They've always said to start small. I've been coding and doing game projects since like, 1992. If this small project thing works for you then by all means. For some though, attempting something big, even if you don't finish, helps you learn A LOT. So eventually you do kind of learn to scale back your ambition. You know what the funny thing is? Eventually you do the small games. If you had started with small games first, you might never get that interested in it. It really depends on the type of person you are. I don't knock either approach.
So it was about that time that I had a 486dx2 66... With my first SVGA display... (And a mechanical keyboard ;) )... What language did you use to code at that time ? I was heavily using Turbo(Borland) Pascal, with a bunch of inline assembly there and there... I also did a "flat memory dos extender" in Turbo Assembler to load my Pascal programs with the fs/gs registers descriptors mapped to have linear memory addressing... But when I used Watcom/C, I started to use Tran's "P/Mode" (Thomas Pytel), a demomaker piece of art.
Hey, thank you very much for posting this comment! You just opened my eyes. I've always been afraid of starting new project because how it would be just another unfinished project piled behind me, but I can see the light behind unfinished overly ambitious projects now. I've always though that all the time I've spent on my unfinished projects were a waste because how there were nothing to show to others at the end, but looking back I can start to see that those projects are the one that made me learn about programming the most. I'm now very motivated to work on another overly ambitious project which I would most likely abandon again. Thank you!
1:46 is so relatable, ive done it so many times i can barely count the amount of unity projects i have in unity hub, its absolutely ridiculous. Great video, and keep up the good work :)
as someone who is still working on his first "ambitious" project after 3 years with no discipline the key for me was enjoying the process & thinking about it as a game of progressing & solving puzzles(bugs)
0:53 - Yeah, nothing better than a real cherry keyboard. "In my days" circa 1989, we didn't even have 3d hardware, so we had long time developing software rendering, but it was cool... I always aimed "high", because "in my days" we didn't have internet access like today, so the chances to publish anything were close to zero... So I didn't finish a lot of "games" or "tests" or whatever, but it was not so important because it was an exercise purpose. I learned a lot of things just failing to complete my initial ambitions, although I managed to complete PART of the ambition: some special effects, displaying a landscape in 3d etc. But of course the "interactive" part was often dropped when the "technical achievement" was done. Also "in my days", I was part of the ones who bought tons of academic books to read, read and read again. And nothing is better than some books. I guarantee you that "internet information" and tutorials don't worth to bother with them... Although "in my days", the few internet we had, was UseNet, forums, where you could get at the time "top tier" info, without the noise of today... comp.graphics.algorithm was a mine of information to me, and some other newsgroups. Enjoy your ride in the digital creative world.
Awesome video and sadly very relatable right now. Im still in my early days of programming and Im currently trying to get used to Unity and learn new things. For me with my day schedule and lots of different things I never find the time when Im motivated and am motivated when I dont have the time to work on a game. Im trying, but not trying enough I feel like. But this video atleast showed me that I am not alone with this and its a common thing to occur. I just need to make some time for my games so I can improve. Awesome videos Thank you so much!!
When I started game development, I too started making the game that I wanted to make right off the bat instead of smaller games and in doing so, it was a great learning process and I simply learned things at a faster pace. When I got stuck, I simply went to forums that would help me with my code with whatever I was trying to do. I started out making a Kung Fu type of game like what was on the original Nintendo. I started out using a game programming framework called BlitzBASIC.
I think the advice for making something small is a bit overstated! I like your advice, just take it one day at a time and work on what you want! I have seen solo developers make some pretty remarkable games! (Minecraft, Sapiens, Shotgun Farmers, Stardew Valley)
After many years I don't have an intent to make a game anymore. All I do is trying to recreate some mechanics from other games, try new features and other stuff which I find interesting
See everyone tells me to make smaller projects ... but the thing is i dont want to. Got nothing against smaller stuff, i have a project i wana make and thats it. *my issue is more i restart the same project over and over again* abd of course complexity.
'back in my day' and 'Unity' are hilarious when put in the same sentence, I have to give it to you, kid. Back in my day, there were no game engine, what about that?
That's why I quit this kind of software development. IT is a kind of job respects no past experience. You are on a rate race constantly until you are obsolete and forgotten.
They've always said to start small. I've been coding and doing game projects since like, 1992. If this small project thing works for you then by all means. For some though, attempting something big, even if you don't finish, helps you learn A LOT. So eventually you do kind of learn to scale back your ambition. You know what the funny thing is? Eventually you do the small games. If you had started with small games first, you might never get that interested in it. It really depends on the type of person you are. I don't knock either approach.
I personally think that when you attempt a project which is too much for you, you are pushing yourself and learning more that way
@@iamnobody8 - Somewhat agree :-)
So it was about that time that I had a 486dx2 66... With my first SVGA display... (And a mechanical keyboard ;) )...
What language did you use to code at that time ? I was heavily using Turbo(Borland) Pascal, with a bunch of inline assembly there and there... I also did a "flat memory dos extender" in Turbo Assembler to load my Pascal programs with the fs/gs registers descriptors mapped to have linear memory addressing... But when I used Watcom/C, I started to use Tran's "P/Mode" (Thomas Pytel), a demomaker piece of art.
Hey, thank you very much for posting this comment! You just opened my eyes. I've always been afraid of starting new project because how it would be just another unfinished project piled behind me, but I can see the light behind unfinished overly ambitious projects now. I've always though that all the time I've spent on my unfinished projects were a waste because how there were nothing to show to others at the end, but looking back I can start to see that those projects are the one that made me learn about programming the most.
I'm now very motivated to work on another overly ambitious project which I would most likely abandon again. Thank you!
@@yosuanicolaus - Obviously you should still look to complete projects, however, it's never, ever a waste!
You've come a long way!! Thanks for inspiring other game devs like me
1:46 is so relatable, ive done it so many times i can barely count the amount of unity projects i have in unity hub, its absolutely ridiculous. Great video, and keep up the good work :)
I love devlogs where I get to see projects that were completed and published! Great work semiKoder
as someone who is still working on his first "ambitious" project after 3 years with no discipline the key for me was enjoying the process & thinking about it as a game of progressing & solving puzzles(bugs)
0:53 - Yeah, nothing better than a real cherry keyboard. "In my days" circa 1989, we didn't even have 3d hardware, so we had long time developing software rendering, but it was cool... I always aimed "high", because "in my days" we didn't have internet access like today, so the chances to publish anything were close to zero... So I didn't finish a lot of "games" or "tests" or whatever, but it was not so important because it was an exercise purpose. I learned a lot of things just failing to complete my initial ambitions, although I managed to complete PART of the ambition: some special effects, displaying a landscape in 3d etc. But of course the "interactive" part was often dropped when the "technical achievement" was done.
Also "in my days", I was part of the ones who bought tons of academic books to read, read and read again. And nothing is better than some books. I guarantee you that "internet information" and tutorials don't worth to bother with them... Although "in my days", the few internet we had, was UseNet, forums, where you could get at the time "top tier" info, without the noise of today... comp.graphics.algorithm was a mine of information to me, and some other newsgroups.
Enjoy your ride in the digital creative world.
i find your use of quotation marks "disturbing"
@@scvpest It's one of my writing traits that I fight. It might be a coder 'bias', quoting "words", since my young age.
@@garryiglesias4074 hey it's cool man :) im just poking a little fun and besides it enticed me to read the whole comment
Awesome video and sadly very relatable right now.
Im still in my early days of programming and Im currently trying to get used to Unity and learn new things.
For me with my day schedule and lots of different things I never find the time when Im motivated and am motivated when I dont have the time to work on a game.
Im trying, but not trying enough I feel like.
But this video atleast showed me that I am not alone with this and its a common thing to occur.
I just need to make some time for my games so I can improve.
Awesome videos Thank you so much!!
When I started game development, I too started making the game that I wanted to make right off the bat instead of smaller games and in doing so, it was a great learning process and I simply learned things at a faster pace. When I got stuck, I simply went to forums that would help me with my code with whatever I was trying to do. I started out making a Kung Fu type of game like what was on the original Nintendo.
I started out using a game programming framework called BlitzBASIC.
I started with Turbo Basic in '89, then quickly switched to Turbo Pascal, then circa '94, I started to do C with Watcom/C.
These videos are very entertaining!
do i keep the 69 likes count or do i like the video?
thanks, it actually let me through so i could download it.
2:06 i feel like im being called out here
I think the advice for making something small is a bit overstated! I like your advice, just take it one day at a time and work on what you want! I have seen solo developers make some pretty remarkable games! (Minecraft, Sapiens, Shotgun Farmers, Stardew Valley)
Ahhh the good ol' Unity 5. Congtatulations on making this far 👑
I used Unity back in 2013-2014
It is so different now
It was nice to see how you improved. Keep it up!
0:52 ooooooooooo that keyboard 🤤
nice keeb bro, sounds THOCKY
After many years I don't have an intent to make a game anymore. All I do is trying to recreate some mechanics from other games, try new features and other stuff which I find interesting
I'm so glad that semicoder is safe and sound making another video!
when you fucking see it
See everyone tells me to make smaller projects ... but the thing is i dont want to. Got nothing against smaller stuff, i have a project i wana make and thats it. *my issue is more i restart the same project over and over again* abd of course complexity.
Thanks.
that's inspiring 😄
Love your content :)
Noice keyboard very thoccy
Custom keyboard?
Yep
When you see it
nice ;D
I've been dabbling in game development and most of my games have one crucial, consistent flaw - they're terrible.
7:27
WYSI
'back in my day' and 'Unity' are hilarious when put in the same sentence, I have to give it to you, kid.
Back in my day, there were no game engine, what about that?
Yeah back in my days we used Turbo Assembler...
@@garryiglesias4074 strings are for suckers anyways! 😅
Big mistake: you just learned unity
That's why I quit this kind of software development. IT is a kind of job respects no past experience. You are on a rate race constantly until you are obsolete and forgotten.
first and nice
god bless u xdd
Please dont Speak to yourself in Third Person. Thanks!