Everyone starts somewhere, and this is such an exciting first step! Don't give up Can't wait to see how your dream game evolves-keep up the great work! ❤❤
Thanks for sharing your perspective! I'm definitely interested in comparing Unity to Godot, I'm just scared to give up what little understanding I have already built in Unity. That said, now is probably the time to experiment with different engines. Thanks for watching :)
Its crazy you came across my feed I have been meaning to do game dev as well and document the process, and even have been spinning up my project the past few days. Good luck to you brother, and I hope you succeed!
this reminds me of myself ngl, i have started multiple projects in unity but i always quit after a few weeks and forget everything, i maybe wanna try making a video so id have the motivation again. The pain of programming is so annoying but if you finish something its so satisfying.
Yes, I kept doing the same thing with my smaller Unity projects as well. I've definitely found this more ambitious project and the documentation of the journey through videos to be a big motivator to keep at it. I know it's not a system that works for everyone, but I've really been enjoying it so far. I wish you luck on your own journey! Thanks for watching and commenting :)
Your obsidian notes seem very thorough! I've been wanting to start fleshing out my own obsidian notes about my game, so I'd be super interested in seeing a video where you go really in depth into how each note is structured/how you link them to one another, etc... and how you take advantage of obsidian's features for your game vault! And good luck on your dream game, I honestly believe it could get really good
Hey! Thanks for your comment and suggestion. I have really been loving obsidian and definitely think there is room for a video that does more of a deep dive into how I have been using the platform and exploring my notes in more detail. My main hesitation with this type of video is that I'm certainly not an obsidian expert and it can become difficult to make a video that feels exciting when it is just clips of me talking about notes for minutes at a time, but I will put some thought into how I could make this more interesting. Thanks for watching :)
Those are two great suggestions! I don't have many friends that code but I will definitely look at joining some coding discords. Thanks for watching and commenting :)
@@couldicode yeah sometimes when you don't have friends that are good at coding you could try and meet some people who know how to code for example if you have the time you can go for a coding event. And also another tip is to join gamedev forums. Let me know if you want me to recommend you any:)
I'm so glad you enjoyed it! It was exciting to finally release this video, and now I can start working on the next step in my journey. Thanks for watching :)
Congratulations on starting your game! I have been teaching Unity for about a decade now and figured I would give some advice to help you out. 1: For 2D animations I would suggest just telling the animator to play X animation directly. 2D animation by its nature does not really need or want transitions so it is getting overly complex for no gain. 2: Assembly definitions are something you should be adding and thinking about as early as possible. While your code compile times are short now, they will get WAY longer once you add more scripts. Assembly definitions segregate scripts which reduces compile times, for example, I had a student who was taking 5 minutes to compile. We spent some time doing definitions and it went down to around 10 seconds. Definitions do have a "drawback" in that it makes code in definition A unable to talk to definition B but that is actually ideal as we want 1 script 1 responsibility. 3: Scriptable objects are a great tool and well worth the effort to learn. They can be used for a lot of things such as items, enemy starting stats, and in conjunction with point 4 they can be used to get around the issues pointed out about assembly definitions. 4: Unity Events are amazing and should be used where possible. They allow you to load an event with methods in the inspector. For example, you could have an event when you press the X key. This will call a method to play an animation and a method to play a sound effect. If you no longer like the sound effect playing, you remove it from the event, no coding required. Likewise if you want to add a method, just load it into the event in the inspector. I hope this helps, if you need clarification on anything please let me know!
Wow! Thanks for sharing this great comment. I will try to keep all four of your points in mind as I continue along my gamedev journey. In particular, I will look for and watch some tutorials that explain the "assembly definitions" and "Unity events" systems that you described in points 2 and 4 as those kind of went right over my head at this point, but they seem like very important concepts to grasp. Thanks for watching and commenting :)
@@couldicode No problem. I was looking on your channel page for an email address so I could extend the offer of a Zoom session so I could show you a thing or two regarding those points. If that is of interest to you please let me know and I would be happy to set something up.
You mentioned in the beginning of the video that starting out with your dream game is stupid and I disagree... you're not stupid you're just creative good luck on your dream game man I dropped a sub
Oh man, I've got to drink a lot more milk to get to Dani level! Haha, but for real, that is such a kind thing to say. Dani was definitely one of the creators that got me the most excited about learning to code. He made me feel like anyone could learn how to create gamedev projects if they were willing to experiment enough. Thanks for watching and commenting :)
You also, and i know this sounds like "nah, boring" should consider making whiteboxes, in this case in 2D, but still. What i mean is, reduce the effort you put in the art, which for now to be real may not be good art, which is fine, you perhaps were already using a reduced form or need to learn, you can with time, and you do this to basucally focus on gameplay. If you make a game with white sqares fighting and it's funny, it will be even better with good art. If it's not good with the sqares, the art will not fix it, because the issue is in the game design. To me game design is a nightmare, i suck at it, but im finding that designing game loops is the best. Also take notes about what games you like and are compatible to your idea do to be interesting... What goals do they make you adopt? How does the game convince you to take on mission x? Analyze it and take notes in Obsidian, then summarize it and comment on how that would apply to your game. I did that with a Gnome game which kinda failed tbh, but i was analyzing why it failed, so the same doesn't happen to me. Perhaps he did bad marketing also, the Gnome, but i could see that the game itself had some limitants, like the style of the art. Or whatnot... You need to also master marketing, you already started with the YT, so that's good. Keep working. Peace
Wow! Thanks for all of the insights you are leaving in these comments. I think you are right that I will eventually need to focus more on mechanics and gameplay feel while developing as opposed to continuing to develop art assets. It's hard because I feel like the art assets are what make my vision feel more tangible, even if they aren't that amazing or finalized yet. There will definitely need to be a better balance between art and gameplay implementation as I continue. Also, your notes about analyzing other smaller games make a lot of sense. Most of my notes about other games have focused on larger projects or only successful titles, but I'm sure there is a lot of learning to gain from smaller projects or projects that never really got off the ground. Thanks for commenting :)
It does look a bit like a robot in its current iteration! I wasn't necessary shooting for robot when creating them, but I'm not sure what my end goals of the design are. I certainly was hoping to have them be more organic originally, but perhaps they could me kind of a Mana Construct? I also need to do another pass at the sprite to add some more details and customization options, so I will likely revamp the design a bit when doing this step. Thanks for commenting and watching :)
I am also on a journey of developing my first game. I have also decided to go with a dream game, I've made progress, but the whole project is on the verge of overscope, and it's kinda getting bloated. I wish you good progress.
That's the "normal" journey. When bloat happens, start cutting 'features' or mechanics that hang on the side. You can make your game better by simplifying some of the core mechanics. Simplification often leads to better gameplay and even opens the game up to new strategies or deeper dives into an idea. Once you learn to simplify things, your game will feel fresh and attainable.
Very cool! Yeah, I feel like as I get further into my project I will definitely have to refine the overall scope and be careful not to go about adding a whole bunch of new features, it seems like it can be a slippery slope. I wish you luck on your own journey! Thanks for watching :)
Thanks for sharing this advice! I'll certainly try and focus on simplifying the game to focus on core mechanics if/when I feel like things are starting to get too bloated. Thanks for watching and commenting :)
You will probably re make everything time and time away. Basically, instead of making games constantly, you will remake the same game over and over again. The same thing, it's what it is haha. It has pros and cons. I will use Godot btw. But Unity is also cool, i used it also, and Unreal, actually studied game development formally tho tbh, practice is what matters the most. As it is said, God is with the perseverant. Plant seeds, and you will get fruits.
> instead of making games constantly My solution to this problem is a simple one. "So what?" Because, as a goal-oriented not-yet-a-game-developer (I do love the process, but I'm only engaging with it _in order to_ progress towards a goal), what's the point of constantly churning out games stepping stone that you never truly wanted to make in the first place?
Yeah! I can definitely see myself redoing several parts that I implemented in this episode again in the future. The benefits of the additional experience in repeat implementations is evident in the quality of the animations even going from V1 to V2. I am also very interested to explore Godot at some point, I've watched a lot of gamedev channels that have made some cool projects in Godot. Thanks for watching and commenting :)
I feel like it likely comes down to how each individual works best. I'm sure some people lose motivations if they are always working on a large project that never truly gets compete, the same way that I was losing motivation on smaller projects that I would complete but weren't capturing my passion. I think both paths are definitely very viable options. Thanks for watching and commenting :)
@AthEE_Two Yeah, my comment was just like stating what will probably happen. Not to mean it's a bad thing. This happened to the guy of Stardew Valley, and he made like 12 M... perhaps less due to taxes? But still a lot It can pay off since you end up with a real good project.
Will do! I try to push things forward a little bit every day, though it is definitely easier to do on some days than others, haha. Thanks for watching and commenting :)
I definitely get that! I was actually really scared to put out this video as I know there are some really "easy" roadblocks that probably seem obvious to experienced coders but had be hard stuck for a while. That said, one of the most important things to remember about success is that there is a lot of failure along the way. And at least if your code fails the results are pretty minor from a real world stand point, allowing you to keep trying new ways to succeed. You've got this! Thanks for sharing your comment :)
@ thanks so much! And I really like and appreciate that you are sharing your beginning steps and struggles along the way. It’s something I can relate to instead of just seeing some pro show their end progress and think I could never do the same.
We used Git in class. And at first we all sucked at it. I was of the ones who took time to research on his own until with some videos, i got it totally. It's not so hard. The basics at least. I still never merged branches as of a method to work... only at counted times haha. Im working alone so i kinda feel tempted not to make version controls... but idk
Yeah, I tried using it a bit in some of the past tutorials that I worked through and I actually found the branch system to be one of the more comforting parts of using it. I'm often terrified of adding complex mechanics to my project that can break things that are already working, so having a different branch that is exploring a system and being able to revert back to the main project if things don't work out is kind of a nice peace of mind. Thanks for commenting and watching :)
@couldicode I watched a dude that said you can make many Godot projects, each to try a feature... It sounds excessive to me haha. But considering they open faster, it may be viable and good for organization... Do consider it if you try Godot.
Hey! Thanks for the sharing these tips. You mention that sprites would have been easier than skeleton modeling for my animations. One of the main reasons I went with the skeleton modeling option was to make it easier to have a system where I could add different equipment to the player in the future, would this have been easily doable in the sprites approach as well? Or would it have required drawing each sprite set multiple times with the different pieces of equipment? Thanks for commenting and watching :)
Hmmm. You have your vision. But do remember, classes, the appeal they have is you being able to choose them as soon as possible. That's why for instance Skyrim has the three main clases at the beginning, with the three stones that give boost to each play style. Perhaps i got you wrong, but i would that when you develop the game. Do not force prayers to grand for 3 hours to get to a class, and make them use a class that is totally unrelated for said hours... that may frustrate some. In my opinion. Also personal tip, most people burn time on games, i did myself, not anymore, trying. If you can add some kind of educative or moral lesson to the game, you don't need to make it boring, that would be nice. You know how some games teach you to care for nature, or teach you facts of the real world at least? I think as game devs, we kind of should ideally add good to our games. But that's my thinking, you are responsable for what you make ofc, your choice. Peace
I appreciate that you very clearly left a comment reflecting on different sections of this video! It has made your thoughts very easy to digest. I think the class system is something that will likely be refined a lot over the course of the development of my game, especially as I am planning to keep it so core to the gameplay loop of the game itself. One thing I will say is that one of the things I miss from older games is the time investment they required to become a certain class or job. There was a level of "cool" just to finally have access to a class after a bit of a grind, but I understand that balancing that level of effort and keeping it fun will be a challenge throughout this process. Your notes about having a moral lesson in the game is very interesting! I'll have to consider this more as I continue to expand the world building and narrative aspect of the game in Obsidian. It's certainly not something I had directly considered yet, but you are correct that it is present in a lot of the stories and games that I enjoy the most. Thanks for commenting :)
Super excited to follow this series! Just wish there were more episodes out to binge haha
I'm so glad you are enjoying it! Work on the next episode has begun. Thanks for being a part of this journey :)
Everyone starts somewhere, and this is such an exciting first step! Don't give up Can't wait to see how your dream game evolves-keep up the great work! ❤❤
Thanks for sharing your positivity! I'm excited to see how my game evolves during this journey as well. Thanks for watching and commenting :)
Can't wait to follow this series, amazing work!
I'm glad you are enjoying it! I'm having a lot of fun making it. Thanks for watching :)
@@couldicode its Marcus btw!!!
@ Oh, hey! I definitely didn't clock that right away in my first reply! Thanks for following the project :)
Can recommend Godot a lot. When I switched to Godot i felt like understanding game development for the first time
Thanks for sharing your perspective! I'm definitely interested in comparing Unity to Godot, I'm just scared to give up what little understanding I have already built in Unity. That said, now is probably the time to experiment with different engines. Thanks for watching :)
Its crazy you came across my feed I have been meaning to do game dev as well and document the process, and even have been spinning up my project the past few days.
Good luck to you brother, and I hope you succeed!
As a fellow game dev who is also working on my dream game, I wish you good luck.
Thanks for the well wishes! I hope your own dream game journey goes well. Thanks for watching and commenting :)
this reminds me of myself ngl, i have started multiple projects in unity but i always quit after a few weeks and forget everything, i maybe wanna try making a video so id have the motivation again. The pain of programming is so annoying but if you finish something its so satisfying.
Yes, I kept doing the same thing with my smaller Unity projects as well. I've definitely found this more ambitious project and the documentation of the journey through videos to be a big motivator to keep at it. I know it's not a system that works for everyone, but I've really been enjoying it so far. I wish you luck on your own journey! Thanks for watching and commenting :)
Your obsidian notes seem very thorough! I've been wanting to start fleshing out my own obsidian notes about my game, so I'd be super interested in seeing a video where you go really in depth into how each note is structured/how you link them to one another, etc... and how you take advantage of obsidian's features for your game vault! And good luck on your dream game, I honestly believe it could get really good
Hey! Thanks for your comment and suggestion. I have really been loving obsidian and definitely think there is room for a video that does more of a deep dive into how I have been using the platform and exploring my notes in more detail. My main hesitation with this type of video is that I'm certainly not an obsidian expert and it can become difficult to make a video that feels exciting when it is just clips of me talking about notes for minutes at a time, but I will put some thought into how I could make this more interesting. Thanks for watching :)
I would recommend that when making a dream game as a beginner, you should get some help from friends or go to coding discords.
Those are two great suggestions! I don't have many friends that code but I will definitely look at joining some coding discords. Thanks for watching and commenting :)
@@couldicode yeah sometimes when you don't have friends that are good at coding you could try and meet some people who know how to code for example if you have the time you can go for a coding event. And also another tip is to join gamedev forums. Let me know if you want me to recommend you any:)
This was fun to watch, please more
I'm so glad you enjoyed it! It was exciting to finally release this video, and now I can start working on the next step in my journey. Thanks for watching :)
Congratulations on starting your game! I have been teaching Unity for about a decade now and figured I would give some advice to help you out.
1: For 2D animations I would suggest just telling the animator to play X animation directly. 2D animation by its nature does not really need or want transitions so it is getting overly complex for no gain.
2: Assembly definitions are something you should be adding and thinking about as early as possible. While your code compile times are short now, they will get WAY longer once you add more scripts. Assembly definitions segregate scripts which reduces compile times, for example, I had a student who was taking 5 minutes to compile. We spent some time doing definitions and it went down to around 10 seconds. Definitions do have a "drawback" in that it makes code in definition A unable to talk to definition B but that is actually ideal as we want 1 script 1 responsibility.
3: Scriptable objects are a great tool and well worth the effort to learn. They can be used for a lot of things such as items, enemy starting stats, and in conjunction with point 4 they can be used to get around the issues pointed out about assembly definitions.
4: Unity Events are amazing and should be used where possible. They allow you to load an event with methods in the inspector. For example, you could have an event when you press the X key. This will call a method to play an animation and a method to play a sound effect. If you no longer like the sound effect playing, you remove it from the event, no coding required. Likewise if you want to add a method, just load it into the event in the inspector.
I hope this helps, if you need clarification on anything please let me know!
Wow! Thanks for sharing this great comment. I will try to keep all four of your points in mind as I continue along my gamedev journey. In particular, I will look for and watch some tutorials that explain the "assembly definitions" and "Unity events" systems that you described in points 2 and 4 as those kind of went right over my head at this point, but they seem like very important concepts to grasp. Thanks for watching and commenting :)
@@couldicode No problem. I was looking on your channel page for an email address so I could extend the offer of a Zoom session so I could show you a thing or two regarding those points. If that is of interest to you please let me know and I would be happy to set something up.
You mentioned in the beginning of the video that starting out with your dream game is stupid and I disagree... you're not stupid you're just creative good luck on your dream game man I dropped a sub
I appreciate the kind words! Thanks for watching and commenting :)
You gonna become the next dani frfr
Oh man, I've got to drink a lot more milk to get to Dani level! Haha, but for real, that is such a kind thing to say. Dani was definitely one of the creators that got me the most excited about learning to code. He made me feel like anyone could learn how to create gamedev projects if they were willing to experiment enough. Thanks for watching and commenting :)
Great video!
I'm glad you enjoyed it! Thanks for watching :)
@couldicode I'm a programmer myself btw but when it comes to game dev I'm basically a beginner
You also, and i know this sounds like "nah, boring" should consider making whiteboxes, in this case in 2D, but still.
What i mean is, reduce the effort you put in the art, which for now to be real may not be good art, which is fine, you perhaps were already using a reduced form or need to learn, you can with time, and you do this to basucally focus on gameplay.
If you make a game with white sqares fighting and it's funny, it will be even better with good art.
If it's not good with the sqares, the art will not fix it, because the issue is in the game design.
To me game design is a nightmare, i suck at it, but im finding that designing game loops is the best.
Also take notes about what games you like and are compatible to your idea do to be interesting...
What goals do they make you adopt?
How does the game convince you to take on mission x?
Analyze it and take notes in Obsidian, then summarize it and comment on how that would apply to your game.
I did that with a Gnome game which kinda failed tbh, but i was analyzing why it failed, so the same doesn't happen to me.
Perhaps he did bad marketing also, the Gnome, but i could see that the game itself had some limitants, like the style of the art. Or whatnot...
You need to also master marketing, you already started with the YT, so that's good.
Keep working.
Peace
Wow! Thanks for all of the insights you are leaving in these comments. I think you are right that I will eventually need to focus more on mechanics and gameplay feel while developing as opposed to continuing to develop art assets. It's hard because I feel like the art assets are what make my vision feel more tangible, even if they aren't that amazing or finalized yet. There will definitely need to be a better balance between art and gameplay implementation as I continue.
Also, your notes about analyzing other smaller games make a lot of sense. Most of my notes about other games have focused on larger projects or only successful titles, but I'm sure there is a lot of learning to gain from smaller projects or projects that never really got off the ground.
Thanks for commenting :)
Let's go on a journey through dream game development!
I'm glad to have you along for the journey! Thanks for watching and commenting :)
Wait. That player sprite looks like a robot. Is that what it is supposed to be?
It does look a bit like a robot in its current iteration! I wasn't necessary shooting for robot when creating them, but I'm not sure what my end goals of the design are. I certainly was hoping to have them be more organic originally, but perhaps they could me kind of a Mana Construct? I also need to do another pass at the sprite to add some more details and customization options, so I will likely revamp the design a bit when doing this step. Thanks for commenting and watching :)
I am also on a journey of developing my first game. I have also decided to go with a dream game, I've made progress, but the whole project is on the verge of overscope, and it's kinda getting bloated. I wish you good progress.
That's the "normal" journey. When bloat happens, start cutting 'features' or mechanics that hang on the side. You can make your game better by simplifying some of the core mechanics. Simplification often leads to better gameplay and even opens the game up to new strategies or deeper dives into an idea. Once you learn to simplify things, your game will feel fresh and attainable.
Very cool! Yeah, I feel like as I get further into my project I will definitely have to refine the overall scope and be careful not to go about adding a whole bunch of new features, it seems like it can be a slippery slope. I wish you luck on your own journey! Thanks for watching :)
Thanks for sharing this advice! I'll certainly try and focus on simplifying the game to focus on core mechanics if/when I feel like things are starting to get too bloated. Thanks for watching and commenting :)
You will probably re make everything time and time away.
Basically, instead of making games constantly, you will remake the same game over and over again.
The same thing, it's what it is haha.
It has pros and cons.
I will use Godot btw.
But Unity is also cool, i used it also, and Unreal, actually studied game development formally tho tbh, practice is what matters the most.
As it is said, God is with the perseverant.
Plant seeds, and you will get fruits.
> instead of making games constantly
My solution to this problem is a simple one. "So what?" Because, as a goal-oriented not-yet-a-game-developer (I do love the process, but I'm only engaging with it _in order to_ progress towards a goal), what's the point of constantly churning out games stepping stone that you never truly wanted to make in the first place?
Yeah! I can definitely see myself redoing several parts that I implemented in this episode again in the future. The benefits of the additional experience in repeat implementations is evident in the quality of the animations even going from V1 to V2. I am also very interested to explore Godot at some point, I've watched a lot of gamedev channels that have made some cool projects in Godot. Thanks for watching and commenting :)
I feel like it likely comes down to how each individual works best. I'm sure some people lose motivations if they are always working on a large project that never truly gets compete, the same way that I was losing motivation on smaller projects that I would complete but weren't capturing my passion. I think both paths are definitely very viable options. Thanks for watching and commenting :)
@AthEE_Two Yeah, my comment was just like stating what will probably happen.
Not to mean it's a bad thing.
This happened to the guy of Stardew Valley, and he made like 12 M... perhaps less due to taxes?
But still a lot
It can pay off since you end up with a real good project.
Just keep on working. Do every day a little bite-size thing , that's how i do it.
Will do! I try to push things forward a little bit every day, though it is definitely easier to do on some days than others, haha. Thanks for watching and commenting :)
Don't give up.
I won't! Thanks for watching :)
It’s always so intimidating starting a new project…. I never get very far :( coding really intimidates me
I definitely get that! I was actually really scared to put out this video as I know there are some really "easy" roadblocks that probably seem obvious to experienced coders but had be hard stuck for a while. That said, one of the most important things to remember about success is that there is a lot of failure along the way. And at least if your code fails the results are pretty minor from a real world stand point, allowing you to keep trying new ways to succeed. You've got this! Thanks for sharing your comment :)
@ thanks so much! And I really like and appreciate that you are sharing your beginning steps and struggles along the way. It’s something I can relate to instead of just seeing some pro show their end progress and think I could never do the same.
Yeah! That stupid capsule
Haha, it always starts with a stupid capsule! Thanks for watching :)
We used Git in class.
And at first we all sucked at it.
I was of the ones who took time to research on his own until with some videos, i got it totally.
It's not so hard.
The basics at least.
I still never merged branches as of a method to work... only at counted times haha.
Im working alone so i kinda feel tempted not to make version controls... but idk
Yeah, I tried using it a bit in some of the past tutorials that I worked through and I actually found the branch system to be one of the more comforting parts of using it. I'm often terrified of adding complex mechanics to my project that can break things that are already working, so having a different branch that is exploring a system and being able to revert back to the main project if things don't work out is kind of a nice peace of mind.
Thanks for commenting and watching :)
@couldicode I watched a dude that said you can make many Godot projects, each to try a feature...
It sounds excessive to me haha.
But considering they open faster, it may be viable and good for organization...
Do consider it if you try Godot.
local sftp server is the version control, doing it manually. if you had used sprites instead of a skeleton model, would things have been easier.
Hey! Thanks for the sharing these tips. You mention that sprites would have been easier than skeleton modeling for my animations. One of the main reasons I went with the skeleton modeling option was to make it easier to have a system where I could add different equipment to the player in the future, would this have been easily doable in the sprites approach as well? Or would it have required drawing each sprite set multiple times with the different pieces of equipment? Thanks for commenting and watching :)
Hmmm.
You have your vision.
But do remember, classes, the appeal they have is you being able to choose them as soon as possible.
That's why for instance Skyrim has the three main clases at the beginning, with the three stones that give boost to each play style.
Perhaps i got you wrong, but i would that when you develop the game.
Do not force prayers to grand for 3 hours to get to a class, and make them use a class that is totally unrelated for said hours... that may frustrate some.
In my opinion.
Also personal tip, most people burn time on games, i did myself, not anymore, trying.
If you can add some kind of educative or moral lesson to the game, you don't need to make it boring, that would be nice.
You know how some games teach you to care for nature, or teach you facts of the real world at least?
I think as game devs, we kind of should ideally add good to our games.
But that's my thinking, you are responsable for what you make ofc, your choice.
Peace
I appreciate that you very clearly left a comment reflecting on different sections of this video! It has made your thoughts very easy to digest.
I think the class system is something that will likely be refined a lot over the course of the development of my game, especially as I am planning to keep it so core to the gameplay loop of the game itself. One thing I will say is that one of the things I miss from older games is the time investment they required to become a certain class or job. There was a level of "cool" just to finally have access to a class after a bit of a grind, but I understand that balancing that level of effort and keeping it fun will be a challenge throughout this process.
Your notes about having a moral lesson in the game is very interesting! I'll have to consider this more as I continue to expand the world building and narrative aspect of the game in Obsidian. It's certainly not something I had directly considered yet, but you are correct that it is present in a lot of the stories and games that I enjoy the most.
Thanks for commenting :)