

but what quick projects? What can I do? I have no idea
I know exactly what you mean, I am the same way. The most common sort-of-thing I’ve done typically is generator-y involving loading stuff from text files (adventure book reader (gtk4 framework), polygons (raylib)) as it’s an easy start though I didn’t get far with those for one reason or another (I don’t write+font didn’t scale as desired, polygons were too technical of a thing for me to do a complete implementation viable to use).
Took a while with thinking about structure before I attempted it (I didn’t follow a guide or anything), but the last thing I’ve done is a minesweeper clone with the map generated as a few sequence-of-sequences (in Nim-lang). I finished that with Godot for the GUI+tile rendering as it seems easier for me (I lean in on a lot of the editor features, too), though projects like this could certainly be done with RayGUI (+tilemap editors maybe?). Stalled when it comes to sharing though (for a few different issues).
So yeah, my method is to find that intersection of something understandable and at least somewhat interesting to you. Something you can actually use. Which sure, may be easier said than done. If you do follow guides, it might make sense if you go in with a plan for adaption after completion (like dodge-the-creeps turned into a roguelike shooter).







I forgot to say: some of how I figure stuff out is just by autocomplete (in my case, an LSP plugin), and if that isn’t obvious I look at the docs (Raylib has this).
I like to start with pure code first (no framework), at least where it makes sense (like my sweeper example, I focused on generating the initial maps first) and making that usable via import. The framework/engine-specific file is where I put all the code that is more closely tied to input, game state, and rendering. Doing it this way also means that making a different implementation is a bit easier.
‘pure code first’ doesn’t really apply to more advanced(/realtime) stuff like a physics game or platformer though, as you’d be more closely using an engine’s functions and types.