Burning out in game development is incredibly common, and a very hard thing to avoid, and I'm glad you are learning your own limits and cutting back on the scale of the game to make it more manageable for yourself. Prioritizing your mental health and creating achievable goals for yourself will always be the most important things if you want to keep on working on a project longer term without losing your love for game dev, so here is your reminder to be kind to yourself as you progress, you deserve it :)
I'm new to gameDev and have watched a lot of different Devlogs in the past months and I have to say - yours is by far my favourite so far!! The videos are not too long and what I love most is that you take us with you basically every step. You continue where you left off in the last video and explain your problems/solutions/ideas. It is so much fun to follow you and it's also very motivating to start working on my own first game. It's also very funny at times! And to top it all off you are very honest by also addressing the struggles with programming your own game. I subscribed and can't wait to continue following your story :)
For sure, keep the scope small to keep your motivation up! My advice is also to always keep your game as playable as possible, for me this really helps with my motivation to continue on projects! Keep up the good work!
i feel like the timer solution where it spawns in unkillable enemies instead of just killing the enemies is genius! it add almost this mini game of having to dodge these enemies after you clear a room which is cool!
Starting game development, it is inevitable to scope creep. A lot of new game developers are told to make small games, and even with that in consideration, you will over-scope not on purpose. But it's a normal thing to happend, because at this point we kind of do't know what's an "Ambitious" project, because we don't have a notion on How hard it is to make or implement this things! However now that you do, you will have a way better time on estimating workloads and scopes! Keep up the good work, and actually, the bit of you talking in the end could even be a more detailed video, it's always cool hearing game developers talk about their struggles and how they can overcome them! :)
I understand you, motivation and focus lasts very short for me aswell. I want to develop longer projects in the future and I don`t know how to tackle that. Hopefully we will work it out! Keep the good work!
I want you to know i liked the somewhat rambling, unstructured feeling of your first video that's 25 minutes. It was relaxing to watch and listen to. good content keep it up.
I'm guessing a more optimal way of doing outlines would be to use a render tenxture that all the enemies and player are drawn to then use a material to expand that render texture the render texture would then be placed on a sorting layer below enemy/player layer and above the environment sorting layer. that way all you need to do is assign things you want outlines of in that layer
love how this game is looking! i gotta say the unkillable enemy's remind me of the ghost from spelunky a lot which i like cause spelunky is fantastic. i would also like to suggest a way to stun the unkillable enemy like a one time use item that gets rid of them for 30 to 50 seconds then they come back.
I LOVE THE ART SO MUCH, I’m so glad you switched from pixel art ur art style is amazing!!! If the timer runs out you could add some sort of small blinking animation or remove it because this way there is no indicator the time is up so it looks a bit dead, otherwise great mechanic. Greetings from Germany :)
I hear that scope creep is the biggest issue game devs starting out face its good idea to keep this small, if you like the mechanics or world you can always revisit and refine them in a project down the road. Keep it up, I'm really interested in the time mechanic idea.
for showing the dash i reckon you should use the crystal in his chest. Say its pink when you are able to dash and orange when you aren't, sorta like Madelines hair in celeste.
Here's a suggestion I have: I like the idea of constantly keeping pressure on players to make decisions and to keep it tense, however I believe that giving the player some time to breathe may be beneficial. Maybe add a room where time doesn't pass? Similar to the bazaar in Risk of Rain 2.
Maybe you could make the enemy attacks kind of like the terraria magic missle? I think something of that approach with the projectile leaking out particles behind it could help how it looks. A way you can do this while keeping the direction obvious is by doing an arrow head but the rear side is curved so it’s obvious but I feel like the sharper look would help the attack look more like an attack for you.
about picking up the items..if it's not too difficult to, maybe add an option in the menu to switch between read info and auto-pickup? bc if people play the game regularly, theyalready know what each items does and then it's faster? tho if you add new items, you'd maybe need to force the info text box open at least once
focus on the actual gameplay. Make it simple but interesting. Story, dialogs etc. are obviously important but you don`t have enough time to implement all of the ideas
Burning out in game development is incredibly common, and a very hard thing to avoid, and I'm glad you are learning your own limits and cutting back on the scale of the game to make it more manageable for yourself.
Prioritizing your mental health and creating achievable goals for yourself will always be the most important things if you want to keep on working on a project longer term without losing your love for game dev, so here is your reminder to be kind to yourself as you progress, you deserve it :)
I'm new to gameDev and have watched a lot of different Devlogs in the past months and I have to say - yours is by far my favourite so far!! The videos are not too long and what I love most is that you take us with you basically every step. You continue where you left off in the last video and explain your problems/solutions/ideas. It is so much fun to follow you and it's also very motivating to start working on my own first game. It's also very funny at times! And to top it all off you are very honest by also addressing the struggles with programming your own game. I subscribed and can't wait to continue following your story :)
For sure, keep the scope small to keep your motivation up! My advice is also to always keep your game as playable as possible, for me this really helps with my motivation to continue on projects! Keep up the good work!
i feel like the timer solution where it spawns in unkillable enemies instead of just killing the enemies is genius! it add almost this mini game of having to dodge these enemies after you clear a room which is cool!
Starting game development, it is inevitable to scope creep. A lot of new game developers are told to make small games, and even with that in consideration, you will over-scope not on purpose. But it's a normal thing to happend, because at this point we kind of do't know what's an "Ambitious" project, because we don't have a notion on How hard it is to make or implement this things!
However now that you do, you will have a way better time on estimating workloads and scopes! Keep up the good work, and actually, the bit of you talking in the end could even be a more detailed video, it's always cool hearing game developers talk about their struggles and how they can overcome them! :)
I understand you, motivation and focus lasts very short for me aswell. I want to develop longer projects in the future and I don`t know how to tackle that. Hopefully we will work it out! Keep the good work!
I want you to know i liked the somewhat rambling, unstructured feeling of your first video that's 25 minutes. It was relaxing to watch and listen to. good content keep it up.
I'm guessing a more optimal way of doing outlines would be to use a render tenxture that all the enemies and player are drawn to
then use a material to expand that render texture
the render texture would then be placed on a sorting layer below enemy/player layer and above the environment sorting layer.
that way all you need to do is assign things you want outlines of in that layer
love how this game is looking! i gotta say the unkillable enemy's remind me of the ghost from spelunky a lot which i like cause spelunky is fantastic. i would also like to suggest a way to stun the unkillable enemy like a one time use item that gets rid of them for 30 to 50 seconds then they come back.
I LOVE THE ART SO MUCH, I’m so glad you switched from pixel art ur art style is amazing!!! If the timer runs out you could add some sort of small blinking animation or remove it because this way there is no indicator the time is up so it looks a bit dead, otherwise great mechanic. Greetings from Germany :)
I hear that scope creep is the biggest issue game devs starting out face its good idea to keep this small, if you like the mechanics or world you can always revisit and refine them in a project down the road. Keep it up, I'm really interested in the time mechanic idea.
Looking good! Cutting scope is a great idea.
Man says he will not joke about any immature stuff and immediately says "So let's talk about my bush"
Loving the progress, can't wait to see the next dev log!
Spotted it. 0:53
Nice bush 😮
Love to see some progress! Good luck on further developement and happy holidays as well :)
for showing the dash i reckon you should use the crystal in his chest. Say its pink when you are able to dash and orange when you aren't, sorta like Madelines hair in celeste.
I still love the new art style.
Here's a suggestion I have: I like the idea of constantly keeping pressure on players to make decisions and to keep it tense, however I believe that giving the player some time to breathe may be beneficial. Maybe add a room where time doesn't pass? Similar to the bazaar in Risk of Rain 2.
I'm glad that I've found this treasure
Maybe you could make the enemy attacks kind of like the terraria magic missle? I think something of that approach with the projectile leaking out particles behind it could help how it looks. A way you can do this while keeping the direction obvious is by doing an arrow head but the rear side is curved so it’s obvious but I feel like the sharper look would help the attack look more like an attack for you.
0:53 sus
about picking up the items..if it's not too difficult to, maybe add an option in the menu to switch between read info and auto-pickup? bc if people play the game regularly, theyalready know what each items does and then it's faster? tho if you add new items, you'd maybe need to force the info text box open at least once
I was following your sprite tutorial while making an enemy and its a frog now I see this tutorial💀
7:11
ayo?
🤨
This is cool! Keep it up.
I love frogs :D
😊
da glow up
how did you get that emoji ?
Froglike
you sound like @copperstartoons who also uses Krita/Unity, 👀
also idk if limiting dodge is a good idea
what if hades or gudgeon had a dodge cooldown lol bleh
i luv u
What's up?
Rip
focus on the actual gameplay. Make it simple but interesting. Story, dialogs etc. are obviously important but you don`t have enough time to implement all of the ideas