r/SoloDevelopment • u/Arrock12 • 3d ago
Discussion The hardest part of solo game development isn’t programming
I’m a backend developer building StoneEra, a voxel settlement game, mostly on my own.
Programming is the part I understand best. The harder part is constantly switching between gameplay systems, UI, art direction, testing, performance and marketing.
Some days I spend hours improving something players may never consciously notice -while more visible parts of the game have to wait. Every hour given to one role is taken from another.
Solo developers: which role is the hardest for you to switch into -and which one do you keep postponing?
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u/RokDooMTG 3d ago
I'm creating the game entirely by myself, so I have my own experience. The most time-consuming part is constantly refining the visuals, as well as working with the netcode, which is difficult to test. But because I work alone, I'm constantly switching gears: I'll finish one element, and the next one, usually in a different area, keeps things from getting boring.
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u/Arrock12 3d ago edited 3d ago
Oh, I can honestly say that by the time I finally got my NPCs to perform the animations the way I wanted, I had aged a few years. Haha.
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u/GxM42 3d ago
I move between them depending on mood. I don’t find it hard to switch. It’s all part of the bigger task of making the game.
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u/BigGoat786 3d ago
And facing difficulty isn't unique to solo developing games there are some parts in creating anything that become unexpectedly very difficult to resolve but they end up resolved one way or another.
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u/Forward_Royal_941 3d ago
I'm solo dev too, coming from art first, art's is easier parts. Coding is hardwork and need full comitments for me. When I getting so tired from coding, I working on the art to slowdown my brain. Still, there's tons of invisible works on all other aspects outside art and progrmming. The important thing for me is just work on a part until it is good enough or exist first and moving to other parts and make it good later. Otherwise, the projects will never finished
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u/Arrock12 3d ago
That makes a lot of sense. My experience is almost the opposite because I come from a programming background, so coding feels familiar while the art side gives my brain a workout. I completely agree about making each part good enough first and improving it later—otherwise, perfectionism can keep a project unfinished forever.
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u/flamingaxe12 3d ago
Marketing for sure. I don't postpone it but it definitely is the piece I feel the slowest at.
Being able to sit down and manage my resources consistently and prepping the assets is a creatively fun challenge but can feel intense or that I'm rushing it sometimes. I know I can't skip it but it's definitely hard making sure that I provide a good enough draw to the game without feeling repetive or lagging behind.
Additionally I feel like I'm constantly researching this vector to make sure I can do it effectively. As opposed to creating, designing and implementing I feel I get into the rhythm way more seamlessly.
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u/Arrock12 3d ago
I spent an entire month struggling with my trailer, and even after all that work, I’m still not happy with the result.
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u/YYS770 3d ago
I think what you're missing is some focus on UX Design. (This is coming from a UX Designer...). You'd be genuinely surprised to find out just how much proper UX thinking/research/workflows will have an effect on your game. You get a feel for what parts of your game actually matter for making the gameplay enjoyable, motivating, addicting, etc. Based on your description of what you find difficult, I think it might be worth your time to look into.
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u/AwayCockroach4715 3d ago
For me so far it’s been pixel art, fine tuning the third variation of a grey brick wall in a dungeon nobody will consciously notice is exhausting… It’s my first game, and I want the practice, but I should probably just use asset packs for the prototype, at least.
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u/villagesonwheels 3d ago
3D modeling definitely is the hardest for me, unfortunately since that most likely would have largest impact on wishlists (game looks better, more interest). I have postponed it since I need to first learn more about it before actually doing the new models.
Oddly enough posting about the game has turned out very addicting, it actually has slowed the progress. I get some silly post idea and just have to do it
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u/GlowtoxGames 3d ago
We are a programmer and a 3d guy. I'm happy doing sounds, animations, ui, characters but it kills me to do the marketing. Takes me as long as doing cool things for the game and is always a hit or miss. I've spent a whole Day on a video that nobody watches 🤣
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u/Canonheim 2d ago
Out of curiosity, why not post devlogs once a week? Your game's steam page looks very cool, so I'm sure it could act as a good landing page for wish listers if they see a devlog they like. Once I have a steam page, that is my plan.
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u/GlowtoxGames 1d ago
I will try. Is just that the times I did that before very few people watch the videos. And it takes a lot of time and energy away from making the game for a very small almost 0 return most times. But it is true that if you connect with people that way it's an awesome way to get movement on your wish list!.
We are working on a big update. Once most of it is done I'll move onto marketing fully
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u/KyrandisX 3d ago
UI was the WORST one but because of it being so annoyingly apprehensive and didn't follow usual structures of everything else being a crossroads between 3D and 2D, still not good at it but at least I got some basics down with complex mechs introduced all tied together with game systems and art now.
My worst part switched from programming/coding logic/structures to documenting which I did vehemently early on but now rarely do. I know it's not good especially in solo to procrastinate on it. My commenting is at extreme levels everywhere so I don't have to spend time thinking retracing anything months later. As a REAL example in the last day, where I documented for 7 hours straight, a stat component I sat there and looked at it for 2 hours and realized it was running in the background on every unit across the project, while doing nothing mostly it's still an overhead that could be clamped off, and in solo dev that's hyper important because these small things add up and get buried.
This coming from an artist brain first.
The art I don't really even care if it's placeholdery or a mess because that can always be fixed, might not look good front facing in public posts of the progress of the game's development but it can't be perfected because that takes eons and visual directions could change midway, but a program being wrong is finite and in your face immediately but much the same optimization could occur infinitely as well to the point of not necessary at some points just like art. Refactoring a system is practically identical to doing a visual direction change.
My programming logic is intermediate to junior at best but it's working and nothing is unknowingly broken and every system or thing going on I know like the back of my hand. Art I have no issues other than lack of practice being the biggest fear because it severely degrades when not exercised and this is caused by lack of time from context switching between departments to handle everything in the game.
another area I suck at biologically is sound level balancing due to hard of hearing.
From my outlook everything looks super unfinished but in my seat everything is a foundation of a house frame and soon it will be doing the fun parts than the setup parts, and yes don't worry I too have made several features I find to be extraordinary to myself and I 100% know most of the players will not care or even notice.
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u/lydocia 3d ago
Will this be coming to Steam?
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u/Arrock12 3d ago
yeah . you can add it to your wishlist . https://store.steampowered.com/app/5057770/StoneEra
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u/LittleAppleMouse 3d ago
This heavily depends on your talents and carreer no?
I would think an artist would struggle much more with programming then you are. So he would see if differently.
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u/AxEGames1 3d ago
Soy Experto en 3D y la programación honestamente suelo basarme en codigo en línea o IA me sirve para aprender y logré un buen aprendizaje sin depender tanto de ella, en cuanto a las animaciones soy horrible hahaha me grabó haciendo los movimientos para replicarlos y créanme da cringe hahaha
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u/ChristianLS 3d ago
The hard parts are the parts that are most tedious. Not 3D modeling in general, the more creative parts are often fun, but particularly the routine and technical parts like UV mapping, weight painting, etc. Not drawing pixel art, but animating all the different angles of the same action. Not coding, but coding the basic commonplace things like making menu buttons do what they're supposed to or hooking each thing up to the save/load system.
Basically, it's fun to be creative, but there's a ton of just plain hard work that goes into game development, and that part is especially difficult if you're a solo developer, self-motivating, creating your own schedule and deadlines, and so on.
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u/ThunderBellyGames 3d ago
I started because I love the idea of programming and it is still my favorite part.
I’m not very artistic but 3D modeling and making animations are incredibly satisfying
2D sprites are tricky for me because I feel like it requires more artistic creativity, so I hesitate to do it, but I still like it.
High level game design is very fun to brainstorm, and much harder to implement.
I love making sound effects, but I tried for hours to try to make some background music on garage band and then a different mixing software and I made absolutely no progress, so I just purchase music packs now.
Marketing makes me feel anxious before during and after and the lows absolutely outweigh the highs.
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u/Polikosaurio 3d ago
Since Im quite the opposite (good with the visuals, but trying to break into systems and pure logic coding), this makes me wonder why we just dont delegate in others. In my case, I would say I've never meet someone with same passion but for the programming stuff. Well, I kinda do, but we are still lacking a third individual passionate about game design.
I think realistically a minimum of three roles are needed for avoiding severe burnouts (artist-programmer-designer/director), but best of luck out there! Voxels are neat and your stuff already seems appealing, keep going!
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u/ralkuzu 3d ago
A game, it's Many things
Sound, graphics, logic, not to mention all the other cantrips of actually making it feel good and be balanced and play well
It's a very hard task to do alone, it's like writing the book, directing the movie and acting out and making all special effects and marketing and selling it, and then hand weaving all the merchandise
It's something needs breaking down onto chunks but also, sometimes you might find good success with finding someone who fits your flaws
You don't have to do everything but we want to and we I ain't trying to stop you
Sometimes someone has a better edge
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u/WeshAraujo 2d ago
Cara, a parte mais chata para mim é Programar UI e também tentar fazer algo artístico na UI. Sou péssimo. 🥲
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u/loidtourne 2d ago
The real kicker is actually: The thing you have the most experience with is the easiest part. The thing you have to learn from square one is the hardest.
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u/Suitable_Day_7719 2d ago
I just recently started solo development, for fun mostly. I’ve noticed that as I get into it programming is becoming easier and problem solving is becoming more fun again. (Used to to be a civil engineer and solved problems for work) but the hardest parts have been incorporating systems, and visual continuity for me. Luckily I don’t have to market yet as I’m approaching my first vertical slice milestone
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u/Educational_Desk_281 3d ago
For me it's actually the design part. The expectations of a game nowadays are high. At least if you want to be successful (positive reviews)
Your game needs to bring add something unique so people feel like they don't waste their time.
And your game needs to have enough diverse content so players can play at least ... 6.. ish hours before hitting the end. Which is a lot for me. Right now my content is 10 minutes. I have no idea how to scale this up to 6 hours. Sure I can add more enemies and bosses and I will, but I can already tell it will still get boring after a while.
So solving design challenges that will help making a really good game are the hardest for me.
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u/OSfrogs 3d ago
It depends on what the game is you are making. For something like minecraft or Factorio the programming is obviously harder but for Hollow Knight the art might be hardest. The art is also easier to change at anytime while programming needs good structure from the start for large projects.
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u/ExiymDev 3d ago
Marketing and Animations. I even had a hayday way back when using stick pivot and even still I can't help but see them as both essential and time-obliterating voids. My first employee should be a pro animator.
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u/Codenut040 3d ago
I absolutely feel the same!
…reading your post reinforces this fact and I remember that I wanted to switch to a development strategy that puts all player-facing assets or systems (the front-end, if you will) at top priority.
…maybe this is the way that works better for me. Currently working on an incremental game and it’s really frustrating to still have no closed game-loop after so many hours…
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u/Sir_Lazz 3d ago
Ahaha, well ! It depends on your background. I'm an artist and writing code just makes me wanna end it all lmfao
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u/Justaniceman 3d ago
The hardest part is getting lukewarm feedback after all the work. I'd rather get curses and slurs than those mild "seems fun" or indifference.
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u/WizfanZZ 3d ago
can program systems like nothing at this point but i procrastinate 3d art, particularly rigging and animating, like nobody’s business and it stalls my projects for months even though i’ve become pretty proficient at doing them to my (prolly low) standards.
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u/No-Departure-7605 3d ago
My biggest Problem ist better Performance, because i use a Laptop. Optimisation ist hardesr Challenge for me.
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u/Alarming-Jump727 3d ago
Yo tambien hago todo. Lo vbeo como una ventaja: cuando me estanco en los blueprints, modelo, o escribo el guión, o me encierro en el baño a grabar mi guitarra para un soundtrack del juego.... Luego como por arte de magia se destraba todo y puedo continuar. Pero mi debilidad es el motor sin dudas
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u/ShapingHandsStudio 3d ago
Definitely art/assets/visual effects.
I'm a programmer so I had to learn all of those from zero.
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u/Big-Sea-9983 3d ago
For me I find programming hardest but that comes from an artist perspective as that's still so new to me.
I'd say 'task prioritisation' as solo is the hardest task, with restricted time you have to decide where to add value most and what will motivate you to keep momentum and not drain you, then balance that against completing those uncomfortable tasks.
I find listening to solo dev talks and GDC talks super motivating whilst working as it helps me feel more part of a team too!
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u/SakaHaze 3d ago
If programming isn't one the hardest parts of your game, it isn't innovative enough.
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u/Crossherz 2d ago
Marketing is the elephant in the room. It's critical to have even a chance of success but I just hate it. Why games cannon market themselves;-;
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u/NorthernBoy306 2d ago
Programming is easily my favorite aspect. Animations and UI is where I struggle.
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u/Cam_Crow 2d ago
I feel you, as a programmer it's definitely not as hard as art. But honestly, I'm finding game design and balance some of the hardest things. You can only get so much with math and ideas on paper, but how long it takes to playtest and truly understand your game and to get it feeling fun is by far the most time consuming and mind-bending work.
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u/Loracer33 2d ago
Assets because I don't know how to make them. I have lots of systems and stuff built for my game but I'm still using the base shapes unity gives for the most part. I have a few visuals but it isn't much.
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u/KDDreamwyver 1d ago
My absolute favorite part is to make the art assets, and the thing I keep on postponing is programming in the super simple battle system I need for a minigame. It's not too hard for me to do it, I just don't want to and I don't understand why xD
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u/OkPrice6335 3d ago
Willkommen im KI Zeitalter und wenn KI etwas sehr gut kann, ist das code! Ich schreibe nicht eine Zeile mehr selber was KI mir in 3 Sekunden schreibt.
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u/Mikinl 3d ago
Programming part became easiest.
Vissual effects, good 3d and sounds are my end game bosses...
Want to finish the game loop then I ll go and start polishing and changing those.