I assume you mean 3 months of full time work? I think stretching this timeline if you have a day job is acceptable.
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In that case the timeline is even more important. But having something work doesn't mean a finished product, but it means a playable "thing" demonstrating the core mechanics your want. Demotivation lurks behind long schedules with no product.
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As a game developer, I can honestly say, no, many of us don't plan to launch ... we make games for other reasons (try out a new technology, experiment with a technique or art style, etc.) But yeah I try to launch these as small/experimental games. Shipping is a skill too.
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I'm making a game in 1 week so in 3 months the game should have a steam version, right?
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It might. I have only been indirectly part of shipping a game to steam. Make a game in one week - that sounds more like game games or hyper casual games. Those are also great.pic.twitter.com/AAGl8iDh1i
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Meh. I think Soulash was first playable after a year, it was launched as alpha after 2 years and it's progressing toward a second launch just fine ;) Sometimes you need to find the fun in the game, after 3 months you might have a prototype to confirm some things and scrap others
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Thank you for being an exception. I wouldn't be able to do that. Atleast not without a team of passionate people around me.pic.twitter.com/wBDuWRjidA
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Fully online groups or people who work on this in their sparetime might work much slower than you imagine.
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I'm sure they will. That doesn't change that most projects that can't be played fairly quick end up getting stuck before reaching a release candidate. Now you should be able to find plenty of survivor biased success stories out there. Most failed projects won't be easy to find
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