>>24842
>Anyone else thinks theres way too much stuff involved for a single developer to create a game?
Lemme put it this way: if it was easy the market would get flooded, everyone more capable would up their game to stand out, consumers' expectations would skyrocket and it'd be hard again within 2 years.
>-programming/scritping
This is the easiest aspect of it. Which scripting language do you have trouble with?
>-art (3d models or 2d)
Hardest part, but you don't need good art for all game formulas. Release one game and you can hire someone.
>-story
Make an rts or some other story-light genre, if you don't like this part or feel overwhelmed by it.
>-sound/music
Buy ready shit from soundclouders. Even if just for the purpose of this one game. Musicfags will love their name popping up in the credits. Out of all creators they need exposure the most.
>-game design
You know game design, bruh. You learned it all your childhood. :^)
>-game testing
Make a game that doesn't require you tot test every wall in 100 hand-made levels. "Hire" some friends.
>-marketing
That's something you can research. It's not an integral part of the game, though. Rather it's a part of doing business and while it'll affect the sales, but if it's good product it'll mostly fend for itself (unless it's a billionth platformer lel).
>and how does one feed themselves during this time?
Obviously, you need something else going on (like a wageslave slave's wage) or external (like family) support. A project that brings enough cash for you to do another one for 2-3 years is an investment.
>Being a single indie developer doesn't seem like a feasible way of living
It seems doable to me. However the question is: why would you want to do all of it yourself forever once you have your first couple games out, when you can hire/team up with someone? Unless you enjoy every single bit of it there's no point, so you don't see people doing business that way. Not to mention there's a lot of money in a premium product compared to a basic bitch one.
>>24859
>Use creature for 2d anims, no 3d
Low fidelity 3D takes less effort than decent 2D, IMO. Mainly because of animation (those flashlike moving parts animations suck balls, nobody likes them). I wouldn't rule it out. Attempting AAA-grade, realistic graphics would be a mistake, of course.
PS I can sort of see someone making his own, specific game-related board and recruiting from here and halfchan's agdg thread, organizing that way. Dunno about how one would handle legalities tho.