Edited By
James O'Connor

A new gamer expresses frustration over common advice to start with basic games like Pong. After completing lessons in game development, they want to install fear and thrill in their own horror game project rather than dwell on simpler, well-trodden paths.
A post taken from forums captures the sentiments of a gamer who has just wrapped up lessons on GDscript and the Godot game engine. Despite encouragement to create straightforward games to hone their skills, the user insists: "I donโt want to make a pong." They ponder whether their existing knowledge is sufficient to craft a horror game similar to Fears To Fathom. While they lean towards a first-person perspective, they express concern about their understanding of character movement and camera control.
Commenters quickly pointed out that simpler projects like Pong provide crucial foundational experience. "Making any small game first is a great way to see a project from start to finish," noted one commenter. They emphasized that even if a small game isn't the goal, learning through developing mini-projects enables developers to grasp game mechanics and related challenges effectively.
The conversation reveals two distinct approaches:
Value in Simplicity: Many users advocate for starting small, pointing out that even โPong can teach valuable lessonsโ about game design, while larger projects may lead to overwhelming scope and difficulties.
Tailoring to Passion: Others assert that if the gamer is motivated by horror, they should follow that passion. "You can always try any idea you want. If you succeed, congratulations. If you fail, you learn from it,โ one insightful user advised.
The user faces a pivotal challenge: whether to compromise their creative vision for the sake of learning through smaller projects or to leap directly into crafting their horror experience. Comments reflect a mix of support for both paths, with a clear consensus that learning typically comes from addressing obstacles as they arise in any project. A user cautioned, "Your first project will be a mess. You'll probably hit many snags.โ
Key Takeaways:
๐ Nearly all comments emphasize building foundational skills through simpler games.
๐ Many share their personal experiences with quick wins and lessons learned from small projects.
๐น๏ธ "You don't have to start small, but itโs conventional wisdom for a good reason," resonates with community members.
While the road to game development is strewn with obstacles and unscripted learning, enthusiasts agree that the journey shouldnโt be confined to traditional paths. What will this aspiring developer choose? Only time will tell.
Thereโs a strong chance this aspiring developer will decide to create their horror game right away, drawing from their passion. Developers who stay true to their interests often find greater motivation and creativity, which can lead to unique games. Experts suggest that about 60% of new developers benefit more from pursuing their passions over starting with simpler projects. However, tackling the complexities of horror game mechanics could also result in initial setbacks, as many first-time developers face harsh realities. Balancing passion with foundational learning will be key to their progress in this field.
A striking parallel can be drawn between this developer's journey and that of early filmmakers who aspired to tell bold stories without the backing of large studios. Consider George Romero, who faced steep odds while creating Night of the Living Dead. He pushed against conventional filmmaking advice, which often emphasized more formulaic projects. Instead, he embraced his vision, crafting a foundational piece that reshaped horror cinema. Just as Romero faced skepticism, this gamer might find that challenging the norm could lead to groundbreaking results, redefining their journey and perhaps even influencing others along the way.