SNES AYE wrote: Sat Nov 22, 2025 6:06 am I must be totally out of the loop here, because what I’m seeing in my feeds is mostly just a small handful of new SNES games in development—literally a number you could count on two hands, if you're lucky—with only occasional updates from their developers. Beyond that, it’s mainly the regular stream of ROM hacks (mostly SMW) and those now fairly common direct NES-to-SNES ports, which I think are all very cool but still feel different from original projects. It’s that first category—the truly new SNES games—where I feel the scene could really use a lot more activity and ideally attract more highly skilled designers and artists.
I wasn't saying SNESDev becoming full of shovelware is something that's already happening. I was just building on Pokun's idea about the potential for that to happen.Pokun wrote: Sat Nov 22, 2025 11:53 am Well yeah, I guess the SNES homebrew scene isn't exactly risking to drown in shovelware, so more accessible tools probably would only do it good. If anything it could help increasing the interest in the system.
It is true that I already don't feel as connected to the SNESDev scene/community as I did back in 2021, but I wouldn't currently go that far to say that the homebrew scene is already full of shovelware right now.
Though there is the occasional homebrew release with plagiarised graphics here and there, but the SNESDev scene is small enough that usually other homebrew scenes are targeted with plagiaristic projects first.
If this was 2021, I probably would have been more desperate to have the SNESDev scene boom. I would have taken anything at that point over the dead silence most people have around that system as a development platform.SNES AYE wrote: Sat Nov 22, 2025 6:06 am I guess it ultimately comes down to personal perspective—whether someone sees the scene as bustling, ticking along, stagnating, or pretty much dead. I see it somewhere between ticking along and stagnating, talking about specifically in relation to new games, especially given how much development I would have expected on the SNES relative to its popularity. I’d love to see it bustling, though.
But I have changed. With all the drama I've seen in other homebrew development communities I frequent, I kind of have grown comfortable with SNESDev staying on the low. I know it's going to be tough to deal with a sudden boom in SNESDev activity no matter what causes it. I'd have to get used to having more eyes on me by then, which is not something I would have anticipated when I wrote my first SNES homebrew LibSFX demos (that just show a random art piece I drew) in 2019.
I'm not going to fight tooth and nail against any boom, because I don't know everything so I can't be already sure what's best for SNESDev as a whole. I can't even be sure what would be best for myself as a person right now.
Maybe this reply is splitbait, or maybe that belongs in a whole different forum now. I don't know.
Which one?SNES AYE wrote: Sat Nov 22, 2025 6:06 am On that note, I think you were working on a game for the SNES, but I haven't seen anything about it in quite some time. I haven’t been looking specifically, but nothing has popped up wherever I normally browse. How’s that coming along?
Chances are, I know just as much about what's coming along with some of my own projects as you do.
This is expected. I expect most homebrew for any system to be small-scope arcade-type games like Pong, Snake games, and whatever other 70s-80s arcade games can easily be cloned without leaning too much into high-skill level design.Pokun wrote: Sat Nov 22, 2025 11:53 am Homebrew for any system has a lot of very simple games varying greatly in quality, which isn't strange since there is no quality control (and it shouldn't be). And SNES, being one of the least targeted systems relative to its overall popularity, has very little variation in its homebrew compared to more popular homebrew platforms, simply because it has less homebrew releases.
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That's another reason homebrew tend to be a bit bland. It's mostly made by anyone that have the skill to code and the interest to make a game strong enough to finish something, but they may or may not also have skill in drawing, design and music which may be necessary for creating a good game.
That's not an issue. Developers need to start somewhere, and if they decide that making higher-scoped games just isn't for them, that's fine too. It's good when people realise they are not going to make miracles happen, and aren't concerned about making one magnum opus.
This did seem like a good idea for professional game studios, with how much there seemed to be a gradual shift in how game designers were marketed from the 1970s to the 1980s.Pokun wrote: Sat Nov 22, 2025 11:53 am And yeah that about attracting more artists is a very good point. Nintendo realized this early on, and other companies soon followed, that the video game industry should use similar strategies as the film and animation industries where artists are designing the games and engineers handles the technical side (although the staff members can have multiple roles that overlaps and many companies allows anyone to pitch game ideas). This was made obvious with the smash hit Donkey Kong designed by an artist (Miyamoto) after having failed as Radar Scope designed by an engineer (Uemura).
I have no idea how to attract less-technical-minded artists to a system as limited as the SNES, though. It's not an NES, but that simply means the limitations aren't unique enough to attract people specifically to its challenges, yet also are still likely too limited for modern pixel artists to be satisfied learning any of the limitations the hard way when they inevitably overestimate (yes this is not a typo, I don't mean underestimate) the system's capabilities.
Back in the 1990s, it would have just been rationalised as the "H-est D" of the era - as pixel artist Blake Reynolds puts it - but in 2025, it's very clearly not even HD, and not even the "best" way to utilise standard definition or below (even for 2D) either. I wonder how many pixel artists who got their start way more recently would struggle following the less obvious (for 2D anyway, to non-technical people) limitations of the SNES' graphics hardware with its many background modes and sprite limitations while drawing for that system, even without actually handling coding themselves.