My first real attempt at making a game was with a team and it just never worked out with real-life stuff coming up for everyone.
Sums up what I'm going through now minus the knowledge to code. Everything else other than coding, music, and animation can be improvised. I did study some minor coding just trying to get a feel on how some ideas of mine can be feasible but then whatever is learned gets lost because work and life happens. Right now I still pop up in chat asking how's everyone then without waiting for an answer I'll just assume everyone's busy doing their own thing. I don't blame them, even more motivated that I can push the project with just my own momentum.
I think of all the games I’ve played in my lifetime and when I was done with them it would just be nice if I could just have sold my assets without using a shady third party and be on my way.
Yeah, if one is done with their lvl X account and just wants to sell they can always comeback to the blockchain that would keep the data alive. Playing some games that had their servers closed meant losing stuff one grinded for months to years without any recovery. Blockchain and some open source coding will prevent this stuff from happening if the original devs want to quit building a fanbase can step up.
As far as animation goes if you are using a game engine you can try checking to see if they have an animation rig (control rig) available and if it works with what you are doing. If these were 3d humanoids you would have resources like Mixamo and many other large libraries if it was following industry-standard skeleton system. As far as something like this I do not know.
@jazzhero mentioned some engines that he thought may be useful but we haven't talked in detail what he had intended to use as a lot of options were pitched in. It would depend on how far y own art can take me and how well I can implement the story to suit whatever system he plans on using. When I started out the idea "let's make a game because we're bored" I didn't expect how tedious the whole process was especially when one developed a sense for distinguishing bad games from good.
Now I'd rather drag the creation process than launch a half baked product people would waste their time. I'll be posting about the game's progress when some milestones have been achieved but it's a process on its own.