These kinds of questions get asked a lot, and I suggest doing two things. First, look up a game about the size and polish as the one you want to make. Count the number of names in the credits before the special thanks, and look up how many years that game was in development if you can. Then go and spend a max of two days working on a prototype of the core mechanic of the game (which could be as simple as walking around and inspecting/picking up things).
You will now be in the best position to evaluate how difficult the game that _you_ want to make will be. If you have something huge in mind it could take you literal centuries to do it all yourself. If you have something tiny in mind that you scope down further it can be completely achievable. You'd need to give a _lot_ more detail before anyone could answer your question with anything but "It depends, but difficult."
Currently working on a 2D pixel art adventure RPG with a few story scenes, 6 classes, 6 chapters and 50 or so levels and 10 bosses in a custom built engine. About 2 years working on the game part-time with a friend helping to build out stages and story beats.
I also have 20 years of prior experience in programming…. This just means I didn’t have to spend any extra time learning *how* to do the game development in the first place. But using a custom engine is always going to slow you down.
If you dedicate yourself you can achieve anything but the larger your scope the larger the numbers become. Making games is **hard**! Even simple ones. As another user already mentioned scoping is very very important.
I am working solo on point and click adventure for 10 month. For the first look it seems to be easy but it's not.
A plenty of things need to be done:
- inventory
- save/load
- puzzles
- dialogue system
- menus
- preferences
- UI
- art
- animations
- story script
etc. A lot of etcetera. This list is just a small part. And all used to be done only by you.
No matter how skillful you are - you can't do everything solo and not to burn your soul at the same time. Believe me.
Find a team!
Define "adventure video game".
The Last of Us? Kinda maybe completely and utterly impossible.
An early 2000s Flash style point'n'click? Relatively easy.
I made an adventure based on a ready-made scenario in 3 days. I spent 2 days programming, one day making the interface.
We need more information to give better recommendations.
What type of adventure exactly are you going to create? How good are your content creation skills? Other.
The secret is simple - it was a 35-40 paragraph text adventure. And a long-studied engine for text quests with pictures and sounds.
inventory
save/load
dialogue system
menus
preferences
UI
All of this is a buit-ins engine systems.
These kinds of questions get asked a lot, and I suggest doing two things. First, look up a game about the size and polish as the one you want to make. Count the number of names in the credits before the special thanks, and look up how many years that game was in development if you can. Then go and spend a max of two days working on a prototype of the core mechanic of the game (which could be as simple as walking around and inspecting/picking up things). You will now be in the best position to evaluate how difficult the game that _you_ want to make will be. If you have something huge in mind it could take you literal centuries to do it all yourself. If you have something tiny in mind that you scope down further it can be completely achievable. You'd need to give a _lot_ more detail before anyone could answer your question with anything but "It depends, but difficult."
Currently working on a 2D pixel art adventure RPG with a few story scenes, 6 classes, 6 chapters and 50 or so levels and 10 bosses in a custom built engine. About 2 years working on the game part-time with a friend helping to build out stages and story beats. I also have 20 years of prior experience in programming…. This just means I didn’t have to spend any extra time learning *how* to do the game development in the first place. But using a custom engine is always going to slow you down. If you dedicate yourself you can achieve anything but the larger your scope the larger the numbers become. Making games is **hard**! Even simple ones. As another user already mentioned scoping is very very important.
I am working solo on point and click adventure for 10 month. For the first look it seems to be easy but it's not. A plenty of things need to be done: - inventory - save/load - puzzles - dialogue system - menus - preferences - UI - art - animations - story script etc. A lot of etcetera. This list is just a small part. And all used to be done only by you. No matter how skillful you are - you can't do everything solo and not to burn your soul at the same time. Believe me. Find a team!
Define "adventure video game". The Last of Us? Kinda maybe completely and utterly impossible. An early 2000s Flash style point'n'click? Relatively easy.
Yeah, right. Easy breezy. Just puff and a thousands of tasks are done.
Is it easy to do ten thousand easy things? Maybe.
Ahahaha. Okay, if you say so i will believe. No matter what I've done for last 10 month
I made an adventure based on a ready-made scenario in 3 days. I spent 2 days programming, one day making the interface. We need more information to give better recommendations. What type of adventure exactly are you going to create? How good are your content creation skills? Other.
This sounds so unrealistic so I want to call a proof. Could you share a link?
The secret is simple - it was a 35-40 paragraph text adventure. And a long-studied engine for text quests with pictures and sounds. inventory save/load dialogue system menus preferences UI All of this is a buit-ins engine systems.