How I Avoid Burnout with my Game
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- Опубликовано: 8 фев 2025
- Also, for all those asking, Isle Goblin is just on pause while I work on the other project you may have seen!
Thanks again for watching everyone! If you're interested in checking out the Patreon, wishlisting on Steam, or any of the other links, they're all below!
Patreon: www.patreon.co...
Steam: store.steampow...
Discord: / discord
Instagram: / watt.designs
Twitter: / wattdesigns
Game Website: islegoblin.com
Personal Website: www.kilowattga... Развлечения
0:20 “3 key reasons” proceeds to show 4 keys
Isle Goblin is looking so good!! It's been so cool to watch the game being built up slowly over time. I watched a few of the older logs recently, and it's so obvious how much work you've done and how far the game has come since the early days. I'm glad that it seems like you're taking the time to make sure the game is done right. I'm so hyped for the finished product, on whatever timescale you think is appropriate to get it done.
I am so happy I discovered the coroutine thing by myself. I am using it on special abilities on enemies. For example when an enemy finds you in range and has his ability off cooldown the coroutine stops his pathfinding script, starts charging up, dashes for a shrot duration towards you in a karate kick stops his velocity and restarts his pathfinding. Coroutines are amazing imo.
I'm loving how far along you've come with this project and how much you've learnt
Things that helped watts :
-> structure
*singletons
Getting stuff from one single script(manager) so that it be accessed anywhere (for other game objects and scripts)
*interfaces
When we need lots of intractable stuff we tend to make lots of scripts, to overcome that issue we can use interaction
*couroutines
The script's that run separately from the rest?
Will look more about it ig.
*unity events
Tell other script's to do something for you when stuff happens
Its hard to debug
Ya will look more about it
->Switching tasks
->Planning
I'm always excited when I get a notification about a new video from you. This devlog alone is worth the dollars on Patreon. Thanks for your cool work! 😁👍
Hey, like always, really qualitative vidéo, you explain code in a way that is so easy to understand, it's nice !
I've tried a few times to learn to code and use unity but it's taking forever haha and I have a tendency to switch interest very quickly haha, I can't way to see what are those "behind the scenes" things you've been working on !
Glad to see the steady progress! Can't wait for the next update (big, small, or you deserving a break).
Great video! I've started Unity but have always struggled with the good practices and tend to get lost in my own spaghetti code :)
Very good video,
See it, more people should.
(I guess Yoda is kinda a Goblin huh?)
This video has been very valuable to me. Thank you for making it!
Hey Matt,
Really cool stuff as always. I get the felling you also, like me, end up with creating quite large games :) I really dig your art and the project, best of luck.
I loved this more informative style of video!! So helpful to see things explained in such a simple and understandable way for beginner game devs
Really like your insightful devlogs! I always hit a weird point in my projects where they're on the brink of reaching the actual becoming a game phase. Like when you first start out you kind of see what sticks and it's more of a sandbox than a product. I struggle like crazy to make the jump.
Writing out weekly tasks, and highlighting them when complete has been useful. It limits my list to a small pad of paper, feels good to scratch them out, and seeing the highlight later in the week provides visible evidence of progress already made which helps maintain the momentum that drives you onwards.
So glad I found your channel! You seem really passionate about the projects you take on, and I can't wait for your game to release! I'll be ready to play on launch day for sure. Keep up the good work!
Thanks for the great advice! We need more people like you 😊
Great video!
The way you talk about how the code works is so much easier to understand than the countless "How to code in Unity" videos I've seen.
How about you make a tutorial, or even better, talk a bit about how to code with the dev logs or something? Would be so cool, and would most certainly attract more viewers :)
Hey, Matt! First time watching your content. Just wanted to say that your editing (and graphics) are great and this video really made me laugh. You get your point across in a really flowy and entertaining way. Keep up the good work and thanks for the good tips! Also, I've wishlisted Cleanup on Isle Goblin on Steam 🙌
It's a good day when matt uploads
Actually super useful info. I never understood the purpose of interface's since it just seemed like extra coding for no real reason. Now that I'm actually making big projects with thousands of lines of code that clog up the editor, I realize the usefulness of them. Thank you.
Doing great man, and its always good to hear what keeps devs motivated! One of the things i like to do is join a gamejam here and there. The opportunity to be creative on something new for a short and controlled time keeps my juices flowing!
Great video. You gave me food for thought about how to improve my code structure moving forward. Cheers!
It is impressive the courage you had to leave your job to work on your stuff. I work full time as software engineer and my job burns me out so much that anything I try to start myself feels overwhelming and I quick end up leaving things aside. Awesome job Matt, keep the good work you're doing, really hope you finish this one off!
That's top-tier art bro. Movement and juiciness looking great too!
well thats motivating
Love seeing the progress, keep it up!
Great video, keep at it!
I'm looking forward to this game :D
know it will take some time tho, love to see it unfold during the wait : )
Hey Matt,
your video is really helpful for me! :)
All three points are current problems of mine... Where did you learn these things? Do you have any video or blog recommendations?
I really enjoy the devlog videos! They are funny, informative and helpful! Thank you a lot! :)
Comment. Gobs. Mushrooms.
goblin mushroom merchent?
👀
this was incredibly helpful, as a hobby dev for 2 years I 100% agree with all of those points
just binge watched all your devlogs and when you were talking about quitting your job and you brought up your patreon & doing commissions and all that I immediately thought this sounds like the workload of a fulltime job so Im not surprised you have less time for the game now
I mean its good if you're happier but sucks for the game I hope you do end up finishing it since you had really great steady progress until now
As Jb already said you're really great at explaining! Same goes for the pixel art videos actually. Missed a career in teaching 😉 The trello board shot reminds me of what Unknown Worlds (Subnautica) did during their early access. It could be interesting to give players once you're in early access ... access to the trello board or a redacted version of it. I'd alternatively suggest it as possible patreon bonus but since atm I cannot afford it that'd be shooting myself in the foot 🙃
and i believe theres a few ways you could sync trello boards, so matt could have his own version that he updates, then sync it to the filtered shared version!
Watt, In my opinion, your based turn movement is more likely "Pokemon Mystery Dungeon" than "Crypt of the Necrodancer".
This was an amazing and very helpful piece of content! You deserve a like and a subscribe
i've taken long 6-monthbreaks from projects because of burnout,
but always end up coming back eventually.
I'm trying to find new ways to Never Burn Out.
The current method i use is: only working on it when i feel like it.
there are 2 things that work:
1. Hanging out in Voice Chat(main reason i joined your Discord)
or
2. If i feel like working on it.
This "Never Burn Out" method is still new and i'm looking for other ways to never burn out;
and currently; hanging out in Voice Chat is definitely my go-to.
Oh no. You can't avoid burnout by seeking motivation wherever you can. It is habit formation and discipline that makes you complete long tasks. Relying on motivation will never work.
@@filiphedman4392 I'd %100 agree.
Dude this video would have been so helpful a few months ago… these are really good things to know when making games
super awesome tips thanks man
Great to hear how you're using unity to tackle problems in your game!
Hey Watt,
I'm a big fan of yours and spent most of my summer watching your content. I've heard that you read your comments, so I was wondering if you had any tips on making a game similar to yours or how to become a master at pixel art like you.
I'm planning to create a top-down RPG where the player is on an island and must survive challenges like radiation and hunger. I want it to have a similar feel to Isle Goblin, but I know I'll need to make significant changes to ensure it's not just a reskin of your game.
I really look up to you and would appreciate any advice you can offer before I get started.
Thanks!
ps I also plan to dev log as well
@Lushspam thanks for the kind words! I could write an essay on everything I’ve learned through this process, I’d say if I had to condense it down to the important stuff:
1) a game of this magnitude, if it’s actually completed, requires big sacrifices. Mostly time, but relationships as well. It’s hard to spend time with people while making meaningful progress and still having time to unwind, so make sure you’re ready to be a hermit. If you don’t want to be a hermit, I’d highly suggest teaming up with equally motivated people or doing something smaller to split the labor.. At least if you wanna make something commercially successful (which I still haven’t done lol). Huge gamble in a tough industry, so make sure you love the process!
2) top down game general stuff: for pathfinding, look into how rimworld does their region segmentation, I use a similar system. It’s very easy for pathfinding to be way too laggy. Look into addressables to avoid startup lag later on. Make sure your map is saved in a smart way so it doesn’t take forever to load. Store your map data as compact as possible (squishing data into the individual bits of integers)
3) pixel art: make your art as small as you can without making it ugly. I use 20x20 tiles and even that’s a bit large, the art takes forever. Try to be minimal with the animations - my biggest time sink is animating things in each direction. If you can avoid that, you’ll save a ton of time.
I could probably write a lot more but I gotta go - good luck!
@@WattDesigns thank you
I'm excited to play your game in the future
I genuinely check my steam regularly hoping you drop your game.
Progress!!!
Making a game myself rn and I did NOT plan it put before hand😅
Bro you are beast
I'm an electrical engineering graduate and I'm switching to art and design. I know the struggle man!
i might be misunderstanding, but a reason i haven't used coroutines in the past is because it seemed painful to schedule things in tandem with say the global update. do you think coroutines are more efficient in your stunned enemy example over being handled in a singular update process for the entire game?
i.e. having a queue of events that is handled every update, and just adding the stun as one of these events
again, i might be misunderstanding, but in past work i had trouble syncing threads and that experience drove me away from utilizing coroutines.
i enjoyed this video a lot!
I think it’s a bit easier, instead of your update looking like
“If (current time > stunStart +stunDuration && isStunned ==true)
{
(Do nothing)
}
Else
{
(Do regular movement)
}
You can just have
If (isStunned)
{
(Do nothing)
}
else
{
(Do regular movement)
}
Then the coroutine sets stunned to try, waits a second, and sets it to false
I think it becomes more useful with really complex stuff.. like for loading a new scene:
-get the name of the scene you want to go to
-have a black screen fade out for 1 second
-wait a couple frames
-save the game
-wait a couple frames
-change scenes
-wait until it’s fully loaded
-wait a couple frames so everything goes through it’s “Start()”
-spawn in stuff if you need to
-fade the black back in
Doing all that in update would be a mess of timing and different variables, when you can just cleanly put it in a coroutine and say
StartCoroutine(SceneChange())
And then the coroutine is everything all neatly laid out, with not an ounce of code in update constantly being checked
I love you
❤
can't see my browser nu...please help
Hi
Gonk :D
this comment is purely to sway the youtube algorithm in your favor. good luck with your endeavors
hey Matt remember me
Of course
"Comment"
singleton === cringe
@@symmetry-e8 if(usedProperly)
{
singleton = !cringe
}
kinda off topic
To avoid burnout… learn how to code better. Man…