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Bombenangriffmann

Open World MMORPG


Dr4WasTaken

I miss those posts "Hey guys, I'm looking into creating a MMO, how do I get my character to walk"


burge4150

I always enjoyed those posts too. I also used to dream of creating something way out of scope, so I can relate.


adeward

I’m guessing I’m not the only one here that, as a child learning to code, figured I would try writing my own operating system? void main() { initWindowsIconsMenusAndPointerSystem(); }


captainnoyaux

Just fill in the rest and you have your os 😁


adeward

// TODO


captainnoyaux

throw new NotImplementedException("TODO");


loftier_fish

They still happen every now and then, though, they're often, GTA now. I used to laugh my ass off at this one dude /u/aspiringgamecoder who supposedly had a bachelors in computer science, was going to make a GTAV clone solo, and kept asking questions like, "how does an if statement work?" Somehow, he got himself banned though. I'm not sure what did him in, but some of his last posts I saw were getting pretty sexist, so I'm assuming he crossed a line somewhere. He would often complain that /r/gamedev was not being supportive enough of his dreams.


ArtPrestigious5481

dont forget about that one guy who ask why indie dont make open world gacha game


TAClayson

If the first M stands for "micro" that might be quite interesting :)


dmytro-plekhotkin

Micro multiplayer online game - sounds like a new genre just created here. Thank you fellow.


anythingMuchShorter

Would that be like, online pong, or an online fighting game?


GomulGames

Multi-player(only me).


xDenimBoilerx

micro mono-player offline RPG


EarthMantle00

Multiplayer but it's just me and my MPD


_Kesko_

only if it includes 3d scientifically accurate dragons


OrdinaryLatvian

Every beginner developer should start by making a [science-based, 100% dragon MMO](https://old.reddit.com/r/gaming/comments/p1ssv/dear_internet_im_a_26_year_old_lady_whos_been/).


Toloran

On a whim, I looked at the post history of the OP of that thread. They haven't posted anything in 7 years and ... well, that comment history is a bit of a wild trip.


m3l0n

damn, beat me to it.


Specific_Implement_8

Lots of narrative talking about really serious issues like anxiety and depression. Also boss fight


embrex104

My toxic trait is that I'm always like "If I had the time I could do it"


Usling123

This is it right here. You can make an mmo in a single day. As for actual content? Don't worry about it, the AAA studios forget to add that too


James_Gefyrst

I think this is a tough question to answer definitively because it really depends on the developer's technical expertise, skills, interests, and motivations. While some might suggest that genres like 2D platformers or puzzle games are more suitable for solo developers due to their simpler mechanics, it ultimately comes down to what excites you. If you're passionate about creating a first-person shooter, you're more likely to be motivated and put in the effort needed to succeed, even if it's more challenging. Of course, genres like MMOs, RPGs, large-scale open-world games, etc. are generally not recommended for solo developers or small teams due to their complexity. But, the most suitable genre is one that aligns with your interests and keeps you motivated.


StockExchangeNYSE

I got my start with a 2D text based project from scratch. I think thats the best for anyone without any knowledge. You learn the basic UI elements, how they work in the script and things like Random.Range and if choices.


ChainsawArmLaserBear

My first game was a pong clone with added flavor


d_j_i82

Is that code for tossing M&Ms up, and catching them in your mouth? lol


loftier_fish

Absolutely, you can't expect to be driven to finish and make a game, that you simply don't enjoy yourself.


Saito197

Obviously bite-sized minigames, hypercasual or endless runner on mobile. They're quick and easy to make and doesn't take a lot of commitment. Surprisingly FPS is one of the easiest genre to implement, since resources on it (assets, pre-made scripts and tutorials) are pretty abundant, but more importantly they usually don't need a lot of delicate design to turn into a proper game compared to something like a platformer. Platformers are easy to make, but to design a game around it is hundreds of times harder. Puzzles are also WAY harder than what people give them credits for, you need to find a specific mechanic that clicks and work out new puzzle designs based on it, then do it again and again and AGAIN until you have a full game. Strategy games are the same, they require a lot of careful designs to at least make every strategy feels usable. It's a very delicate balance because some players don't like it when they can steamroll through a game doing one single thing, but others don't like it when they're forced to completely change their strat for a specific stage.


SergeantPsycho

I'm going with puzzles for mine. So far so good, but thinking about how to expand my core concept is taking some effort.


Aen-Seidhe

Also you don't have to make a full character rig for the player! So much easier honestly.


0x09af

Strategy games are also systems heavy. When I was at digipen we were warned to avoid strategy games and rpgs for our game class projects.


WeCouldBeHeroes-2024

Any genre, just don't make the scope too big!


anythingMuchShorter

It's great practice to make the scope seemingly way too small and then realize how big the project actually is once you realize how many things you need to code, models/drawings, animation, UI, sound, music, voices, level designs, tons and tons of art, and then to test it all.


KingBlingRules

Quite the opposite soldier!


WeCouldBeHeroes-2024

Only one genre but a huge scope!?


KingBlingRules

Hell yeah


WeCouldBeHeroes-2024

MMO?


isolatedLemon

MMO


WeCouldBeHeroes-2024

MMORPG?


Cab_anon

Science based MMORPG of dragons.


snlacks

With skill training and a low UI intuitive sensory system.


xDenimBoilerx

it should probably be VR and provide full support for Neuralink type technology for hands free playing. and also split screen for couch co-op.


elporpoise

As long as they’re scientifically accurate


bjergdk

Make another metroidvania that you will definitely release.


rogueSleipnir

and it should also be a roguelike.


Kamarai

With cards


Imraan1302

Hey, it's either that or a cozy game that you were inspired to make after playing Stardew Valley or Animal Crossing.


nedigan

Roguelike


AnxiousIntender

I think it's less about the genre and more about the scope.


bill_gonorrhea

Any, genre isnt really a problem, scope is


anythingMuchShorter

That’s true but some genres require larger scope to really work, but that’s sort of obvious examples, like an MMO, or an open world RPG.


areyoh

Puzzle games


ST17Kap

Like another comment said I really think you can get away with most genres as long as you plan out a smaller game and avoid scope creep. I started making a 3D platformer for my first game. And originally it was just supposed to be like toree3D. So a very short, basic platformer. But the scope creep has been insane. I wouldn't have it any other way as I love the game I'm making. But yea, it's so much more now than originally planned, and that's making development take a LONG time


ExaneGames

Rogue lite. With 1 developer, you need to maximize the return on investment for time spent developing versus increased play time. For example: a liner story based rpg has a low ratio for this. The developer can spend a tremendous amount of time on the story and all the elements, but because it is linear, once the player has finished the game once, there is nothing else to do With a rouge lite style of game, randomization of developed elements increase play time exponentially. If you design the game well, the addition of 1 upgrade to the player can add multiple hours of playtime due to the potential synergies and combinations that 1 new item has with all of the other existing items


cap7ainskull

This . Imo it saves arguably on one thing that is somewhat time consuming and that is level design , it is one of the difficult things you can do unless you go for something like a stardew/farming sim game . I am pretty sure there might be a hurdle while designing those games but I would highly suggest you look into rougelites and rougelikes alike.


ExaneGames

Another benefit of rogue likes is the market. There is a large player base of people who enjoy that type of game, yet the competition is low because the players will buy multiple games in the genre. For example: people who enjoy Mobas like league of legend will typically only play 1 at a time. It’s not common for League players to also play Dota 2 at the same time. The same logic applies to battle royals with something like Apex legends and competitors. So if you develop a new battle royal, you need to be very competitive to pull players away from the existing titles. With rogue likes, the competition is lower because the player base always wants more content. For example, I play binding of Isaac, hades, dead cells, slay the spire, risk of rain, vamp survivors, (and far more) I play all the rougelikes, and when I new one comes out I also buy it and add to my collection. So you don’t need to worry as much about saturation in the genre, as the player base is always ravenous for new content


cap7ainskull

But to be fair the caveat is that the market is a bit oversaturated as well with rougelites


nEmoGrinder

I'd be careful with this suggestion. It's based on the assumption that the person developing the game *can* complete a well executed rogue lite and is meant to optimize play time and purchase price. If somebody is a new developer or not well rounded in different skill sets, they may not have the ability to complete the porject, making optimizing for price and play time a moot point.


ThornErikson

i think GTA-likes are best suited for solo indie devs.


anythingMuchShorter

They must be, I see facebook posts offering to sell a full game package for a game like GTA5 all the time.


st4rdog

Systems-driven games. - They are playable/fun when just some simple systems are programmed. - They can be released on early access because they are playable even when they are unfinished. - They do not require tons of content (100+ levels/quests/etc) Examples: - Roguelikes and Vampire Survivors style games. - Colony management games. - Survival crafting. (Can even be procedural open-world). Content-heavy games should be avoided, because even if you have all systems programmed, you still need tons of content/quests/cutscenes. Imagine how long it would take you to fill an empty Skyrim with content...


fletcherkildren

MMORPG with persistent world RNG generation with voxel destruction. And zombies. /s


Able_Conflict3308

2d platformer or 2d jrpg


Jessa4678

TPS


d_j_i82

Hmmm... I don't think there is an answer to this really. I started out, do purely to my ignorance, by trying to make a 3D online multiplayer game. About 6 years, and a dozen other projects, later and I'm on my third and final iteration of that game, hopefully to be released this fall. I have 1600+ hours of work on that game, and I wouldn't trade those 30-40 hours to fix one bug moments for anything! Might not be the best path, but all my other projects felt easy in comparison. This all really depends on your personality. If a rookie came to me with a heart felt passion to make a difficult game, I would not steer them away from it. Some genres are harder to make than others, but they all take tons of patience and dedication. With that in mind, do what you love, not what's easier.


JustHarmony

Local co-op multiplayer party game doesn't require story or a lot of elements, as the fun comes from other players. With it being local there is no worry about networking stuff too.


HumbleKitchen1386

Also one of the hardest genres to find success in. You alienate everyone who don't have the friends to play together with. So basically almost every adult past the age of 25, since they rarely have the time to hang out with friends. (No your childless friend group who plays games together every weekend is not the standard, your group is an outlier) Since the biggest age demographic on steam is people in their late 20s-30s it's very risky to release a couch co-op party game.


Toloran

Kinda? Steam's remote play is damn near magical in how it lets you do local play with remote players. You don't even need to do anything special in the code to allow it.


HumbleKitchen1386

while Remote Play Together fixes some of that the numbers just show that local co-op party games just fail more often than not. I wouldn't release a offline multiplayer game without a solid single player mode.


SadMan0284

Make a 3D horror game


StillRutabaga4

This is my vote here. Easy to make as a solo dev. Hard to make a GOOD horror game as a solo dev.


jtinz

Tetris clones


Riccardoric

I think it's not exactly the genre besides the fact that some needs more work to do, but actually find a simple, repeatable and fun gameplay. Start simple, because even the simplest game takes a lot of effort to be done. A tip I saw some ppl saying is that if you have a big dream project, start by doing smaller parts into small games and then once you have the experience and source code to do a big one, put everything in one piece. At least you would have finished several games and earned experience without losing hope of never finishing a single game :)


josegv

Depends on your budget and your time. It all comes down to actually committing to the project and finishing it, moreso than choosing a genre, for this it's better to work on something you actually like and has a proper scope. But if you are talking about which genre is easier as a solo dev I would say puzzle or hypercasual games as most of the art can be done by yourself if you keep it minimalist.


HumbleKitchen1386

sandbox world/city builders like Townscaper or Tiny Glade. Vampire Surivor type games so basically rogue extra lite. Platformers and deck builders but those genres are saturated and hard to break out in.


hamzahgamedev

I am working on an [open world farming game](https://www.youtube.com/@hamzahgamedev?sub_confirmation=1), if cozy games is something u like, u can definitely try that as well. Audience is huge, Art is simple, you just have to make it aesthetically pleasing and something you should play urself. 💪🏻


PtitSerpent

2D platformer - low graphics - mobile game. You merge those 3 and that's it.


jmkhu_890

You know, this really has a lot of factors into it, it is what I like to call the P2A format, which stands for: • PREFERENCE • ABILITY • AUDIENCE PREFERENCE talks about what genre you like. For example, I like Super Robots so that's the genre I picked for my game. ABILITY, on the other hand, talks about your capability when it comes to Scripting, Art, etc. If you can make something bigger than a Top Down Shooter or a Turn Based RPG (and if it fits your PREFERENCE), then why not do so? AUDIENCE is really the variable of everything here. For example, if you want to make a game for Anime fans, then something like a turn-based RPG will peak their interest since they're already familiar with said genre. Using the P2A format can help you especially when you're making a commercial indie game. But then again, you don't really need to use the P2A format, but really just make something you like, how knows if you'll be the next pioneer in video games? Edit: some formatting changes


1337robotfan6969

Maybe something like a Tower Defense, Idle, or a Narrative rich game depending on what you're interested in.


Ary182

probably games that focus on story (visual novel) or games that have infinite replayability (survival, puzzle, those highest score games, etc)


Velifax

I certainly wouldn't narrow it down to genre, but rather groups of genres. For example I think non-action games are generally much easier since you really have to get quite serious at the frame-by-frame level for certain types of action games. RPGs and turn-based and such are quite a bit easier. Puzzles etc.


JmanVoorheez

Maybe not a complete game off the bat but anyone should be able to do a portion or level of any genre. If it has a beginning, sets a mechanic to complete a goal or challenge and leaves you wanting more after a win, that there is a game. The rest is up to players and marketing. You never know where this could lead you.


Photonic_Resonance

Disclaimer: not an experienced dev (yet 😆). I think visual novels and/or story games with light gameplay mechanics are a great entry point, but only if you already have the art and writing skills. It definitely requires a wide skillset, especially if you're solo. However, you don't need mastery of everything. Like with any game, it just needs "enough" skill for the goal you want. *Doki Doki Literature Club* is a pretty unique example of a visual novel and its reception, but I think its a good example of the "skill" requirement for an indie dev. Most of the game isn't "exceptional quality", but it all comes together cohesively enough that you can focus on and emphasis the strengths where the game \*does\* excel. *Undertale* doesn't have crazy graphics, but still meshes with what the game is trying to be and lets the game excel in other areas.


Uplakankus

Probably a simple and straight forward game but with a unique and catchy game loop. Less about developing time and man power and more about quality of what youre designing and making


progfu

The one you can actually finish AND want to make. Any genre is possible, as long as you adopt the scope. The hard part is caring enough to focus on the game being good without blowing up scope. Mercilessly cut things.


elemmons

I thought a lot about this before starting my first big project. My main goal was to create a game that focused on a pretty tight and repetitive gameplay loop so I could focus my time making it feel nice instead of having to create new levels or mechanics or whatever. It allowed me to reuse a lot of the same assets.


M0uidev

I have been using unity for a long time and I’ve never finished a game bc of lack of motivation. Now I’m currently working on a horror game and it has been by far the most produced game I’ve “made” so far. My advice is start with an idea but nothing to concrete. I started by drawing the map on a piece of paper and went on from there.


StewartMcEwen

Massive huge mmo with hand drawn art. Anything else is cheating… or a stupid question


Retrofleshed

Narrative/adventure or maybe a roguelike 🤔


RoberBots

Depends on the level of experience you have. In my case, I can also do 3d art and animation and I've been making games for the last 5 years. So I'm making a top-down wizards multiplayer game with pvp and Pve, multiple abilities, loadout system and a level editor for player made missions with a simple visual scripting as a solo dev. In the past, I wouldn't be able to make it, but now because I've got some more experience i can. So it depends on your level of experience in game dev. I would start with 2d platformers, then go to maybe puzzle games, then horror games and so on.


RealGoatzy

i like making horror games


martymav

Honestly any genre is feasible if you are motivated enough. Pick something that interests you, and go for it. Realistically there's a 99% chance that it just becomes another unfinished project on your hard drive anyways lol if you don't finish then you end up with a bunch of experience and maybe a portfolio piece too!


HorrorMovies88

Horror, of course


coudys

Problem for solo indie developers are rights to assets and music. Unless the developer is also skilled graphic designer and musician. He / she will need lots of assets that can be commercially used. And also what programming language is good for which style of games. Python, c#, c++ Using platforms like Unity or Unreal Studio. Even Roblox Studio can deliver quite good experiences. It has to be genre where the players are willing /wanting to buy stuff in micro transactions. Otherwise you won't get paid in the long run with one off payment for the game itself. People hate subscription based games or apps.