I'm going to be taking some time off from work here at the end of the year to pursue some creative software development.
Although I have almost 15 years of industry experience I've never built a game. Up until about six months ago, I didn't think I was /that/ type of software developer, but now, here I am, interest piqued, reading up on all sorts of technology stacks and having my mind blown by the size of the knowledge space. I am especially excited to try and express logic using an ECS/DOTS approach!
I know I am building for desktop web. Leaning towards Rust + WebGPU and hoping to time an MVP around WebGPU general availability. I know I shouldn't be in this space for the money. I know to expect game programming to be significantly more challenging than whatever my intuition believes and that I should continually and aggressively prune away at scope creep. I know there's a LOT of math and that performance is frequently an issue.
What are some joys, or challenges, you unexpectedly encountered when developing your first game which you wish you'd known before breaking ground?
But the main problem, most video game innovations have happened in the last 20 years. Probably lesser true today but still valid. All these innovations picked up patents. You are near certainly going to end up in violation of many of these. Not to mention super overly broad trademarks. Sonic ought to be a blue hedgehog. No, you basically cant have a rodent in your game. Their trademark was issued real early in video game history and they established the right to be the only video game with a rodent in it. Seriously.
They likely don't go suing people over it, but when you actually try not to violate other people's rights. You have no video game left.
This is the beauty of godot/unity era we are entering now. Many of these patents are expiring now. Now people can make the video games of their dream.
But now we're going to have a huge surplus of video games for the next few decades.