Another point to add on to when making a game, look up widely used terminology used in the type of game you're making. For example in a platformer, you know know what coyote time means and how or if you should implement it in your game.
You're right, the game feel of the character's controls is very important and it's the first thing to work in a platformer game. So be careful, the Level Design (LD) must serve the character's controls and not the reverse (check Shigeru Miyamoto and the creation of Mario 64. He spend many weeks just to work the feeling of Mario's controls, before even start to work on the LD). So don't twist the controls to fit with your LD, on the contrary the LD must highlight the feeling of the controls 😉
Thanks for the tip! I totally agree, I wanna spend as much time as I can refining the player controller before I build anything else. There’s still a lot that needs to be done but I’m having fun with the process :)
Can be difficult to make a game fun especially as it's a very subjective thing and often after working on a game for so many months/years it's hard to look at objectively, i think ultimately it comes down to other people; if other people think it looks fun or have fun playing it then you're on the right track
3:24 my immediate thought in seeing this is that the bullets dont seem to have much to do with the platforming. Sure doing each part individually at the same time is its own kind of fun but I cant help but think about how the two can interact. Like a target that causes a platform to spawn type of deal. Stuff like that.
I feel the same way a bit. I may end up scrapping the projectiles completely if I can’t find a good enough reason to use them. Thanks for your input :)
@apoxfox maybe you need to shoot a button to open the end, and if you don't hit them all you need to back track kinda like how you was doing throughout the video
@@anio4836 That is the original idea I had in my head for how it could work, I haven't ruled it out yet but since the game is mostly about speed running I want to make sure it also serves that purpose and doesn't slow the player down. I'm spending a bit more time messing around with it, but I will reach an answer soon I'm sure :D
With the bouncing projectiles immediately what came to mind was Breakout. Having to speed run through a level while destroying and eventually breaking open paths or alternative paths through the level. Would cause exploration/experimentation and replability for those who are seriously chasing that speedrun time. I can see levels where you would dash by an opening launch a bunch of projectiles in there and let it do its thing while you run to another portion of the map to get some powerup or button to press to open the gate that's behind the walls you just destroyed prior. Run back and now your path is open. This would tie the two mechanics together well.
Thanks for sharing your thoughts and process. It helps me as as starting game developers shape my thoughts as well. What software do you use for the mood boards? And what is that top-down game you showed when speaking about bouncing ball and as well in the end of the video?
Thanks for watching! The software is called Milanote, it's an in-browser software and has a free trial. The top down game is called CrossCode, amazing game one of my favorites!
Wow! It's a woman?!?! How dare he add a woman stretching?! Of course a 12 year old would notice that. How about you just get a damn life and stop watching Porn all the time.
Personally the thing I like most in platformer movement is not as much the physics, but the animations. Not shortcuts like Celeste, but very expressive dynamic hand drawn poses like yoshi's island and dustforce. Or even old stickman games or n++. People make it out to be way harder than it is and it adds so much more than stuff like particles dust trails and screenshake. The character is the thing the player is looking at 99% of the time so I feel that a little extra effort drawing another twelve frames is worth it many times over. I've gotten very tired of the small static square sprite that just has some squash and stretch thrown in. I think the influx of recent games that have that style are good for other reasons, and they could have been improved by making the characters a bit larger and more expressive. To me it feels like playing as a rubber ball. Which is fine I guess, I'm just sayin. Don't fall into the trap of thinking that a good game doing something means that's the best way to do it.
I totally hear where you’re coming from, I’m definitely planning on doing a lot of work on animation since it’s my favorite part of game development. The only reason I’m using a small sprite right now is because if the player is big and detailed, everything else has to be big and detailed. I’m still very early on in development though so I may upscale things later.
@@apoxfox I totally get it, I also love animating characters but hate doing bgs lol. I do think though that it isn't the detail that's as important as the poses which is why I like stickman games too. Your character art is gorgeous though so I'd be excited to see it come through in the player character too if you ever decide to go that route :)
honestly ... the bullet bounce mechanic is not a good idea when ur game is about speed running... having some trick shot will ruin the speddrunning feels still its my opinion
7:06 none of these games were first to introduce thoes mechanics, mario didnt invent power ups, neon white didnt invent discarding items for actions, and hollow knight didnt invent dashing, its just like saying "and then i added guns from fortnite"
He's not going to go track down the origin of each mechanic lol. In game dev you take inspiration from things. Here, Hollow Knight, Mario, and Neon white were inspirations for what he wants to do. No one is saying Hollow Knight invented the double jump 😂
He didn't claim they were the first. This implies they might be the most notable examples, since they were the ones he referenced. Look at Vampire Survivors, it didn't invent that style of game, but most people don't know that because of how good it did it and how popular they are.
@@PretendCoding again "the dash from hollow knight" is "guns from fortnite" im not attacking him i just wanted to point out that these are basic game mechanics and merging them together has been done countless times, this was supposed to be productive criticism that would lead him to better pipeline when picking ideas
@@ominn did you think that maybe he is specifically talking about the dash mechanic which is used in hollow knight? As opposed to the dash mechanic used street fighter. Different games have different ways of implementing the same mechanic, so by instead saying "I'm going to add guns to my game" saying "I'm going to add the guns from fortnite into my game" tells the viewer they want to add gun mechanics similar to the ones seen in fortnite, as opposed to the gun mechanics seen in escape from tarkov.
@@PretendCoding indeed, but when he said "adding power ups from mario", he didnt anything even remotly close to the mario power ups. So Logical fallacy, specifically generalization
Another point to add on to when making a game, look up widely used terminology used in the type of game you're making. For example in a platformer, you know know what coyote time means and how or if you should implement it in your game.
You're right, the game feel of the character's controls is very important and it's the first thing to work in a platformer game.
So be careful, the Level Design (LD) must serve the character's controls and not the reverse (check Shigeru Miyamoto and the creation of Mario 64. He spend many weeks just to work the feeling of Mario's controls, before even start to work on the LD).
So don't twist the controls to fit with your LD, on the contrary the LD must highlight the feeling of the controls 😉
Thanks for the tip! I totally agree, I wanna spend as much time as I can refining the player controller before I build anything else. There’s still a lot that needs to be done but I’m having fun with the process :)
Really great insight, Love how you went over your influences in detail
Can be difficult to make a game fun especially as it's a very subjective thing and often after working on a game for so many months/years it's hard to look at objectively, i think ultimately it comes down to other people; if other people think it looks fun or have fun playing it then you're on the right track
3:24 my immediate thought in seeing this is that the bullets dont seem to have much to do with the platforming. Sure doing each part individually at the same time is its own kind of fun but I cant help but think about how the two can interact. Like a target that causes a platform to spawn type of deal. Stuff like that.
I feel the same way a bit. I may end up scrapping the projectiles completely if I can’t find a good enough reason to use them. Thanks for your input :)
@apoxfox maybe you need to shoot a button to open the end, and if you don't hit them all you need to back track kinda like how you was doing throughout the video
@@anio4836 That is the original idea I had in my head for how it could work, I haven't ruled it out yet but since the game is mostly about speed running I want to make sure it also serves that purpose and doesn't slow the player down. I'm spending a bit more time messing around with it, but I will reach an answer soon I'm sure :D
With the bouncing projectiles immediately what came to mind was Breakout. Having to speed run through a level while destroying and eventually breaking open paths or alternative paths through the level. Would cause exploration/experimentation and replability for those who are seriously chasing that speedrun time. I can see levels where you would dash by an opening launch a bunch of projectiles in there and let it do its thing while you run to another portion of the map to get some powerup or button to press to open the gate that's behind the walls you just destroyed prior. Run back and now your path is open. This would tie the two mechanics together well.
@@jtudela1 that is an awesome idea actually. I ended up going down a different route but that would be a very cool concept for a game
Should add a shot counter as well and give bonus time based on how few or many shots
Crosscode mentioned 🗣🔥🔥🔥
What do you use to create your tileset?
I use Aseprite for all of my pixel art. I’m actually working on a video about making tilesets this week!
Thanks for sharing your thoughts and process. It helps me as as starting game developers shape my thoughts as well.
What software do you use for the mood boards? And what is that top-down game you showed when speaking about bouncing ball and as well in the end of the video?
Thanks for watching! The software is called Milanote, it's an in-browser software and has a free trial. The top down game is called CrossCode, amazing game one of my favorites!
@@apoxfox thanks for the answer! I see you reference CrossCode in many of your videos. Put it on my whishlist to play soon
bro knew what he was doing with that thumbnail 😅😂
are you 12 years old
😐
Wow! It's a woman?!?! How dare he add a woman stretching?! Of course a 12 year old would notice that. How about you just get a damn life and stop watching Porn all the time.
?
4K
Personally the thing I like most in platformer movement is not as much the physics, but the animations. Not shortcuts like Celeste, but very expressive dynamic hand drawn poses like yoshi's island and dustforce. Or even old stickman games or n++. People make it out to be way harder than it is and it adds so much more than stuff like particles dust trails and screenshake. The character is the thing the player is looking at 99% of the time so I feel that a little extra effort drawing another twelve frames is worth it many times over.
I've gotten very tired of the small static square sprite that just has some squash and stretch thrown in. I think the influx of recent games that have that style are good for other reasons, and they could have been improved by making the characters a bit larger and more expressive. To me it feels like playing as a rubber ball. Which is fine I guess, I'm just sayin. Don't fall into the trap of thinking that a good game doing something means that's the best way to do it.
I totally hear where you’re coming from, I’m definitely planning on doing a lot of work on animation since it’s my favorite part of game development. The only reason I’m using a small sprite right now is because if the player is big and detailed, everything else has to be big and detailed. I’m still very early on in development though so I may upscale things later.
@@apoxfox I totally get it, I also love animating characters but hate doing bgs lol. I do think though that it isn't the detail that's as important as the poses which is why I like stickman games too. Your character art is gorgeous though so I'd be excited to see it come through in the player character too if you ever decide to go that route :)
animation is one of the most time-consuming things you can embark on as a gamedev what are you talking about
Thank you!
damn your game is really similar to mine. speedrunning 2d platformer levels while trying to aim and shoot circles.
That’s great, that means we can help eachother out with ideas 😲
loving the series
What program was used for the "mood board"?
honestly ... the bullet bounce mechanic is not a good idea
when ur game is about speed running... having some trick shot will ruin the speddrunning feels
still its my opinion
0:35 that's super not fun no matter how hard you would try, at least for me
7:06 none of these games were first to introduce thoes mechanics, mario didnt invent power ups, neon white didnt invent discarding items for actions, and hollow knight didnt invent dashing, its just like saying "and then i added guns from fortnite"
He's not going to go track down the origin of each mechanic lol. In game dev you take inspiration from things. Here, Hollow Knight, Mario, and Neon white were inspirations for what he wants to do. No one is saying Hollow Knight invented the double jump 😂
He didn't claim they were the first. This implies they might be the most notable examples, since they were the ones he referenced. Look at Vampire Survivors, it didn't invent that style of game, but most people don't know that because of how good it did it and how popular they are.
@@PretendCoding again "the dash from hollow knight" is "guns from fortnite" im not attacking him i just wanted to point out that these are basic game mechanics and merging them together has been done countless times, this was supposed to be productive criticism that would lead him to better pipeline when picking ideas
@@ominn did you think that maybe he is specifically talking about the dash mechanic which is used in hollow knight? As opposed to the dash mechanic used street fighter. Different games have different ways of implementing the same mechanic, so by instead saying "I'm going to add guns to my game" saying "I'm going to add the guns from fortnite into my game" tells the viewer they want to add gun mechanics similar to the ones seen in fortnite, as opposed to the gun mechanics seen in escape from tarkov.
@@PretendCoding indeed, but when he said "adding power ups from mario", he didnt anything even remotly close to the mario power ups. So Logical fallacy, specifically generalization
1:48 game name?