True, and I eventually chose that option myself, albeit with a very simple coding language, ChoiceScript. Hoping to release my second game later this year or early next year.I think you need one of two skills to get a project like what you are talking about to succeed. You need to be able to code or you need to be able to raise money.
If you have a strong concept start making a killer game design document and a badass business plan, and take if from there. If what you got is good and you are able to communicate it, I am sure you will be able to finde a coder. But all of this is not easy, and demands a lot of leg work.
The third option, what i choose, was to learn to code. It is not as hard as people make it, but it takes some dedication.
This is all true stuff, but the thread you're responding to is pretty old. I already learned a lot of that on my own, found an interactive fiction publishing house, learned their coding language and currently have two games out: sci-fi comedy Nuclear Powered Toaster, link here: https://www.choiceofgames.com/user-cont ... e=ourgames and The Parenting Simulator, which even got a mention in the Wildcard section on the Pocket Tactics GOTY post last month (albeit because I shilled for it a bit, but it has still been a decent success by Hosted Games standards, with over 6,000 copies sold in three months). Just got a Steam release solidified for May, too, which should provide another boost and tie in well with Mother's Day. Link for that one's here: https://www.choiceofgames.com/user-cont ... sercontribI'm going to break it to you as clearly as I can: There's a 99.9% chance that you will NOT find a programmer for your project.
I've done a few game projects myself. I'm a creative person myself, and like many others I have many good, interesting and cool ideas. I've learned the following: If you want something done you have to do it yourself. Even if you have the money to hire a programmer then you still need to constantly check on the progress and micromanage/control them so that they actually stick to the plan (since programmers like to do their own stuff too and work in a way they prefer).
If you do find a 'free' programmer the chances are they won't put enough time into it. Why should they? They don't get paid and they have ideas of their own to work on as well. I currently have 4 other programmers 'working' with me on Stellar Warfare, but in total I think they've put in about 8 hours each while I've put in over a thousand hours. While most of them said they had about 10-20 hours per week to work on the project with/for me. I don't blame them for it, its just how it goes. They have their own stuff to do and its easy to get excited about a project and promise more than you can deliver.
So what should you do? Follow some basic programming tutorials. I reccomend Unity. Then make some very basic projects yourself and finish them from A-Z. Then work your way up. Buy 3D assets or use free assets, re-use pieces of programming you have learned in the past or that you can find online. Mix and match. Focus on getting the best result/highest quality/most shit done for the least amount of effort. Try to make as little as possible yourself and re-use and re-purpose as much as possible.
I guess you could also try to sit together with a programmer every sunday to work on the project together or something like that, but I think the chances of success in that regard are relatively slim too.
TLDR: Learn how to program youself. Start with very simple projects and complete them A-Z before starting a new project.
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