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I'm a 16 y/o game developer, and after two years I've finally completed my first big project!
Links if you're curious:
I'm incredibly excited. It's always been a dream of mine to be a real game developer, and now that my first real game is out there, that dream feels just a little more possible. This is a fan game based on the now ended Star vs. the Forces of Evil, but you definitely don't have to watch the show to understand the game.
Even though the game took two years it isn't exactly long, in fact it's maybe an hour or so. The two years went into learning how to program effectively, design stages, and make a game fun. And of course a lot of that time went into drawing all the pixel art and animations.
Some things I learned for future projects: Plan ahead! Don't make broken game mechanics with the expectation that you'll just finish them later, as that leads to applying band-aid fixes over everything. Also, scope. I remember way back when I was first starting this project, I was expecting it to end as this massive, possibly multi-chapter game, and that obviously is not the case here. Now that I've completed one game, I hope I have a better understanding of scope for my next projects.
There's a few things that went through massive changes over the course of the game, actually. The game was originally intended to be entirely top-down, like Hyper Light Drifter. But I found that developing top-down levels was extremely time consuming, and to be perfectly honest I had a hard time trying to figure out how to make them fun. Then, I looked at Link's Awakening and thought I could try modifying the engine to have 2D platforming sections, which I'd already had some experience with in some smaller projects. And then, for the level in the video above, I thought I'd try combining the two and having the game swap between 2D and 3D on the fly.
There was also the two-player aspect. I'm not sure why 14 year old me was so gung-ho about the idea of having two characters always playable at once, as in a platforming game, having an AI follower can end up with the follower just looking stupid. Like, say, Tails in Sonic 2. Still, I stuck through with it even though it drove me insane at some points. The biggest mistake I made here was not generalizing the two player characters; instead of having a player parent object and having both characters stem from it, they were both programmed almost individually, with me just copying and pasting large amounts of code between the two. This was horrible! I'd frequently find discrepancies between the two, and I'd have to scour both objects to find out why. Eventually I learned about object parenting, but it was kinda sorta too late by then.
The other problem I ran into is that at a certain point I really stopped wanting to finish the game. Most likely because I wanted to do something original, but at the same time I'd already shown the game off and people were waiting for it. It was out of respect for those people that I finished this game, but now I'm ready for something I can completely call my own.
Even so, I'm really proud of completing this and I'm excited to share it with you all!
If anyone wants to talk about their experiences with their first project, I'd love to have a conversation with you about it!