The Reality Of Game Dev
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- Опубликовано: 29 сен 2024
- In this devlog, I share the reality of game dev while showing that sometimes progress isn't flashy when developing my challenging indie platforming game Faceplant!
Join me on this game development journey in this devlog for Faceplant, my challenging pixel art platforming game! In this video, I talk about the reality of game dev, sharing my experiences, struggles, triumphs, and tips for indie game developers, all while developing my game. Witness the blood, sweat, and pixels that go into crafting a masterpiece as we explore game design, pixel art, and the power of the Godot Engine. If you're an aspiring game developer or simply curious about the creative process and real game development experience for indie game development, don't miss out on this Faceplant devlog!
#gamedev #devlog #godot
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This video is a great example of the power of experience. Every single one of those "walls" is really intimidating at first but then becomes much much easier to climb after the first time.
The first time I made a Save System it probably took me a week, now I can easily build one in an hour.
Best of luck with the game!
Totally agree, thank you CodeMonkey good to see you here, keep up the good work
heyyyy codemonkey, i'm a fan! its nice to see you here!
Then you should create a semi generalized solution with a bit of docummentation about the rough edges and post it online for yourself and others to jumpstart games.
@@BusinessWolf1 Unfortunately, I don't think that would help. There are similar solutions like you are saying but all they do is allow you to ignore that part of your game. It's like movement code, most developers maybe won't find it interesting to work on and an experienced developer will have it done in an hour while a new developer will take days but the experience gathered from working on movement code is essential. It's also best to have a mechanic like this tightly-knit to the game itself rather than a "all-games" solution. Trying to avoid these hurdles just does more damage than it's worth. It's the difference between learning to make a personalized and tightly-knit system in about an hour and then maintaining it as you expand the game vs. getting another asset to save you 30 minutes of your entire dev process or even worse saving you from having to actually know how it works, inevitably leading you to having to work around the solution, inevitably leading to jank.
The Obstacle is the Way!!!
Great video! the walls, mountains and dark pits are always there but your totally on point that when you get past one (even sometimes the smallest) you feel great after.
Glad you made this video for a different point of view, hadn't wishlisted the game yet, will now! best of luck Saul!
Thanks Tresh! Appreciate your support my dude
I never get bored about this. I made both simple and hard games, and enjoyed all moments, including bug hunting. The issue comes only when I set deadlines. This can lead even to burnout. It resembles more exhaustion than boredom.
I have started making a game in Gdevelop. I have had 8 of these walls so far but each time I conquer one it feels great.
That is a really realistic representation of game development
I've hit pleeeeeenty of brick walls before. Each one never felt easier than the last. Right now, I've hit a rebar reinforced concrete wall with white hot spikes made of unobtainium. I'm sure I'll get over it eventually, but fuck does it feel painful when there's a deadline in 3 days.
This is the reality xD! The feeling of satisfaction you get when everything just works after all the hard work you've done is just another level of bliss.
Yup, thought I'd show the pain and suffering this time around :'D But you're right, the satisfaction is worth it
It's amazing how even the simple things can still give you that bliss, even after years of gamedev!
*Wooo my little shape moves around!*
The only reward is a new wall to climb
The worst wall is when you spent a week climbing walls only to realize it cant work that way so you have to destroy all the walls you built, leaving nothing for your effort. wait I think i messed up the metaphor but you get it.
Nah that works fine, I have to do that sometimes too! :D
Wasn't it Edison who said: "I haven't failed. I just found out 10.000 ways how it doesn't work!"?
As and indie game developer RUclipsr I experience everything mentioned in this video. I honestly hate how people think that we can just pull a lever an magically make a game with ease. It’s even more difficult when you try to make RUclips videos on your progress that is slow and painful. To all my fellow indie game devs out there… don’t give up!
and were not gonna talk about the pain of making multiplayer. For me i dont care how long it will take or how hard it will be im not gonna give up (i know everyone says that)
Yea I have been game developing for almost 3 years and it still baffles me@@Inv1cht
Same
You CAN pull a lever and magically make a game! You just have to believe in yourself!
P.S. If you want to know more, look up "gambling".
Bro fr if I take too long to upload that's bad I have to finish it fast but I literally can't there's so much stuff to do
Respect for game developers. You guys are making our miserable lives significantly happier. All games on my wishlist are indie or AA. I believe that the future is in the hands of small studios, because innovation is the best part of entertainment.
"Nothing easy is every worth doing" - many humans over time.
I love the wall analogy and as many other developers in the comments pointed out, they vibe with it as well. I think it serves as an important insight into any creative endeavors.
I view walls as a sort of integrity barrier between creation and creator. Should a creator be stepping beyond their means, the ideal creation will be protected by the restraints of the wall. Scaling the wall IS solving the problem.
Love that interpretation, you're 100% right. Thanks for watching
Almost everything about art, obviously with video games included as games are also a form of art, is about dealing with failure. If you can overcome failure and frustration, and move forward, you will be able to go from checkpoint to checkpoint. Excecution is the key to all this, but without checkpoints it would be impossible to excecute anything. So it's not the big success, the conclusion to the journey, what matters but every mark that you leave on the track in order to understand how you got there and which perfectly explains how you got to the summit
Amazing video! I like how you highlight that the death pits that make people give up on their project can be overcome with enough determination.
Yes! I will be making another video especially on this graph and strategies to overcome it soon probably, I think it can be useful for people and myself hehe
This is why I believe tenacity is one of the best trait a CS major or specifically game developer could have. Because there will be a lot of “what am I doing wrong now” moments lol
I think I have to agree, my sheer stubbornness is what gets me through most issues I face
I have started my solo game development path, from scratch, without any background apart from: I'm a gamer by soul and understand the game logic.
Learning a language from scratch without any bases is tough, I end up in that dip quite a lot, but there's nothing quite like the feeling of fixing a bug or making something work just the way you intended 🙂
I am yet to release my first game ever, but best wishes to everyone walking this path, you can do this 💪🏻
Lemme tell You
I started by creating first Python game
Than an Anti curption system
Than an physics engine
And an custom renderer from scratch
It's like fun stuff but not fun too but I enjoy the final results
And Im making it silent and let user's creativeness fill it
Great work!!! Yeah its fun but not fun :'D But also super satisfying. Good luck with your projects
@@saultoons imagine creating Walls Accordingly to your videos
You nailed it ONE HUNDRED percent. I feel like my whole game dev career has been brick wall after brick wall and especially full of those brick walls where you don't accomplish much or anything at all.... I thought I was alone on it but seeing this video makes me realize that more game devs go through this same thing more often than what's talked about. Thanks for making this great video!
Every. Single. Time.
I'm climbing dude. Also making a platformer come look :)
I’ve been keeping up with it bro it’s looking good, keep going!!!! 💪
Thanks man, good luck to both of us.@@saultoons
DUDE WTF YOU HAVENT COMPLETED FACE PLANT YET
BTW what's his name
My brick wall right now is my pump action shotgun for my picture based weapon system for roblox. I fix and fix and fix but it just breaks something else. Eventually it'll work good enough I guess XD.
It's both depressing and my ideal job.
Love this
Thanks, I've released one game on Steam. It still hasn't made enough for me to get my $100 back. I'm currently building my first tower defense game hoping to fix that.@@saultoons
When any of those setbacks and bugs happen to me, I just feel like a fraud that should never have tried in the first place. It's a horrid feeling lol, but I learned to just keep fraudsting myself through it. The program doesn't know that I'm a fraud after all, and in the end it gives up and just accepts that it has to do what I want it to.
Yeah I find the experience to be one day I'm a fraud, the next day I'm a genius. Back and forth :'D
For everyone who want to start game dev for money, just DON'T ! we gave devs we have passion for it, without passion we will stop, game dev is the worse thing you can learn in the developer world, it is much better to learn web dev or app dev, you gain more money from it, but game dev is hard and most of the time you get nothing out of it, making game take a long time, at the same time the revenue is so little for the effort and time.
Yup, the satisfaction of making something playable and bringing it to life is what keeps me going! :D
The shame when you realize you spent a week climbing walls just to find a grappling hook after you're done climbing...
The problem I have is that I come up with an idea for a game that I would like to play, which tend to be exaggeratedly large. I set up my Trello full of info, follow some tutorial for the skeleton of the game with full motivation, but suddenly poof bye-bye hype. There remains the "model" abandoned forever. If months later I try to pick it up again, obviously I don't remember anything about how I was working...
It should be noted that if I dedicate 100% of my free time to it, it would be around 2 hours a day no more... and I have no intention to monetize the game, since I'm not a youtuber and I don't have a fanbase that goes to see my devlogs or buy my game at launch.
I agree that this is the reality of game dev! really nice video! I struggle with these things too but I'm determined to keep trying your video is inspiring and helpful!
You got this pancakedestroyer!!!!
i feel this on a deep spiritual level. I hate it... but i'm pretty much addicted
Then you will overcome!!!
The walls are even worse when the tasks are not related to your expertise. As a programmer myself, I always dread these art tasks because like you said, you have no fucking idea where to start. But hey, someone’s gotta do it so might as well start the climb !
Yup, they're the worst ones for sure! But the good thing is even if you get 10% of the way up that wall, that 10% is not as difficult. Time and patience will get you through anything in the end!
Reason a lot of endeavors. e.g. movies, music. etc are team efforts.
Don’t give up! I’m psyched to play the game when it comes out. And it’s amazing how much you’ve already accomplished. When I’m working on big projects and I get stuck and intimidated, I like to remind myself of how far I’ve come, and if I can make it this far I can make it further. Keep up the good work!
Definitely not giving up John this is all part of the process, thanks for the love and support
im new in developing but u can use chat gpt to fix some of ur code no to write its bad but help u fix between line small detail maybe help you
Looking at the small wins always helps to keep the perspective of the end goal in focus! We've been working on our game for 4 years now and for the most part, climbing that wall has been a constant journey of figuring out where to put your hands and feet with every push. But there are always little rests you can take along the way to see just how far you've come. The push is still wonderful all the same, however, so it's always important to keep climbing and remember to take breaks. Thank you for the video - Very interesting, inspiring and motivating!
I can already feel that this is 100% true, and yet after 2 years of learning Unity, I'm only at the beginning of my indie game dev journey :)
The journey never ends, keep going Eliane!!! :D
Ehhh its a slave trade. As long as your enjoying it though.
All that matters :D
This video made me realize, as a visually minded artistic person, that game dev isn't the kind of problem I want to be solving with my creative work. In essence you helped me finally convince myself that it's okay that all of this mathematical mental work isn't for me, and it's making me want to do what I'm actually good at. So you've actually inspired me lol
The wall climbing analogy between 0 and 1:35 sounds like my experience when going through college and grad school.
YUP! Applies to anything which requires a long term effort I think :D
You got this man. Thanks for sharing.
I appreciate it, thanks for watching Sebastian!
Sometimes its very hard to open up the IDE and start coding.
Videos like this are great, they make you feel excited and gives you the little push you need to overcome your fears and open up the IDE again.
Thank you for sharing your experience! :)
This is the best "dev log" I have seen in a while! Thanks for sharing your struggles, it makes ours seems less insurmountable.
Thanks for watching Togis
The start is the same for basically everything.
I hope you make it through until the end! Wish you the best of luck 🤞
No way I give up now, here til the end!!!!!!!!!!! :D Thanks for the luck
I remember my early years of game dev, it was soooo fun and each project was a blast, but I didn't make any money. Now I've been working in the game dev industry for some years and the brick walls just get bigger and bigger and the fun part is slowly fading away.... Like, is there a middle ground? How do you transform your hobby into a job without starting to hate it?
For me it’s been about reducing financial pressure, making money from a hobby is always stressful I think and that’s what kills the fun for me. I picked up a part time job that pays the bills, completely unrelated to my hobbies and I’ve been able to have fun again! If I make money with my hobby it’s a bonus, not the main goal
i got bricked up
😂
Im new to the channel and ive been watching all your tutorials and dev logs, they are incredibly inspiring! I already have Faceplant on my wishlist i cant wait to see the final game i wish you the best of luck! With life and game development 💛
Thanks for the love and support
I am new cs graduate, 24, currently not working and living with my parents and they also support me. I planned on becoming solo game dev. I am hoping that I will make it big and become successfull game dev and I will pay them back. Haha is it okay to be like this?
You can do it
Subscribed! Definitely true.
Welcome aboard! Thanks for supporting :)
Man I feel you, I've come out of that pit of doom and gloom and am back on the horse. But fuck it can be rough at times, especially when that hurdle progressively gets bigger and bigger... Impostor syndrome can kick in at times and doubting yourself, I think it's good just to take a break and just come back to it with a fresh mind, but make sure to come back to the project.
Anyway I needed to see your video bro, have a good one and best of luck with your game
LIKE A F***ING WIZARD!!! ... oh sry, that last bit made me a bit too enthusiastic...
hahaha I'm glad! Keep making magic
Amazing video man, i have been playing games from 10 years, then though i would love to make games and last year i had installed unreal engine but too afraid to build anything. Now im having job and compltely left that dream......seeing this video, i think im going to try, so thx :)
What the fuck Saultoons has 120k subs now??? What??? No you were a small youtuber lol good job
3 years will do that eh :'D Appreciate all the support people have given!
I thought my game will take 3 to 4 months to finish, and it took me 3 years to finish and 3 other years fixing and changing things here and there, but my game is out, try it its called dominating the skies ✈️
Fantastic story Mr Maa, share your game with me I would like to support :D
Great video. I'm basically in that exact phase you were describing in the video. I'm trying to get my playtest up and keep running into walls. Hopefully I can get the playtest up soon!
You got this! Keep it up
@@saultoons thank you, finally figured out the analytics, playtest coming this week hopefully! I would appreciate a wishlist from you if you have time
Thank you, wizard man, for showing the nitty gritty. I've yet to delve into the wonderful world of gamedev, but there was PLENTY of relatability throughout. Congrats on all them game gains 💪 The finished product is bound to be incredible with how much love and care you've put into it.
Aleiocus lets gooooooooooo!!!!!! Yeah I think relatable for any project really. One day this game will come out and we'll see hahaha Thanks for the love
@aleicous good luck on your dive into gamedev! Definitely worth the journey and the small wins are so satisfying. Start small and build from there :)
@@NightHutStudio Not sure if I have the time or the drive needed, but I'll definitely keep this in mind if I ever do manage to take the plunge 😁
@@aleiocus only one way to find out! 🍀
This is the first time I've watched one of your videos but that game looks great and I think it would be killer on mobile
Thanks a lot! Yeah I hope to release on there once it's done :D
This video is perfect example why I prefer to use simple media library rather than existing game engines with tons of unnecessary for my small project functionalities. You put work to make a tool but it rewards you with familiarity, easy scalability and expansion. You understand your tool and add exactly what you need, no more, no less. Building brick by brick, one functionality should not interfere with another as these are distinct entities.
As a dev
This is what it is there are people that only mention the rough parts and there are people who only mention the fun but this what it actually is
Game dev can be the most exciting and at the same time the most boring thing you do in your life
But both part combined defines an indie game developer
I needed this vid to help me learn game design, I'll share it with the team I'm working
Thanks :D
1:30 if you smash your head against a brick wall enough times the wall will probably break unless you get major brain trauma first
That seems to be my experience, the more I smash my head against the wall, the less I remember what I was frustrated at, so its a valid strategy :D
Yeah, when you get really deep into making your game you just sometimes give up due to how hard it will get. I have many projects that are just unfinished and stuff. But when it works out and you make a full game it's just so satisfying! Great video btw my dude. Good luck with your game
It's been awhile since the last upload, did you get stuck on a wall?👀 Hope you come back soon!
The wall of life 😂 thanks for your concern, hopefully back soon
Currently making 3D assets for my game and failing, i can't wait to be over with it and go to the next part
You got this, try and find some way to enjoy it :D
Thanks for sharing! Just stumbled on your video when I was browsing youtube and it was a happy finding. For me projects at the beginning are so exciting that I can barley sleep, than it becomes something like the gym for me. I become reluctant to go back working but as soon as I start all resistance fades away and I can barley stop 😅
I absolutely LOVE that initial project feeling, the excitement is unmatched. Only soon to be stricken down by the reality of the work ahead, but you're right, as soon as you start it becomes easier. Thanks for watching davdev!
At first, you love your idea, you love your game and then, you start to hate it, you want to avoid it. Even more when you have a deadline. That's the hardest part, we often give up at this moment. That's why there is so many unfinished project.
But the reward of finishing it is probably the best one.
Don't give up !
Yeah it's crazy how much you start to dislike your own project, but it's worth it as you say! Thanks for the encouragement Mouquette :)
@@saultoons No problem ! We're on the same boat x)
Like you said near the beginning, this pattern of brick walls is true for any major project. My background is in astrophysics and I'm trying to finish my PhD now, but I want to transition to game development because I realized a few years ago that game development is a major life goal for me. Brick walls are no stranger to me, and science has many of them, but it is very rare to have anything to be proud of until the very last wall.
I learned to train my patience with the walls and found it is the single most useful skill I have in my game dev toolbox now. I believe that if you can find patience and hold your center, you can overcome any number of brick walls. I'm still relatively new to game dev, though, so take that with a grain of salt. Keep pushing, friend. You'll get there!
Can relate to this post so much. Are you me? ;-) I recently have completed my PhD and have been doing some hobbyist game dev on the side in Dreams, Procreate, Womp and Unity. I have noticed that the problem-solving skills of research really did help me lose fear of the brick walls in game dev. The one difference I noticed? Overcoming brick walls for a product that involves bringing your creativity to life, while expressing your personality, just feels so rewarding. This has been a level of passion as an emotion that I have not felt in my research. Since then I knew I will dedicate myself to making games after the PhD. And this time has finally come now. I still need to get to know more likeminded people to share these experiences though, I want this to be a social experience as Saultoons mentions - so feel free to connect if you ever want to!
making a game is like a bunch of mini breakthroughs. i spend a week trying to figure 1 thing out, then i make a breakthrough on something else, then im motivated to keep going for another week. i've found that time dilation is the biggest issue. I can easily spend 100 hours on something if I dont check myself.
That's a nice way to put it! Mini learning breakthroughs
Only found your vid now, glad to hear things got better.
I relate, I'm learning a bunch of skills at once, (they are related, but different skills) the idea was that if I hit a wall in one, I can progress another whilst I work through the wall, but had the recent misfortune of hitting walls in all of them at once. Talk about a morale destroying momentum killer. I'm dealing with them slowly though.
Award-winning author here. Editing, development, and graphics (or "illustrations") are NEVER appreciated by outsiders (or "end users"). Especially not when graphics, sound, and music are involved. It is what it is.
Oh... and if you make a mistake, you'll be absolutely CRUCIFIED for it. 😂 Enjoy!
🐲✨🐲✨🐲✨
I will use this video in the beginning of my upcoming GameDev course with my students. Very honest and motivational, thank you so much!
That's awesome! Hope it doesn't scare anyone off :'D - the satisfaction of overcoming those problems is like no other, game dev has a special kind of creative fulfilment itch that no other medium can seem to scratch :) Best of luck to you and your students!
In 1996, I crafted 18 custom map designs for Doom1 (two entire episodes). I can't express to everyone out there just how quickly I had to embody the spirit of "never permitting softlocks"... and that term really didn't exist back then (not from my perspective).
Keep in mind, this was all on a 486DX 33Mhz machine. Yup. 💪😎✌️ To this day, people are STILL doing playthroughs of "Darkhell" and "Blakhell", though. 🎯
This video was actually really interesting to be honest. Inspiring. these things we don't value to show can sometimes be exactly what other people need to see.
Keeping it real is often the biggest motivator I find it makes us realise that no-one is above us or superior or born with an incredible gift that we can never achieve - Most of the time it's just effort over time, and anyone can do it.
It sucks until it doesn't! I'm glad you managed to accomplish what you wanted in the end :)
Love that, it sucks until it doesnt.
This video is the ultimate motivation for me to pursue my dream of game development.
Hi!
Ello!
4:38 had this exact same problem and just because there was a file that I deleted which still was "used" in the game, so when it wasnt finding it the levels wouldn't load, really annoying that godot only shows thia error on the export... at least I learned how to debug the game as an exe now, so I guess big roadblocks like these can help u out for the future. Life truly ia roadblocks.
Amazing video as always! Thank you for sharing your experience, it's really inspiring :D
Glad you enjoyed it! Wasn't sure how this sort of video would do so I'm glad you like it
Yes saul vid. Got in before the discord notification
You're too quick!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hahaha
This is the reality of ANY type of dev. Especially if you're going from idea to production. Although it's not a silver bullet, luckily Ai is there to help with some of the roadblocks and climbing now.
Great illustration at the beginning! But I think this might be the reality of software development in general. Maybe of engineering in general.
Thank you wizard man, very cool 🗿👍
Any time
what a toony saultoon! good saul toon.
Thanks thankssss!!
Just started learning game dev (been 10 days) and haven't climbed the first wall yet lol. I made a character controller with 3rd person camera though... So maybe 1/4 way up the first wall 🤣
I will say: every time I see unity developers choking over lines of code while debugging, I grow ever more grateful for the blueprints system in unreal and the incorporated visual debugging 🙏 system
Tried getting into solo gamedev many times. It's simply not worth the effort. Some will like it, some won't. And that "Dream game" is why people come into it anyway. Remember, Brackey's and David Wehle (Creator of First Tree) quit for the same reasons. If you want to still do it, then research thoroughly beforehand to find out how much time, skill and effort it takes and just how many people became successful. Chances are, less than 5-10 people will get to play your game unless you do proper marketing. Getting a gamedev job is a whole different story. And it's very volatile and stressful tbh.
Oh boy do I get this. I've been trying to make a multiplayer HD2D RPG, only the second hardest type of game to make next to an MMO or some weird physics sim. It looks like a toddler made it. I spend about 10 hours a day, 6 days a week coding things like movement lerping, combat systems and scene controllers and nobody can even see the difference.
Atm I'm neck deep in a multiplayer branching dialogue system. The things we do.
I think we might be inclined to feel like we're "wasting time" when hitting a bug and spending hours, days, or weeks trying to fix that one bug. We might feel like we're not making any progress. But I think a better mindset is that time spent struggling is actually time spent learning. And we know education is valuable, in fact, people literally spend thousands of dollars taking lessons, going to schools, buying books, and doing many other educational things.
So I think rather than getting frustrated, it's better to be humble and say, "I'm not good enough right now to even expect that this should be easy. But I will spend the time learning now and eventually figure it out so that it is easy later." The experience itself is so valuable, there should be a kind of appreciation for the brick walls in front of you.
Of course, we have limited time and we can get stressed about how much time something is taking to figure out. We all have to decide if it's still worth it, or if it's more logical to do something else. I think often comes down more to how badly you want it, than your inherent skill. I think setting the right expectations and checking your ego at the door are important. You'll be willing to go farther if you stay motivated, and nothing is more demotivating than failing to meet expectations.
And be open to asking for help. Showing people how you've struggled and what you've tried will also let helpers know you're not just being lazy.
I think anytime you feel demotivated, it's a good time to ask yourself, "who decided that you need to make any progress by some given date?" You do you. At your own pace. Enjoy your small wins. Be kind to yourself. Don't make yourself the worst boss you ever had.
To save time in speed to get your game done.
1. Learn C# keywords and functions for things you need in your game, and for what your doing in your game only.
2. Ask Chat GPT for help coding, and explain what the keywords, and functions mean with //comments in Visual studio.
3. If you have a big game get the demo done as quickly as possible, when you get stuck on things in your demo, build things you need for the demo of the game, not things you need in the full game, like for example the last boss of your game, because if you get the demo done it can be like you completed the game, if you can finish the demo maybe you can finish the whole game.
4. Learn the Animator Controller in Unity its important with chat GPT and unity manuals and unity learning courses.
5.
I always imagined the grind as one continuous thick wall but you don't know how thick it is. Weaponed with a spoon, you start scratching away and one day, there's light, representing a "click moment". Where your experience just falls into place and you feel some kind of enlightenment. You might just be 1,5 mm or be 3m away from that moment, non the less it will come.
"Ain't no wall for a climber!"
But your arms and legs sure do get tired sometimes.
I've been working on a game in Unreal.
And it's like joining scientists working on a crashed alien ship.
The ship has been there for a while and sometimes the tech changes.
So you have some info which is still relevant and some not so much.
The fun is finding out what works. NOT.
Also, sometimes the docs aren't that understandable.
After seeing this video, I'd like to know how to join a community and or get testers.
Kudos on your video.
That's why some youtube trainers advise beginners not to start with a useful/big/hard project. Because we will get stuck, won't finish it and abandon it in frustration, maybe even quit programming. The best approach is to take baby steps. Small wins/achievements give us confidence to continue and something to look back on. It's like going to the gym in the 1st month and trying to lift the big weights then quitting because you're not that good.
fun fact... instead of climbing above all the walls, invent a ladder, and utilize planking to merely step over the walls. then get called a cheater by all those who climbed up the wall. confused:but where did you get wood? you:who said wood was needed for ladders or planking?
Hope you have a great day & Safe Travels!
I watched now 5 different Game Dev videos and this one was the most entertaining, clicked the Like button, thank you for the creativity of the video.
I'm at a game Dev college, studying to become a games programmer.
I can confirm every single word of this video. Just keep hassle for the struggle 💪😅
This is all true... and if you have ADHD, especially the bad parts 😭😭
LOVED this video. It is so painfully true and yet here we all are because it's just that damn fun and rewarding. Great video!
Couldn't have put it better myself, thanks for watching!
I always wanted to start proggraming but I just don't know how to start and where to start. I have no experience no knowledge i'm thinking abut going to gamedev school but... idk i've started a 1st degree vocational school it's my last year now but it's a hard choice to make go to work/go to proggraming school
Every damn kids wanted to be a gamedev, I'd tell them if they just want to be rich just do something else. Even freelance graphic designers get more money than gamedev in the first 10 years, unless they're super lucky of course.
Ah yes. My favourite problems are ones that aren't your fault. I'm making a game that will run in browsers. The screen vanishes if you go full screen... Only in Chrome. That took awhile to find out. In Firefox it works just fine. From what I can make out, the only reason it has problems in Chrome is that Google made that browser out of duct tape and pig shit.
I'm just a person trying to make a new card game using playing cards. I had the idea of making one where the player must think carefully about what card they are gonna play on each turn so it takes strategy. The problem though is the balancing in almost everything about the game. Unbalanced problems like whoever goes first is automatically the winner, in most games a player can gain TOO MUCH points making it pointless for their opponent to try and win, and the game lasting TOO long or TOO short and just when I thought I got it right the strategy is too easy to grasp and that makes the game boringly simple. Right now I think I changed up the rules just enough to balance out the game, but I have no real practice to see if it's just right or not.
AHAHA Get ready for 1000 marketing walls, otherwise, like 90% of developers, you won't even pay off the cost of food (((The reality is this! Your little wet dreams will not come true with a 90% probability!
Haha yup. Making a game is one thing. Making money from a game is a whole different ballgame
"You don't get good, you only get less bad" - my game developement professor. Advice I've carried since I heard it