07-16-2026, 07:48 PM
These are very good tips. Making games is really cool and is an awesome learning experience, but it's also hard work - and frequently tedious and solitary work. It takes a lot of time and patience before you make something great.
If you're new to making games, I urge you to keep it small and simple. It's better to make something simple and get feedback early on than to plan a magnum opus and build it on a shaky foundation where you later have to redo lots of stuff.
Even for experienced developers working on bigger projects, I agree that DJ Coco's modular approach is a really good idea. That's what I've been trying to do with the Tusk Trouble project. Instead of mapping out every detail of every level in advance, I designed the project so it was flexible enough to grow as needed. If people lose interest after we've made 20 levels, we'll still have something cool to share. If motivation holds up and we make 60 or more levels, the project can easily accommodate that growth.
When it comes to collaboration for my personal projects, I like to think of teammates as consultants - people who have valuable ideas and feedback, but not people you have to depend on to implement your vision or complete the project. (It's also a lot easier to recruit a couple of friends to test your game or brainstorm a bug fix than it is to find people who have the talent and patience to collaborate on a yearslong project.)
If you're new to making games, I urge you to keep it small and simple. It's better to make something simple and get feedback early on than to plan a magnum opus and build it on a shaky foundation where you later have to redo lots of stuff.
Even for experienced developers working on bigger projects, I agree that DJ Coco's modular approach is a really good idea. That's what I've been trying to do with the Tusk Trouble project. Instead of mapping out every detail of every level in advance, I designed the project so it was flexible enough to grow as needed. If people lose interest after we've made 20 levels, we'll still have something cool to share. If motivation holds up and we make 60 or more levels, the project can easily accommodate that growth.
When it comes to collaboration for my personal projects, I like to think of teammates as consultants - people who have valuable ideas and feedback, but not people you have to depend on to implement your vision or complete the project. (It's also a lot easier to recruit a couple of friends to test your game or brainstorm a bug fix than it is to find people who have the talent and patience to collaborate on a yearslong project.)
Course clear! You got a card.
![[Image: CourseClear.gif]](https://dl.dropbox.com/s/d5mcpm4nmt0gd14/CourseClear.gif)
![[Image: CourseClear.gif]](https://dl.dropbox.com/s/d5mcpm4nmt0gd14/CourseClear.gif)


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