I also start working on new stuff when I'm facing burnout! Also I tailor my game towards the stuff that I like doing. I love systems design but don't enjoy making art and content as much, so I'm designing a modding API that makes it super quick and easy to add content and using a low-poly 3D art style so I don't have to spend ages making art. And I allow myself to go off and make features I don't need all the time, just because they're fun to implement. Also it helps that my game is very heavily systems dependant with a big focus on emergent gameplay through systems interaction.
I always find that sharing my games progress (like this devlog) with others tends to help with burnout. The positive feedback gives me the drive to power through the monotonous tasks, while the negative (constructive) feedback helps me mold the aspects of the game. All of which help me get over the burnout by rejuvenating my excitement and creativity, so I can share again. Can't wait to see more progress, your game looks like the type of games I love to play.
Time to play the stock market and get rich! Anyways, this seems like it may shake up the game's balance quite a bit, or be a bit overwhelming for new players with how fast it is moving and how much information is provided. It might be a good idea to add some sort of help box/tooltip text maybe? Good video as always!
@@ByteOfMichael Don't get discourage from complex systems as these will generate hardcore fans that can and will support you in the long run. I would suggest the compromise to introduce the complex features over time/progression so there is a natural learning curve. Introducing complex/additional systems later in the game is a really cool concept i see far too rarely. Warfarame does this by introducing a whole new game mechanic/system near the end of the campaign which was a mind blowing experience. That said i tough this value system would tie in with the character based on how successful or fast he clears quests thus increasing the "value" of his service. This would create a meta system that can be played to gain extra rewards, and could be introduced later down the line as in "Now you are famous enough to participate in the Hero stock Market". Fable had a system similar tot his by taking up challenges before a quest to increase the rewards and these also altered with the fame level of the Player Character.
Maybe if the player reduces the values of the contracts, you should have the mercenaries spawn in to protect the slimes, or they just stop posting contracts once they lose a certain amount of value, until the slime population gets completely out of control and they can make bank on the contracts.
one way i heard to avoid burnout is to work on a very small side project, think flappy bird. if possible make one that youll be able to reuse assets into your main game.
Genius! I love the idea, hope you can at the same time make it more deep, like when some creatures are left there to multiply the jobs for those will be more or less common, affect prices of ingredients and other commodities, and so on, I think I will implement something similar in a future game.
For me I have to take breaks and get away from my game about once a year. Unfortunately last year was very stressful trying to get my game ready for a convention and failing, then there was some issues that popped up with my business partners. So I have not touched my game in several months. I will be going back to it but I still am not ready.
I was thinking about trying to get ready for some conventions, but I still feel like there is so much work to do. Good luck with the rest of your game man!
Man this looks amazing, I’ve always wanted to see this kinda deep simulation on rpgs. Makes me think on ImSims and it’s really thoughtful mechanics. By the way sir, you think you could make a tutorial about how you implement a feature like this in a game? I’m still really new at game dev and while I know how to code I don’t really know how to transcribe my if’s and else’s, loops and functions to actual mechanics without going online to read someone else’s code and borrow bits and pieces from it. I’m still new
Sounds like a lot of work to create such a dynamic world but the payoff will be awesome if it has enough things affecting the market. Although, it sounds like a nightmare trying to balance it all so the player doesn't take advantage of it. This is a really cool idea though!
i find that i become burnt out when i regularly do things i don't want to do, since that requires a lot of energy (also called discipline). my solution is to do what i want to do as much as possible
Man this looks amazing, I’ve always wanted to see this kinda deep simulation on rpgs. Makes me think on ImSims and it’s really thoughtful mechanics. By the way sir, you think you could make a tutorial about how you implement a feature like this in a game? I’m still really new at game dev and while I know how to code I don’t really know how to transcribe my if’s and else’s, loops and functions to actual mechanics without going online to read someone else’s code and borrow bits and pieces from it. I’m still new
I also start working on new stuff when I'm facing burnout! Also I tailor my game towards the stuff that I like doing. I love systems design but don't enjoy making art and content as much, so I'm designing a modding API that makes it super quick and easy to add content and using a low-poly 3D art style so I don't have to spend ages making art. And I allow myself to go off and make features I don't need all the time, just because they're fun to implement.
Also it helps that my game is very heavily systems dependant with a big focus on emergent gameplay through systems interaction.
Great points!
I always find that sharing my games progress (like this devlog) with others tends to help with burnout. The positive feedback gives me the drive to power through the monotonous tasks, while the negative (constructive) feedback helps me mold the aspects of the game. All of which help me get over the burnout by rejuvenating my excitement and creativity, so I can share again. Can't wait to see more progress, your game looks like the type of games I love to play.
Thanks so much and great notes!
Time to play the stock market and get rich! Anyways, this seems like it may shake up the game's balance quite a bit, or be a bit overwhelming for new players with how fast it is moving and how much information is provided. It might be a good idea to add some sort of help box/tooltip text maybe? Good video as always!
Will definitely need a bit of simplification! Thanks for the comment!
@@ByteOfMichael Don't get discourage from complex systems as these will generate hardcore fans that can and will support you in the long run. I would suggest the compromise to introduce the complex features over time/progression so there is a natural learning curve. Introducing complex/additional systems later in the game is a really cool concept i see far too rarely. Warfarame does this by introducing a whole new game mechanic/system near the end of the campaign which was a mind blowing experience.
That said i tough this value system would tie in with the character based on how successful or fast he clears quests thus increasing the "value" of his service.
This would create a meta system that can be played to gain extra rewards, and could be introduced later down the line as in "Now you are famous enough to participate in the Hero stock Market".
Fable had a system similar tot his by taking up challenges before a quest to increase the rewards and these also altered with the fame level of the Player Character.
Maybe if the player reduces the values of the contracts, you should have the mercenaries spawn in to protect the slimes, or they just stop posting contracts once they lose a certain amount of value, until the slime population gets completely out of control and they can make bank on the contracts.
hmm ya that would be cool!
one way i heard to avoid burnout is to work on a very small side project, think flappy bird. if possible make one that youll be able to reuse assets into your main game.
Great point!
Genius! I love the idea, hope you can at the same time make it more deep, like when some creatures are left there to multiply the jobs for those will be more or less common, affect prices of ingredients and other commodities, and so on, I think I will implement something similar in a future game.
That would definitely be interesting, thanks!
For me I have to take breaks and get away from my game about once a year. Unfortunately last year was very stressful trying to get my game ready for a convention and failing, then there was some issues that popped up with my business partners. So I have not touched my game in several months. I will be going back to it but I still am not ready.
I was thinking about trying to get ready for some conventions, but I still feel like there is so much work to do. Good luck with the rest of your game man!
Maybe the speed was just for demonstration purposes, but the stock changes seem to happen far too quickly for a loosely connected medieval world.
Ya that is a good point, will def need some refining!
Love your distinct devlog style. Thanks for the consistency. Your vids are always a pick-me-up!
Thanks so much!
Man this looks amazing, I’ve always wanted to see this kinda deep simulation on rpgs. Makes me think on ImSims and it’s really thoughtful mechanics.
By the way sir, you think you could make a tutorial about how you implement a feature like this in a game? I’m still really new at game dev and while I know how to code I don’t really know how to transcribe my if’s and else’s, loops and functions to actual mechanics without going online to read someone else’s code and borrow bits and pieces from it.
I’m still new
this has to be a good day if you upload!
haha thanks so much!
Probably should pause the price changes while the user is on the interface, otherwise it seems pretty overwhelming.
Ya def a good suggestion!
hay man when can we play the game i really want to try it
Thank you! At this point its still under development but hoping to get a demo out soon!
S tier content my guy
cheers man!
can you lower the egg prices with your stock market?
working on it....
How i can play at this game pls, its very cool
Thanks! Its still under development but hoping to get a demo out soon!
Sounds like a lot of work to create such a dynamic world but the payoff will be awesome if it has enough things affecting the market. Although, it sounds like a nightmare trying to balance it all so the player doesn't take advantage of it. This is a really cool idea though!
Thanks!
bro burnout is such a good series, why are you avoiding it? try paradise
haha
Maybe make the camera move more in the direction of the cursor instead of having to walk to the side of the screen to see more of that direction.
Good suggestion!
That is really cool! Amazing work man!
Thanks I appreciate it!
i find that i become burnt out when i regularly do things i don't want to do, since that requires a lot of energy (also called discipline). my solution is to do what i want to do as much as possible
Ya I feel that too! Sometimes I gotta push myself to build things I really don't feel like it though haha
Next video: I added the glorious community revolution to my indie game
not a bad suggestion haha
I think this is genius!! 💰💰💰
Thanks so much!
Cool system, noice devlog
Thank you!
4thcomment
cheers
Man this looks amazing, I’ve always wanted to see this kinda deep simulation on rpgs. Makes me think on ImSims and it’s really thoughtful mechanics.
By the way sir, you think you could make a tutorial about how you implement a feature like this in a game? I’m still really new at game dev and while I know how to code I don’t really know how to transcribe my if’s and else’s, loops and functions to actual mechanics without going online to read someone else’s code and borrow bits and pieces from it.
I’m still new
Thank you! At this point Idk if I'm good enough to be making full on tutorials but I have thrown a couple code snippets for systems up on the patreon