Swinkly
Swinkly
  • Видео 35
  • Просмотров 128 554
Game dev is hard.
Here's a short story about an unproductive weekend.
Hope you enjoy!
You can find my main project, Lost Resolve, on Steam: store.steampowered.com/app/2990840/Lost_Resolve/
Просмотров: 3 173

Видео

An easier ledge grab in Godot 4
Просмотров 3,1 тыс.28 дней назад
Here's a quick and easy method for a ledge grab ability in Godot 4. Let me know if there are any other tutorials you'd like to see! This tutorial is available on Github in its entirety: github.com/Swinkly/Ledge-Grab-Tutorial Check out Lost Resolve on Steam! store.steampowered.com/app/2990840/Lost_Resolve/ And make sure to check out Clembod who made the Warrior sprites used in this tutorial! cle...
You aren't doing game dev "wrong."
Просмотров 3,2 тыс.Месяц назад
For an indie game developer, it can often be hard to grapple with critical comments. Should they all be taken to heart, or are some better left ignored? Here's my take. Wishlist Lost Resolve on Steam: store.steampowered.com/app/2990840/Lost_Resolve/
I restarted my game. Here's how it's going.
Просмотров 2,9 тыс.Месяц назад
I've been working on developing Lost Resolve in Godot for just over four months now. Recently, I made the decision to start fresh in a new project file and refactor the majority of its code, along with making various other changes and improvements. Here's how it's been going so far! Wishlist Lost Resolve on Steam: store.steampowered.com/app/2990840/Lost_Resolve/
I'm taking a chance on my game.
Просмотров 10 тыс.Месяц назад
Developing Lost Resolve has been an amazing journey so far. But I've come to a point where I have to decide - is this just going to be my "first game," or am I going to go all-in? They say your first game shouldn't be your dream game, but I'm not so sure I agree. Suffice it to say, I'm excited for what lies ahead. Wishlist Lost Resolve on Steam: store.steampowered.com/app/2990840/Lost_Resolve/ ...
Am I making a game no one wants?
Просмотров 23 тыс.2 месяца назад
I've been learning Godot and working on Lost Resolve for about 3 months now - a high speed 2D platformer with a focus on momentum. However, after sinking an endless amount of hours into the project, I have to ask myself the question - will anyone even WANT to play it? And does that even matter? Here's some thoughts I put together about these recent contemplations. Wishlist Lost Resolve on Strea...
Making games when you're burned out
Просмотров 1,6 тыс.2 месяца назад
Check out Alchemy Squid, the game I made for PirateSoftware Game Jam 15! swinkly.itch.io/alchemy-squid-demo And, if you feel inclined, play the demo and wishlist Lost Resolve on Steam! store.steampowered.com/app/2990840/Lost_Resolve/ This video is less of a dev log and more of a message that's been close to my heart lately. I've been overwhelmed for a long time, and since bills need to be paid,...
Lost Resolve - Official Demo Release Trailer
Просмотров 9952 месяца назад
Play the demo now on Steam! store.steampowered.com/app/2990840/Lost_Resolve/ You awaken in the Somber Sepulchre, utterly alone and bereft of purpose. To find your Lost Resolve, you must venture deep within the Forlorn Dream. You will search the very depths of loneliness and sorrow, that you might once again find hope. This game is developed by me, but uses assets from some very talented artists...
Fixing The AWFUL Fan Game I Made In Middle School
Просмотров 2,1 тыс.3 месяца назад
Many years ago, in the days of GameMaker 5 and 6, I dreamed of creating a Sonic fangame. And I tried - to disastrous results. I've learned a lot about developing games since then - mostly in Godot - which begs the question... could I make the game properly now? How about in less than 24 hours? Let's find out. Check out my upcoming game, Lost Resolve! store.steampowered.com/app/2990840/Lost_Reso...
What To Do If You're Feeling STUCK As An Indie Developer
Просмотров 7063 месяца назад
Lost Resolve is available to wishlist on Steam! store.steampowered.com/app/2990840/Lost_Resolve/ Are you in the middle of a creative crisis? Or just feeling burned out with your game project? Yeah, I've been there too - and was there very recently. Here's some things I've learned while working through my own creative blocks, while trying to develop a game in Godot. Hope you find these insights ...
Trying To Make A 2D Platformer That Stands Out
Просмотров 2,8 тыс.3 месяца назад
Lost Resolve is available to wishlist on Steam! store.steampowered.com/app/2990840/Lost_Resolve/ Let's face it, there's a lot of 2D Platformers out there, and unfortunately a lot of promising efforts from indie devs are going to slip between the cracks. In this video I'll go over what I'm doing to make my game, Lost Resolve, unique! Made in Godot! Twitch: www.twitch.tv/swinkly Discord: discord....
Adding MOTION To My Game's Obstacles (And Nearly Breaking Everything)
Просмотров 3,3 тыс.4 месяца назад
Lost Resolve is available to wishlist on Steam: store.steampowered.com/app/2990840/Lost_Resolve/ My high-speed platformer has been coming along well, but the lack of moving obstacles quickly became a problem I needed to solve. In this video we'll go over how I implemented them, and the numerous and nearly game-breaking issues I encountered along the way. Follow me on Twitch if you'd like to see...
Here's What I've Added To My Game This Past Week
Просмотров 1,6 тыс.4 месяца назад
Here's What I've Added To My Game This Past Week
My Game Had No Identity. I Fixed That.
Просмотров 2,7 тыс.4 месяца назад
My Game Had No Identity. I Fixed That.
Here's What I've Made In 3 Weeks Using Godot
Просмотров 3,4 тыс.4 месяца назад
Here's What I've Made In 3 Weeks Using Godot
Adding DEATH To My Game (And More!)
Просмотров 3 тыс.5 месяцев назад
Adding DEATH To My Game (And More!)
Making A Game That's FUN To Speedrun (I Hope)
Просмотров 12 тыс.5 месяцев назад
Making A Game That's FUN To Speedrun (I Hope)
STARTING Game Dev at 29 - It's Never Too Late!
Просмотров 6 тыс.5 месяцев назад
STARTING Game Dev at 29 - It's Never Too Late!
Lost - Original VGM Inspired by Pseudoregalia
Просмотров 1705 месяцев назад
Lost - Original VGM Inspired by Pseudoregalia
ENCOUNTER | Fanmade Sonic Music
Просмотров 1179 месяцев назад
ENCOUNTER | Fanmade Sonic Music
I beat RANDOMIZED DS3 in under 90 minutes
Просмотров 182Год назад
I beat RANDOMIZED DS3 in under 90 minutes
3 Bosses You Can Break in DS3 (CURRENT PATCH)
Просмотров 247Год назад
3 Bosses You Can Break in DS3 (CURRENT PATCH)
Melina disapproves of your feet
Просмотров 12 тыс.Год назад
Melina disapproves of your feet
When you turn on easy mode in Dark Souls 3
Просмотров 267Год назад
When you turn on easy mode in Dark Souls 3
Dark Souls 3: How To One-Shot Vordt (No Moveswap)
Просмотров 494Год назад
Dark Souls 3: How To One-Shot Vordt (No Moveswap)
[Liminal Music] Poolroom Vibes
Просмотров 278Год назад
[Liminal Music] Poolroom Vibes
If Elden Ring Was An Uplifting Indie Game [Main Menu Theme]
Просмотров 1 тыс.Год назад
If Elden Ring Was An Uplifting Indie Game [Main Menu Theme]
[Liminal Music] Welcome to the Backrooms
Просмотров 387Год назад
[Liminal Music] Welcome to the Backrooms
How to Fight Friede as the Second Boss in DS3
Просмотров 3032 года назад
How to Fight Friede as the Second Boss in DS3
I beat Dark Souls 3 without pressing "B"
Просмотров 3692 года назад
I beat Dark Souls 3 without pressing "B"

Комментарии

  • @rezdro2345
    @rezdro2345 5 дней назад

    I love this video, it really shows a reality that every game developer must have felt sometime. I use to dream all the time about my game being in its finished state, and there are a lot of days when I open the project and it is just so far from what i dream about. The problem is I keep just thinking about the big thing instead of the actual goal that I have, that is to develop the game, task by task, little by little, in any way (art,code,music,design,story,audio,etc). We're also humans, we're not always in a good mood, or having great expectations, but if we keep trying there will always be something you made that makes you feel closer to the final thing, and that's a precious feeling. As you just said, you should never give up.

  • @HowToLieToBirds
    @HowToLieToBirds 6 дней назад

    Heck Yeah. Shout out to "Pseudoregalia"! I love that game.

  • @Paraderis
    @Paraderis 15 дней назад

    You're making a cool game! Don't give up :)

  • @Paraderis
    @Paraderis 15 дней назад

    Wow! Your game looks amazing!

  • @appakling
    @appakling 15 дней назад

    how do I add a slide???????

  • @atbeheij
    @atbeheij 17 дней назад

    This is pretty cool! Could you also make a video on the basics of a character controloer and the other aspects like slide?

  • @angelxwind12
    @angelxwind12 18 дней назад

    Amazing tutorial! I started my game dev journey recently. This will deff come in handy later. Thank yoou for making it! <3

  • @Skeffles
    @Skeffles 18 дней назад

    Fantastic video! It sucks seeing so many comments and videos that insist that game dev can only be done in one way. IMO everyone that does game dev should be celebrated as it is hard to do. Once you're regularly developing games then you can focus on getting it right for players, not other game devs.

  • @Xendra
    @Xendra 19 дней назад

    At 1:35 I would consider pushing your perspective on this a bit further. You say you can't imagine how the first system would be good, but Dome Keeper and Feed The Deep use physically collected objects exactly like what you originally had, to great effect! A powerful question can be "what would it take to make this system good?" combined with "how would the game change if I added the things required to make this system good?" Then, even if you end up with the same conclusion, you end up with a stronger understanding of why a system is or isn't the right fit. I find this also helps me get a broader perspective on what kinds of games would be drawn towards a given type of system, which is super helpful for designing new systems and games in the future

  • @Squiffel
    @Squiffel 19 дней назад

    I think you've hit the problem where the basic mechanic is working (platforming) and it becomes obvious that it isnt enough to carry the game, the game needs a unique "hook" or "set of constraints". Then explore the ramifications of the established game constraints, find the fun within the boundaries. We tend to deeply involved in technical challenges of Programming and Art and skip over game design. I would spend sometime outlining what "cant you do" in your game, what are the unique constraints of your game, it will help you identify how to make living within those constraints exciting for the player and a journey of discovery.

  • @lewa1938
    @lewa1938 19 дней назад

    we are all rooting for you You got this 👍 we all have bad days and struggle nothing will ever be easy, if it was we all would be living the perfect life (and look around that's not the reality we are in) oh and those voices of you should have finished the old build, don't let them get to you and push past that *its in the past after all* it would be kinda cool if it was in the final release of the game like an old demo inside the new fully released game (and you can see how far you have come from humble beginnings) another thing you could do is talk to other game devs, I see that AIA has commented on this video maybe you could reach out to the for advice and there are so many other game devs out there you can connect with but hey that's a suggestion don't want to push you to do that, just putting it out there is all the ending of the video is fitting you saying I can't do this and transferring it into (I can't do this today, but I am gonna try again tomorrow) progress takes time some days are faster than others, and some feel like an entirety all that matters is that you made progress baby steps because before you know it you can walk a mile, then 5 miles, 10, etc. Hang in there Swinkly it might take alot of time but before you know it your game will be done and ready to send out into the world 🖖

  • @nicktreleaven4119
    @nicktreleaven4119 19 дней назад

    Good progress. It would be nice to have clearer indication of where you are e.g. vertically. Not sure but possibly another closer parallax layer in background of walls or maybe the light could be brighter with height. I also wondered about a mini map overlay that shows only some of what's off screen in each direction. Perhaps it could only work for directions you've been in.

  • @nicktreleaven4119
    @nicktreleaven4119 19 дней назад

    Great video. Tried the demo, was a bit awkward adding the opengl command line option but it worked. It would be nice to have a smaller size window option when not full screen. I reconfigured the keys to arrow keys, that's probably more usual and comfortable than awsd. 4 wall jumps seems a bit hard to visualise before doing it. Maybe 3 would work? Overall I like it. Maybe when approaching the dead woman the run should slow to walk speed as it looks abrupt to suddenly stop.

    • @Swinkly_
      @Swinkly_ 18 дней назад

      Good suggestions! Those are definitely things I can think about changing/adding in the new version!

  • @Absorbet
    @Absorbet 20 дней назад

    This is so true lol

  • @WhatBeDaPointMon
    @WhatBeDaPointMon 20 дней назад

    If you haven't, try playing The Beginner's Guide. It might help.

  • @Garmichael1
    @Garmichael1 20 дней назад

    I appreciate that you're watching the original Frasier, and not the revival series. That alone tells me you have the mental capability to solve this project.

  • @FelixNothus
    @FelixNothus 20 дней назад

    First tutorial? This is great brother, keep it up!

  • @DragonplayerDev
    @DragonplayerDev 20 дней назад

    If you fail to plan, you plan to fail. The idea is you should already have your entire game, from start to credits, roughly planned out before you ever open the engine for the first time. This way you can avoid the "I don't know what to do" feeling AND you have an idea of when the game could be considered "done". You can find Diablo 1's game design document easily nowdays, and they had the first few months scheduled exclusively to planning. No music, no art, no code.

    • @Swinkly_
      @Swinkly_ 20 дней назад

      If I can play devil's advocate: While the importance of planning isn't to be understated, I don't think it's a comprehensive fix for the feeling of being overwhelmed or not knowing what to do. Especially as a solo developer, the scope and direction of your project may change significantly over time, as you learn what you can and can't reasonably accomplish. A studio with resources to create virtually anything they wish will usually benefit greatly from careful planning, whereas a hobbyist or new developer might benefit less, as their original plan may or may not stay completely accurate or relevant. Case in point: when I first began this project I planned for something completely different - to have the levels exist within a mockup operating system, as bits and pieces of a game that the main character was creating in their free time. Needless to say, I soon realized that that would be an overly complex undertaking for my first project, and I shifted the vision accordingly. If I'd spent months planning that first vision from start to finish, it would've been mostly wasted time. With that said, I do have the foundation for my game outlined - the gist of the story and cutscenes, the areas and levels, and many of the new mechanics that are introduced over time. And I definitely think that as the vision for the game solidifies I'll want to get my plans down on paper in greater detail. But until then, it's all subject to change. Planning can be immensely helpful, but it's not a guarantee for a project free of frustration or burnout.

  • @sleepinbagz
    @sleepinbagz 20 дней назад

    i had a similar experience yesterday and even today as I woke up on my day off. this video came at weirdly similar time for me. I only clicked on this video as something to watch while Godot loaded. I appreciate the reality of this video! keep going =)

  • @deepcosmicspacewizard
    @deepcosmicspacewizard 20 дней назад

    glad to see I'm not the only one who goes through this

  • @TonyTheTGR
    @TonyTheTGR 20 дней назад

    1. This really is a challenge of momentum + combat... ORRRRR... 2. This might be seasonal affective disorder rearing it's head with diminishing sunlight. Try a multivitamin or a Vitamin D supplement.

    • @Swinkly_
      @Swinkly_ 20 дней назад

      Ironically, I've recently started taking vitamin D supplements! So I guess it might be the first option, haha!

    • @TonyTheTGR
      @TonyTheTGR 20 дней назад

      It's a good call. o.o b Here's hoping you break that rut soon! It certainly is a mood, I know.

  • @ThomasStewartDev
    @ThomasStewartDev 21 день назад

    Super unrelatable. I've never felt like this in my entire life... 👀🥲 Keep up the great work! Way to use a difficult weekend as an authentic learning opportunity

  • @foldupgames
    @foldupgames 21 день назад

    I recently posted a short vid about being a funk. It's OK to let it run its course like a cold and to be kind to yourself.

  • @TechnoSuperguy
    @TechnoSuperguy 21 день назад

    Sounds like you... lost resolve. *ba dum tss* But in all seriousness, sometimes you just need a day (or several days, or longer) to just let your mind rest. Game dev is fun, but also incredibly draining. Don't be afraid to give yourself time off now and then.

  • @AIAdev
    @AIAdev 21 день назад

    Love this video. progress, not perfection.

  • @kikijewell2967
    @kikijewell2967 21 день назад

    The lesson here is: listen to your audience.

  • @CleosetricVlyers
    @CleosetricVlyers 21 день назад

    Looking around indie games to motivate only to get overwhelmed by how many good indie games out there that I dont have any certainty if my game could compete. And I just fallen to bed and be depressed once again

    • @Swinkly_
      @Swinkly_ 20 дней назад

      Yeah, there's a lot of great games out there! But it doesn't matter how many "better" games are out there - a flawed game made with passion is just as meaningful as a polished masterpiece made by someone more experienced!

  • @creamyballs
    @creamyballs 21 день назад

    Thanks for sharing your experience on this topic. These valleys can be extra tough when we work alone. Creamy Balls out.

  • @eduardomoura2813
    @eduardomoura2813 21 день назад

    I mean... godot... you are using a engine that is most of the time working against you.

    • @Swinkly_
      @Swinkly_ 20 дней назад

      I disagree. I find Godot to be an awesome and extremely accessible engine. At the end of the day, the engine you're using isn't going to determine your success at making games - passion and creativity are!

    • @eduardomoura2813
      @eduardomoura2813 20 дней назад

      ​@@Swinkly_ for the first game I made years ago I had to wait days to release it after it was done because the engine itself had a bug when loading scenes on androi, even a small 2d plataformer was too much for godot back then. earlier this year I tried godot again, full of bugs, not even physics are working, I loaded a model and the fps droped by half and googling this problem got me nowhere. the engine is just a tool, but godot is a broken one where if you go too far from the basic 2d plataformer path you will find bugs no one found before, this reflects on the engine not having a single complex game.

  • @wedge_one
    @wedge_one 21 день назад

    This is pretty common. Some devs take a week or two off to recharge energies, breathe new fresh air, then come back with new ideas and new vision with fresh eyes. Play some games to gather inspiration.

  • @mypersonaldata846
    @mypersonaldata846 21 день назад

    well said.

  • @MasterHigure
    @MasterHigure 21 день назад

    2:05 What constitutes a "full game" is *extremely* flexible. You want to make a platformer with some cool gimmick, and you can only make a level or three before you've exhausted what the gimmick can do? Does it take 10 minutes to complete? Cool, then that's a full game. Burnout is real, and some of it comes from actual exhaustion, but it could just as well come from high expectations.

  • @benjoe1993
    @benjoe1993 21 день назад

    same

  • @borb5353
    @borb5353 21 день назад

    do you even have a todo list ? "wandering around aimlessly in the game" to find a bug to fix waiting for some idea to come this is all wrong you dont get ideas sitting in front of the project you get ideas in bed, at the toilet, in the shower, when youre bored which of course has the prequisite of not constantly distracting yourself with content and your phone, or "too many episodes of farsier" or whatever. once you get those ideas flowing you inevitably gonna have to write them down if you dont wanna forget them, the start of a todo list. and once u have a todo list u dont have to sit there wondering what to work on. i would have said i dont even know how you got as far as u did (playable prototype) without these things but fair enough i used to be like this back when writing minecraft datapacks

    • @Swinkly_
      @Swinkly_ 20 дней назад

      To be fair, let me just say: I have PAGES of ideas and planning written down in notebooks. I switched to a flip phone almost a month ago to cut down on distractions, and only use my smartphone once or twice a day when on Wi-Fi. And I'm fully aware that the best place for inspiration is not aimlessly scrolling through a project - it was an act of desperation as all my usual avenues of inspiration had seemed to run dry While I appreciate your concern for how I approach the creative process, you did make a lot of assumptions that simply aren't the case. Game dev can be hard sometimes, no matter how smart you are about it. This was just meant to be a helpful little story for people who are feeling discouraged. :)

  • @MrGamelover23
    @MrGamelover23 21 день назад

    It's healthy to take breaks. It's okay to not even bother for a weekend. You don't have to push yourself. Just take a break.

  • @kikijewell2967
    @kikijewell2967 21 день назад

    This has been every single day for me. I want to start a work group online because I think being with other game devs, helping others and encouraging others is what we all need...to help ourselves...

    • @Swinkly_
      @Swinkly_ 20 дней назад

      That's a great idea! And I totally agree - fellow devs need support!

  • @ozaiozado
    @ozaiozado 21 день назад

    never work on only one game... get some game jams to break the pace

    • @Swinkly_
      @Swinkly_ 20 дней назад

      Yeah, I've done a couple jams so far and they were super fun! Not only did it help with inspiration, it was like a super-concentrated learning session, and I came away with a ton of new knowledge!

  • @lmao01
    @lmao01 21 день назад

    A few things that helped me over the years: - Just like learning programming, motivation itself can be improved by learning about it. The topic is vast and finding good information about motivation is walking through the dark forest scared, naked, and cold. Most RUclips channels did not have much use for me. - Instead of looking for ideas to spark out of nowhere. You could try finding a tool / systematic way to develop ideas. I always remember that: One: Just because I had an idea that sparked for a week motivation doesn't mean it's a good idea. Two: Just because I'm attached to the idea doesn't mean it's a good idea. - Finding ways to switch motivation from intensive sparks of motivation once a month like a firework to more grounded and gradual like a gentle fireplace, may be a good idea to increase motivation for any work. - Allow yourself to be a redacted child again, with mistakes, dark humor, with emotions that at first glance are not masculine. Don't limit the unconscious, let it play. - There Is usefulness in silence and laziness. The problem is it's not the same as watching/driving/talking to someone. - Reduce the problems created by yourself. Even if hurtful. Say things as they appear. Avoid lying. Save the unconscious mental space to think about the thing that you care about. - Motivation itself is very let's say... greedy. It takes from your entire personality and experience. One single thing from the past can debuff you by a huge percentage. One bodily condition can usurp your entire conscience. Learn what's poking you. Watch your back... against yourself. Take care.

  • @stickguy9109
    @stickguy9109 21 день назад

    Relatable stuff. Also your voice sounds like Mattias Pilhede even the style of this vid.

  • @therealsuper5828
    @therealsuper5828 21 день назад

    literally me fr

  • @Deadlock-art
    @Deadlock-art 21 день назад

    Something that's as creatively intense as game dev is indeed to say the least tough, but this is how I like to look at it, it's all ebb and flow, and when it ebbs it's really difficult to output, but do you know something Thor said? "If you can't output, input." If you can't make the game, play a game instead, something inspiring, something with really fun mechanics or completely story driven, because when the flow gets going, you might have found a new idea that you can't wait to get programming.

    • @Swinkly_
      @Swinkly_ 20 дней назад

      That's solid advice - and it reminds me that I may have to play Elden Ring again soon, lol!

  • @TheUncutAngel
    @TheUncutAngel 21 день назад

    Thanks for making me feel like I'm not alone lol

  • @GlowingOrangeOoze
    @GlowingOrangeOoze 21 день назад

    It's like that sometimes! I think I've fallen into despair and picked myself back up enough times now that, finally, my heart--not just my mind--knows that frustration is just a step on the way to success. Every pursuit is frustrating sometimes. It turns out, that's not in itself an indication that it was a poor decision to walk that path.

    • @Swinkly_
      @Swinkly_ 20 дней назад

      I really like this and totally agree - whatever it may be, if it's worth doing, there will be some days you feel like you can't do it. And that's okay! You always pick yourself back up and go again.

  • @ZeroTraceOperative
    @ZeroTraceOperative 21 день назад

    I feel attacked. Jk, I feel this sometimes. I just take breaks, and allow myself not to think about it for a few days. After a while I get inspired for some small part of the game but then it turns into hours of flow work. Creations turn out better this way.

  • @Crits-Crafts
    @Crits-Crafts 21 день назад

    Why do people keep posting these videos just as I'm about to quit game dev lol Thank you for sharing

    • @Swinkly_
      @Swinkly_ 20 дней назад

      Because you shouldn't quit! You should keep doing what you love, even if you have to take a break for a little while :)

  • @K1ngH3r0
    @K1ngH3r0 21 день назад

    Thank you for this. Don't stop man! (:

  • @magicaggy
    @magicaggy 21 день назад

    really great message, thank you for sharing this!

  • @aaronleonard1337
    @aaronleonard1337 21 день назад

    I think this technique would also work for 3D platformers too. Pretty cool, thanks for sharing this Swinkly, I wouldn't have thought that a 0 height slightly wider collision box above the player could be used👍

  • @ManaCoder-h4y
    @ManaCoder-h4y 21 день назад

    You don't have to be locked to this project. Also, you can't force productivity your body and mind doesn't like it because it feels like a JOB. You can start something new that inspires you and you can actually get done. If this is your first game you might be overscoping as a beginner and need to start smaller. This happened with the game I was working on, but then after 2 weeks I got motivation back and finished a lot of more progress. You truly do also need to care for sleep. When working on my game my sleep quality was horrid, so my motivation went out the window. Make sure you have quality sleep and take a few weeks of the project for a fresh mindset if you have to. Remember working on a game is like climbing a Avalanche (some progress will eventually finish), not a marathon or sprint.

  • @lialiiz
    @lialiiz 21 день назад

    Nice video! Not exactly related (could be, though, code architecture is wide) but i think it would be for your benefit to add a "transition time" option for your state changes, in a way which you could cancel transitions c: