Did you know? Game development is hard.
When I was growing up, I loved videogames. I played them all the time ever since being introduced to Super Wario Land on the GameBoy (although back then, I couldn't afford my own games, so my neighbors and I would take turns borrowing my aunt's GameBoy -- you had to supply your own AA batteries of course).
I actually started game development a little too late in my life. Just a few years ago actually. Damn, if only I started 10 years ago. Oh well. Don't have a time machine to fix that little mistake.
Started with Unity (probably like a ton of other basic bitch game developers). Dabbled in a few Godot projects in the past year after that whole Unity runtime fee debacle. It's a nice little engine. Compact. Lightweight. The programming language is pretty easy to pick up as well. I'll probably try out some other smaller projects with it in the future.
But man, while I've developed a love for game development, I gotta say...it kicks my ass a lot of the time. I mean disregarding the compilation times and the occasional crashing, the most difficult aspect of it is just
The whole damn thing.
There are so many pitfalls you can find yourself falling into. So many previously unthought-of obstacles. I refer to the door problem. It's essentially just a list of things you don't normally think about when creating something as trivial as a door, which is a common object in games. As a player, you're kept hidden from a lot of these background things, and so you think that a door is a pretty straightforward thing to implement. It's not event the most difficult task you can encounter, and you'd still run into numerous bugs or other unintended consequences of your poor choices in life.
It is a tiring, troublesome, thankless work. But somehow, each time I get burnt out from it, it finds a way to pull me back in.
I'll probably update this blog with some WIP projects in the future. Or not. Who knows?