>>980733
Chibi/SD has a really simple formula.
>Start off with a generic chibi base
All chibi characters in a style have some unifying features. If you look at two or three different characters by the same artist/studio you will see a lot of similarities, from limbs to proportions to head shapes. Put these similarities together and you get a generic template you can make all your chibi characters with. If one character has some special proportions or unusual limbs you might have to vary the template a bit, but for the most part the template should be set in stone.
>Add just enough features to make a character recognizable
If you have some characters you want to make an SD version of, you need to look at the design, figure out which features make the design unique, and translate them over to your template. Don't go overboard trying to copy features exactly, you just need to add enough so people can recognize it. Overly detailed figures are less readable and less recognizable, so you need to know when to stop.
And that's all there is to it. As usual with character design, start with a 2d drawing and turn that drawing into 3D. Much like you would write a script before shooting scenes of a movie, a simpler medium allows for quicker drafts and easier revisions.
>>983268
>I don't have any experience with Gimp and Krita at all, so I don't even know how to make better looking textures.
Part of texturing is understanding what makes a texture work. For example almost all low-poly models put most of the lighting into the textures instead of woing complicated in-engine lighting. To do texturing, you need to have a general idea of how a surface looks in detail. This part is independent of what tools you use, and just making normal, 2D drawings where you try to replicate the texture of an object will help you get a sense of what's important. This video (
https://invidious.fdn.fr/watch?v=HPwVdOJo-28 ) at 5:50 shows you a few tricks for texture work in Krita.
>where I can get some free courses and tutorials which explains me the basic of making good looking animations and textures
Take a stab at The Animator's Survival Kit, it's a great resource for getting into animation.
>then I would have to provide content for own made music, [...] sounds effects, monsters
That's what royalty free assets are for. And when you release a game and make some money, you can invest money into hiring artists to make some assets for you.
>code with good foundation and clean structure
Yandev made a living shitting out if-else block monoliths. Most modern engines are built in a way that makes coding relatively retard-proof.
>doesn't also mean your game will become just as popular like Mario and Sonic
Yes, but that doesn't mean you have to give up on it. Doom wads won't make you as popular as Mario and Sonic either.
>>966619
The microgame collection sounds like a great way to get your bearings in gamedev. You can make a lot of different setups and experiment with them as much as you like. Then, when you feel you're done making making microgames, you can tackle something with more complexity.