Can't believe I missed this upload! Really liked the response to where beginners should start. All I've done so far is a bunch of stuff in scratch, and I definitely intend to spend time testing and learning new things in my free time in the future. Really awesome responses, and I think your community hit some really good questions to ask.
3:28 how do you go about separating the process of developing a game into separate tasks on a week by week basis? That's the part im just a touch stuck on because if im going to do this method I generally want to break it down in advance, maybe adjust later, but start with something broken down. Whenever I do game jams I dont have to worry about this because the deadline for the *entire game* is literally in a day, so there's nothing to really break down its just *do it as fast as possible.* But of course I want to make longer more ambitious projects, so I need a way of breaking them down.
Great question. That’s a bit tough because every part of the game dev process is different. I’d say you just gotta break down concepts even further and make an estimate for how long it’ll take. For example: if you’re working on a dialogue system, break that down into smaller pieces. You need to design a text box, you need to choose a font, you need to program how it works. So my advice would be to give yourself an hour to design the text box, and if you don’t like how it comes out or it isn’t done yet then give yourself another hour. It’s hard because it’s all subjective but you gotta really break down all the individual pieces and tackle things one step at a time. Once you reach something that works, use it and move on. You can always go back and change things during the final polishing phase but during the core design phase you wanna just keep things moving as best you can. Hope this helps!
How's this for a question on finishing something. How does one get better at debugging their game? I'm trying to make a classic Zelda inspired game, (and will definitely need that scope creep video lol) so I'm learning Godot. And as I'm doing the tutorial, I can see how certain things connect, and how I can change things for what I'll need in the future. But trying to do abstract logic work for debugging is such a hang up. I don't mind the time it'll take to make art assets. But I don't want to go through the hassle of trying to redo an entire file of script just because I can't figure out where the hang up is (because it's never the line with the actual code unless it's a simple syntax fix). And being stuck with errors is a greater demotivator than just "oh a 3 hour job actually takes 6". Like, I shouldn't be getting multiple errors when directly following a tutorial, you know?
Great question, debugging takes a long time to get better at. I think it's true that the only real way to improve debugging is to fully learn the code language, which is gonna take a long time no matter what. The answer you're looking for might be in the scope creep video though, there's a part where I talk about breaking your game into smaller chunks so that it doesn't get overwhelming and confusing. Best of luck to you!
@@apoxfox So it's that much of an abstract skill that it's so much intuitive learning over time? So early frustration for sure, but that does mean that it's a learnable skill. Kind of reminds me of a few lucid mechanics you pick up in more advanced play in a few games. Thanks so much for the response.
I'm wanting to make a game that blends old school Zelda with open world survival. I'm wanting it to be 2d but kinda not, like side scrolling with other tiers of side scrolling forward and back from the one you're on that you can go between at certain points (I'm struggling to explain it but if you've played or seen a decent amount of "A Highland Song"s gameplay you'll get what I mean). Basically that long ass intro was to say up for this question: Do you have any advice for what engine would work for a game like that? I don't wanna waste my time learning then having to start over cause the engine can't do it. I've been putting off the building part of the process for ages out of fear but on the brightside I have a huge amount of worldbuilding done that I'm also using for a dnd campaign, a novel and a concept album 🙂
That sounds like a really cool concept! I’d probably suggest either Unity2D or Godot because it’s what I know best and I’m pretty sure that concept would work on there. Might be a good idea to find out what engine “A Highland Song” was made on too. Try Godot though if you haven’t already, it’s really great and open source!
@@apoxfox thanks for the reply. "AHS" is made in their in house engine unfortunately and I really don't think a 2d engine would cut it as its more like a 3d game that you traverse via sidescrolling. I'll look into godot though, thanks. It sounds like you've not experienced "AHS" I recommend it almost to the point of demanding as it's that good. It's beautiful and a single playthrough is fairly quick.
Awesome video. Also, don't forget that game dev is incredibly difficult, so if it feels like finishing your game is a challenging, it's because it is.
Love this
Can't believe I missed this upload!
Really liked the response to where beginners should start.
All I've done so far is a bunch of stuff in scratch, and I definitely intend to spend time testing and learning new things in my free time in the future.
Really awesome responses, and I think your community hit some really good questions to ask.
Thanks for the vid, man
Thanks for watching!
3:28 how do you go about separating the process of developing a game into separate tasks on a week by week basis?
That's the part im just a touch stuck on because if im going to do this method I generally want to break it down in advance, maybe adjust later, but start with something broken down.
Whenever I do game jams I dont have to worry about this because the deadline for the *entire game* is literally in a day, so there's nothing to really break down its just *do it as fast as possible.*
But of course I want to make longer more ambitious projects, so I need a way of breaking them down.
Great question. That’s a bit tough because every part of the game dev process is different. I’d say you just gotta break down concepts even further and make an estimate for how long it’ll take.
For example: if you’re working on a dialogue system, break that down into smaller pieces. You need to design a text box, you need to choose a font, you need to program how it works. So my advice would be to give yourself an hour to design the text box, and if you don’t like how it comes out or it isn’t done yet then give yourself another hour. It’s hard because it’s all subjective but you gotta really break down all the individual pieces and tackle things one step at a time. Once you reach something that works, use it and move on. You can always go back and change things during the final polishing phase but during the core design phase you wanna just keep things moving as best you can. Hope this helps!
How's this for a question on finishing something. How does one get better at debugging their game? I'm trying to make a classic Zelda inspired game, (and will definitely need that scope creep video lol) so I'm learning Godot. And as I'm doing the tutorial, I can see how certain things connect, and how I can change things for what I'll need in the future. But trying to do abstract logic work for debugging is such a hang up. I don't mind the time it'll take to make art assets. But I don't want to go through the hassle of trying to redo an entire file of script just because I can't figure out where the hang up is (because it's never the line with the actual code unless it's a simple syntax fix). And being stuck with errors is a greater demotivator than just "oh a 3 hour job actually takes 6". Like, I shouldn't be getting multiple errors when directly following a tutorial, you know?
Great question, debugging takes a long time to get better at. I think it's true that the only real way to improve debugging is to fully learn the code language, which is gonna take a long time no matter what. The answer you're looking for might be in the scope creep video though, there's a part where I talk about breaking your game into smaller chunks so that it doesn't get overwhelming and confusing. Best of luck to you!
@@apoxfox So it's that much of an abstract skill that it's so much intuitive learning over time? So early frustration for sure, but that does mean that it's a learnable skill. Kind of reminds me of a few lucid mechanics you pick up in more advanced play in a few games.
Thanks so much for the response.
I'm wanting to make a game that blends old school Zelda with open world survival. I'm wanting it to be 2d but kinda not, like side scrolling with other tiers of side scrolling forward and back from the one you're on that you can go between at certain points (I'm struggling to explain it but if you've played or seen a decent amount of "A Highland Song"s gameplay you'll get what I mean).
Basically that long ass intro was to say up for this question: Do you have any advice for what engine would work for a game like that? I don't wanna waste my time learning then having to start over cause the engine can't do it.
I've been putting off the building part of the process for ages out of fear but on the brightside I have a huge amount of worldbuilding done that I'm also using for a dnd campaign, a novel and a concept album 🙂
That sounds like a really cool concept! I’d probably suggest either Unity2D or Godot because it’s what I know best and I’m pretty sure that concept would work on there. Might be a good idea to find out what engine “A Highland Song” was made on too. Try Godot though if you haven’t already, it’s really great and open source!
@@apoxfox thanks for the reply. "AHS" is made in their in house engine unfortunately and I really don't think a 2d engine would cut it as its more like a 3d game that you traverse via sidescrolling.
I'll look into godot though, thanks.
It sounds like you've not experienced "AHS" I recommend it almost to the point of demanding as it's that good. It's beautiful and a single playthrough is fairly quick.
@@n1nj4l1nk I’ll definitely check it out 👍
You could try looking at 2.5D games. It sounds like that's what you might be looking for.