That game looks great, especially the fluid animation, very well done. Working on my first Steam game too, and I really like seeing the process of how other are going about it.
@@KochalochGames I did it ..aswell ... one game all alone ... Programming ... Game Design ... Level Design ... Art ...Telling great stories ... my first game was Genius vs Antichrist 1 ... .. but anxiety .. took count of my brain and mind ... so don't needs to be like this .. that's for sure ... in my second game called ...THERE'S NO EASY WAYOUT 99 ...anxiety not that much .. is being much better now .. "!! God blessing you always ...
Agile does not work for solo development. You genuinely need at least three devs to make agile worth it. Keep your time management simple! 1. Don't call it "time" management. You manage tasks. 2. Have a "Work in Progress" limit. 3. Concurrent work should be related. 4. Don't call it "time" management.
Of course I wouldn't practice the ceremonies that don't apply, but I would keep to the basics of story writing and planning. For me personally I think maintaining a good backlog will help, to often especially towards the second half of dev I did a poor job of maintaining any sort backlog and wasted a lot of time. Plus, I have worked in an agile environment for 10+ years so its comfortable.
You should always write a proper game design document and plan out your whole process. Pre-production is super important and makes projects so much more simple than trying to figure it out as you go.
That game looks great, especially the fluid animation, very well done. Working on my first Steam game too, and I really like seeing the process of how other are going about it.
Thanks, I really appreciate it. Ill be keeping an eye on Mekkablood!
Nice thats pretty useful! One thing I would add is setting up localization early in the project. That was my big mistake.
Great addition, i was lumping this one in with game infrastructure. I think many of these could probably be big enough to focus on their own.
Same, adding localization after you have the game almost ready was the most painful for me
What's the background music? It sounds oddly familiar, but I can't put my finger over it.
Its from an asset pack, Game Music Treasury
Parabens pelo teu trabalho ... sounds incredible ... bem não desista man !!!
Thank!
@@KochalochGames I did it ..aswell ... one game all alone ... Programming ... Game Design ... Level Design ... Art ...Telling great stories ... my first game was Genius vs Antichrist 1 ... .. but anxiety .. took count of my brain and mind ... so don't needs to be like this .. that's for sure ... in my second game called ...THERE'S NO EASY WAYOUT 99 ...anxiety not that much .. is being much better now .. "!! God blessing you always ...
Agile does not work for solo development. You genuinely need at least three devs to make agile worth it. Keep your time management simple!
1. Don't call it "time" management. You manage tasks.
2. Have a "Work in Progress" limit.
3. Concurrent work should be related.
4. Don't call it "time" management.
There is some level of cargo cult when it comes to small teams / solo devs taking "what works for the big guys" as gospel.
Of course I wouldn't practice the ceremonies that don't apply, but I would keep to the basics of story writing and planning. For me personally I think maintaining a good backlog will help, to often especially towards the second half of dev I did a poor job of maintaining any sort backlog and wasted a lot of time. Plus, I have worked in an agile environment for 10+ years so its comfortable.
You should always write a proper game design document and plan out your whole process. Pre-production is super important and makes projects so much more simple than trying to figure it out as you go.
100% I learned the hard way with this one and I already knew better😅