Well, at least with my own projects, when it's custom code to standards, it still compiles and works years later. When you use too many libraries and dependencies, the code doesn't even compile. You have to get specific older versions, which may not be compatible with new hardware/software/APIs and then the code is dead. So, you can spend a few days and update it, but it's a pain in the butt. But then you update to a new version of the library, and the function you were using is deprecated or gone, etc.

    cybereality it's a pain in the butt. But then you update to a new version of the library, and the function you were using is deprecated or gone, etc.

    Sad, but true. Have spent a lot of time before just making changes after upgrading a single library or similar. Never fun and the odds go up the more dependencies you have. It is even worse if something is removed with no alternative or the alternative doesn’t work the way you need.

    I also find it happens a bit more with new/cutting-edge libraries and similar. Unfortunately, those new/cutting-edge stuff is generally what makes me want to use it and/or choose it over alternatives πŸ˜†

    Seems like taking the challenging path leads to less pay? I was talking to my gym manager and they're paying a guy 20k RMB a month for upkeep on a super simple web app I could put together in a week. Just think if you're collecting upkeep on just a handful of those kinds of projects you're set.
    On the other hand, all this math, all these art skills, and all these engines add up to a relatively low paying job? Like... WUT??

    Game development as an indie is probably the hardest thing you can do, especially when working alone or with a small team. You have to be a master programmer, amazing artist, sound designer, game designer, fiction writer, QA tester, marketing representative, social media manager, and basically everything. And then, with all that, your game could still flop. It's pretty rough. But you could also make millions of dollars off one hit and be set for life.

    If you're working at a studio, it's a little better. You get guaranteed income and benefits, whether or not the game does well, or if it is even finished. The pay is not as good as other industries. Like with a CS degree, you'd make more doing websites or working on the some enterprise app, but it's kind of boring work. I've done that, and the pay was fine, but it was not satisfying. Like I've done websites for banks, pharmaceutical companies, etc. and I hated my life. So I'd much rather make a little less, or have the potential (but no guarantee) of big bucks, then take something safe and boring.

    Freelance is another option. I used to freelance exclusively, I did that for around 6 years working from home. I made various rates, depending on the client, but I have made as much as $100 an hour doing work from home. This was before freelancing got popular, so it's hard to make that money today unless you are really good. But for game programming you can probably swing around $40 - 50, that is a solid rate for a US-based freelancer (provided you are good and have a decent portfolio). I've seen some people make into like $120 an hour, but they are super senior professionals. It takes time to build that kind of portfolio.

    I'm still going to school right now full time, I will graduate in September. I've been doing some part time freelance, and that's been okay, but I really want to release an indie game and try to see how that goes. It's a lot of risk, and I'll basically be investing all my savings into hoping the game is a hit, but it seems like a fun gamble at this point in my life. I've already done all the corporate America stuff and I'm kind of over it. But if the game flops, I guess I'll have to get a normal job.

      Throughout history, artists have had difficulty making a living, because they create things that aren't necessary. Most people will consider paying for luxuries... after they pay for all their necessities. Games are, with very few exceptions, luxuries.

      Plus, everybody and his brother wants to make games. How many kids think, "I want to make a retail site for a shoe store when I grow up"?

        My new unit test: liches vs. balrogs. πŸ™‚

        duane I talked with my little brother about that and even had him try a bit of game design when he said he wanted to. I found what I already found when I was younger, a lot of people's passion wither when action is required.
        This isn't a bad thing. Some old dude once said, "do or don't do, there is no try". Forcing something that's not meant for you will only end in wasted time and effort.

        Anyone who uses Godot for 3D should be as hyped as me for this:

        Octree/Lod/Multimesh enabled sphere painting of objects. I've toyed around with each concpet individually and made some janky implementations that do bits of this. This plugin just does it all for you πŸ˜ƒ

        My mouth is watering ^^

        The best part is painting the train with pink flowers =D

        cybereality Despite the hardships, I wouldn't trade the indie dev life for anything. It is, from what I gather, the hardest and most amazing occupation ever. So unpredictable, but so rewarding, and full of skills to learn.

        Change of subject, is Unity in a heap of trouble right now? I'm glad to be out of there if it is. πŸ‘€

        I still liked that engine. Hopefully, the Godot Marketplace will take off and feel similar to the pride and joy of Unity, the Asset Store.

          Nerdzmasterz
          I don't know if they are in trouble, but they did just fire 4% of the company (263 employees).

          In particular, they fired the entire Gigaya team. That was a game Unity was making partly as a complete sample project for users, but also to learn better what the game developer experience with Unity is like and how they can make it better.

          Their shares are down 70% over the last year too. Apparently the big issue is a large chunk of Unity's income is from targeted mobile ads, which has been hit by Apple's recent extra privacy stuff.

          If being down 70% shares and losing 4% of a company isn't being in trouble, I don't want to know what is. πŸ˜–

          Ad blockers should totally be illegal.

            cybereality I'm not denying or arguing with that, but how do you know? I wouldn't have a clue, but that is quite a statement.

            Unity had a lot of uses, but game engines are expensive. I always thought their profit came from that massive asset store, not the ads.

              Nerdzmasterz Ad blockers should totally be illegal.

              πŸ‘ŽοΈ
              Advertising should be prohibited in any form.

              Nerdzmasterz

              I'm not denying or arguing with that, but how do you know? I wouldn't have a clue, but that is quite a statement.

              The numbers are all public.
              Unity's net income:
              2019 : $-273million
              2020 : $-282million
              2021 : $-533million
              2022 : $-603million

              They have over a billion per year in revenue, but spend more than that (such as their purchase of part of Peter Jackson's Weta vfx company for $1.6billion last year)

                Kojack They mainly do that to escape paying taxes. They are basically a successful company. At some point they will have to start showing a profit. As far as being down 70 percent this year, that's not much different than most tech companies. It's a very bad year. Worst in over a decade for drop in stock prices.

                  fire7side They are basically a successful company.

                  A successful company makes money. Or at least provides some public service that is beneficial to society in some other way. Unity, it could be argued, opened up game development to indies, so they were successful there. However, if you are consistently losing hundreds of millions of dollars each year, that's not a success.

                    I wonder how Godot is doing, though, as it relies on donations, it seems? It's partly why I liked the Godot Marketplace when I saw it as it was "supposed" to give a percentage to the engine.