The Importance of Creating Tools to Support Your Indie Game

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  • Опубликовано: 18 сен 2024
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Комментарии • 8

  • @ricardovaleriogamedev
    @ricardovaleriogamedev 4 года назад +3

    Tooling can be an incredible time and money saver, and also from the perspective of who is doing a specific job can make things much more fun and much less difficult. I am working on a project (you can check my channel) where I heavily focused on tooling from very early on. It was a very simple question to ask: "How will someone do this job?" and from there, the tool starts to form itself in concept. "I will need to be able to do this, this and that" and so on. I got a few videos on the Spell Editor and Quest editor, but I have more editors, like, for example, NPC editor. It's incredibly easy for me to create quests or spells because of this and try them out in the game.

  • @SilverAura
    @SilverAura 2 года назад

    When creating the level editor for my long-term project (Diamond), I swear I had just as much fun creating the level editor as I did anything else in the game. Especially knowing I'd be including it in the game itself. Coming up with creative ways to simplify and automate as much as possible for both myself and so that players making custom levels could actually spend more time making their levels than figuring out how things work.

  • @N0biKn0bi
    @N0biKn0bi 4 года назад +1

    If enums are not an option, what should I use instead? Maybe a startup routine, there could be steps addes.

    • @nickpinkowski
      @nickpinkowski 4 года назад +1

      it depends on what you need, for weapon type you can use string instead

    • @Ludrien
      @Ludrien 3 года назад +2

      derived classes

  • @Gabahulk
    @Gabahulk 4 года назад +2

    Why not use enums?

    • @willculpepper9637
      @willculpepper9637 Год назад +1

      Because when you inevitably add more types to the enum, you have to update every place the enums are used. It's an endless source of subtle bugs.