Same here, first games in QBasic (no functions, all goto!) like Skifree. Used phaser.js for a bit. Last project implemented a sidescrolling beat em up in ASCII.
The most important thing i learned was that implementing your game as classes (with inheritance and all that) is futile. Use ECS (Entity-Component-System), its awesome.
Even a simple MVP takes like months or years to develop. During studying how Disney designed animations (the 12 principles, like anticipation, staging..) i realized just how deep you need to go into non-coding things like animations, music, graphics, UI, and more.
Shout out to the r/roguelikedev community though, they are awesome. People coding on their rougelikes for 12 years seems to be not extraordinary.
The most important thing i learned was that implementing your game as classes (with inheritance and all that) is futile. Use ECS (Entity-Component-System), its awesome.
Even a simple MVP takes like months or years to develop. During studying how Disney designed animations (the 12 principles, like anticipation, staging..) i realized just how deep you need to go into non-coding things like animations, music, graphics, UI, and more.
Shout out to the r/roguelikedev community though, they are awesome. People coding on their rougelikes for 12 years seems to be not extraordinary.