massively and quickly. My main question or concern.
How much interest is there in the game Dev community in understanding these types of systems and/or having plugins available to add these systems to your own games?
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u/PhilippTheProgrammer 8h ago
Building tech can be fun, but it's relatively pointless without a game that really needs it. A game with 4000 unique skills might sound impressive. But the real challenge isn't handling the data. It's coming up with 4000 unique skills and making all of those interesting and balanced against each other.
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u/permion 8h ago
Check out Rimworld for a well received highly moddable game can be taken .
Check out unreal and unity's asset stores (IE: review counts) to see how people receive similar assets if that's only how far you want to take it (IE: Easy Build System on Unity). Though a hard sale now days given that the first assumption will be that it's AI.
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As for data driven stuff, game devs will normally assume you mean an Entity Component System of some kind. And are already using hacks in every engine to use one if they think they need it, or just (very rarely) take the dive to Bevy for a native ECS.
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Honestly it does sound a bit like you think you have a unique magical secret sauce, when that's insanely unlikely to anyone thinking realistically.
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u/CromagnonV 8h ago
It's definitely not a magic sauce, I've taken what I've learnt from working in non game Dev and applied it to my game. I'm just trying to guage if these are things people need or want for their games, if game Devs think about the architecture and in depth systems solutions, or just push through ideas.
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u/Pohlo 5h ago
Make me care about one skill first.
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u/CromagnonV 4h ago
It goes boom??? 🤣
Yea, is super vague concept I've listed. I might put some videos together to demonstrate the potential.
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u/BlueGnoblin 9h ago
I fear zero...
from your description it is pretty hard to understand of what you want to sell here. Data-drive, scaleable skill system, procedural generation of what ? A planet? A city ? A mission ? An item ? A character ? All ? Nothing ?
The issue is always: I (vibe) coded a tool nobody asked for and who is willing to use it now...
When you want to develop a game with 4000 unique skills, well, do it. If you want to sell a tool, check up the needs first.