i wasn't going to throw my two cents at this thread or anything but then i saw some of your replies to the fairly sensible advice from everyone here and figured "what the hell"
okay let's start with this attitude of yours - i'm not sure what posts you're reading, but nobody here is trying to put you down or tell you you can't do "this" or can't do "that", i think you have it all wrong. it feels like you're taking everyone's earnest requests to start small (a fairly common tactic in learning how to do... well like anything) as if they're demands to scrap all your big ideas and be forced to churn out some crappy, worth nothing garbage
i can assure you with 100% accuracy that trying to tackle a huge project such as this without any coding experience whatsoever will end in failure. you keep saying that nobody's helping you but they are, they've been recommending you tutorials and ways to get started and it seems you won't be satisfied until someone is holding your hand through the entire process, which kind of ruins the point of learning how to do anything
the reason people are asking you to start small is not to belittle you or because they think you're stupid, it's because you're inexperienced, which directly correlates to your ability to successfully create something of this caliber. shocking as it may be to find out, game development is not some a-to-b task that you just pick up on as you begin, it's something that takes a lot of practice and a lot of time, and that's why starting small and working your way up is a smart idea. there is no "and if i fail that is okay i'll just start again" about it, because you will fail if you have zero experience and whether you're okay with it or not is irrelevant. you have to work on varied smaller projects to prepare yourself for something large, and i know that just sounds like me telling you what to do but please, take it from the experience of someone who used to be exactly like you and used to start and stop so many projects out of sheer naivety until she had nothing to show for her efforts over the last decade
now i know what you'll say, and it's something you've already said to some of the people trying to help you, "but wait vimimin, i'll be different! bet you never considered that, huh??"
that's what every eager newcomer says
you have to be willing to start from the bottom if you ever want to see the top, and while you may think what you're doing is starting from the humble, lowest level of your tenure as a game developer, the harsh truth is that you're wanting to jump to the middle and then work your way to the top
so go ahead, make your super mario 64 2d remake which is such an obscenely tall task that the minute you begin working on it you'll suddenly realize just how big of a game super mario 64 really is (along with the plethora of mechanics you'll have to program, as hylian pointed out), in fact i encourage you to at least give it a shot
once you start trying to work your way around anything resembling a first area or level, you'll realize everything everyone was saying was true. it may take a bit to hit, you might even be just as stubborn with yourself as were with us, but it'll eventually hit you
this is not a wake up call or a demand to admit that you're wrong and that we're right, but a plea to listen to people who were in the same position as you were and had to learn from smaller stepping stones to truly make progress. the advice "practice makes perfect" is so well known it has practically become a cliche, and yet it will always ring true. take your time with things, you're in no rush to make the next big fangame
i wasn't going to throw my two cents at this thread or anything but then i saw some of your replies to the fairly sensible advice from everyone here and figured "what the hell"
okay let's start with this attitude of yours - i'm not sure what posts you're reading, but nobody here is trying to put you down or tell you you can't do "this" or can't do "that", i think you have it all wrong. it feels like you're taking everyone's earnest requests to start small (a fairly common tactic in learning how to do... well like anything) as if they're demands to scrap all your big ideas and be forced to churn out some crappy, worth nothing garbage
i can assure you with 100% accuracy that trying to tackle a huge project such as this without any coding experience whatsoever [i]will[/i] end in failure. you keep saying that nobody's helping you but they are, they've been recommending you tutorials and ways to get started and it seems you won't be satisfied until someone is holding your hand through the entire process, which kind of ruins the point of learning how to do anything
the reason people are asking you to start small is not to belittle you or because they think you're stupid, it's because you're [b]inexperienced[/b], which directly correlates to your ability to successfully create something of this caliber. shocking as it may be to find out, game development is not some a-to-b task that you just pick up on as you begin, it's something that takes a lot of practice and a lot of time, and that's why starting small and working your way up is a smart idea. there is no "and if i fail that is okay i'll just start again" about it, because you [i]will[/i] fail if you have zero experience and whether you're okay with it or not is irrelevant. you have to work on varied smaller projects to prepare yourself for something large, and i know that just sounds like me telling you what to do but please, take it from the experience of someone who used to be exactly like you and used to start and stop so many projects out of sheer naivety until she had nothing to show for her efforts over the last decade
now i know what you'll say, and it's something you've already said to some of the people trying to help you, "but wait vimimin, i'll be different! bet you never considered that, huh??"
that's what every eager newcomer says
you have to be willing to start from the bottom if you ever want to see the top, and while you may think what you're doing is starting from the humble, lowest level of your tenure as a game developer, the harsh truth is that you're wanting to jump to the middle and [i]then[/i] work your way to the top
so go ahead, make your super mario 64 2d remake which is such an obscenely tall task that the minute you begin working on it you'll suddenly realize just how big of a game super mario 64 really is (along with the plethora of mechanics you'll have to program, as hylian pointed out), in fact i encourage you to at least give it a shot
once you start trying to work your way around anything resembling a first area or level, you'll realize everything everyone was saying was true. it may take a bit to hit, you might even be just as stubborn with yourself as were with us, but it'll eventually hit you
this is not a wake up call or a demand to admit that you're wrong and that we're right, but a plea to listen to people who were in the same position as you were and had to learn from smaller stepping stones to truly make progress. the advice "practice makes perfect" is so well known it has practically become a cliche, and yet it will always ring true. take your time with things, you're in no rush to make the next big fangame
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