While devlogs are good for generating a fanbase, they do also run into a lot of issues. Mainly, high-quality devlogs that bring in a lot of people can take as much time as the game itself. It's really hard to strike the balance between game dev time and devlog time, so I'd avoid making a devlog for most people. Especially since the target audience for those is only really developers and those interested in developing games. Instead, you can get a lot more mileage out of making highly-edited clips to generate interest when you near periods where you can release a public demo. This also helps you not spoil the game too much, and you can send the demo out to content creators that already have a large following. Being a TH-camr can be a full-time job as much as being a developer can be, so use other methods to avoid overburdening yourself!
Good recap! The dinosaurs in the tank are fun props. I have experienced all the hurdles you describe. Very often, we hear that the journey is what matters, but in game dev reaching destination is also important.
Even when you make first, second, third game shit, remember you always improve each time, even when your game idea is shit your code knowledge improve and getting better, its step to making good idea actually good game.
Congrats on the release, tried it and got absolutely pulverized by the sniper cat and didn't know what to do! About the video, I struggle with all of these problems 😅 Although for the first one, I just made a plugin to force myself to work on my game for at least 20mins (now 30mins) every day. It's not much but it allows me to keep going forward and not have too many "zero progress" days.
Yeah, you can increase your engine speed to outrun enemies! Maybe I should've made it clearer... My bad lol 😅 Also, mind sharing what the plugin is called?
@@tienne_k (not sure if my first comment was deleted or if I just forgot to send it, but I cant see it rn so ill answer again) I thought I was going full throttle but maybe not, idk 🤔 Maybe the time being sped up made it hard to judge the actual speed. The plugin is currently unfinished but I can send it to you through discord if you want
same bro, but i came back with more ideas and so much inspiration. It felt like when i first started but this time i knew more and it was easier. Did you have burnout like me?
Thanks for watching! Counting all the "just another 2 day break"s that ended up turning into weeks, it took around 2 years of development in the Godot engine. Ideally, without all the unnecessarily long pauses, it would've taken around 1 ~ 1.5 years.
While devlogs are good for generating a fanbase, they do also run into a lot of issues. Mainly, high-quality devlogs that bring in a lot of people can take as much time as the game itself. It's really hard to strike the balance between game dev time and devlog time, so I'd avoid making a devlog for most people. Especially since the target audience for those is only really developers and those interested in developing games.
Instead, you can get a lot more mileage out of making highly-edited clips to generate interest when you near periods where you can release a public demo. This also helps you not spoil the game too much, and you can send the demo out to content creators that already have a large following.
Being a TH-camr can be a full-time job as much as being a developer can be, so use other methods to avoid overburdening yourself!
I like the analogy of how coming back to an old project is like trying to finish a drawing you made in kindergarten, great video!
Good recap! The dinosaurs in the tank are fun props. I have experienced all the hurdles you describe. Very often, we hear that the journey is what matters, but in game dev reaching destination is also important.
Thank you for sharing your honest journey. I also had feature creep problem when I was solo indie dev!
Even when you make first, second, third game shit, remember you always improve each time, even when your game idea is shit your code knowledge improve and getting better, its step to making good idea actually good game.
Great simple road map, man!
Congrats on the release, tried it and got absolutely pulverized by the sniper cat and didn't know what to do!
About the video, I struggle with all of these problems 😅 Although for the first one, I just made a plugin to force myself to work on my game for at least 20mins (now 30mins) every day. It's not much but it allows me to keep going forward and not have too many "zero progress" days.
Yeah, you can increase your engine speed to outrun enemies! Maybe I should've made it clearer... My bad lol 😅
Also, mind sharing what the plugin is called?
@@tienne_k (not sure if my first comment was deleted or if I just forgot to send it, but I cant see it rn so ill answer again)
I thought I was going full throttle but maybe not, idk 🤔 Maybe the time being sped up made it hard to judge the actual speed.
The plugin is currently unfinished but I can send it to you through discord if you want
I took a break from my game for 6 months i thought it was gonna be 3 days …
same bro, but i came back with more ideas and so much inspiration. It felt like when i first started but this time i knew more and it was easier. Did you have burnout like me?
I really like your videos. How log did it took to make "Tank is Sands"?
Thanks for watching!
Counting all the "just another 2 day break"s that ended up turning into weeks, it took around 2 years of development in the Godot engine.
Ideally, without all the unnecessarily long pauses, it would've taken around 1 ~ 1.5 years.
Cool
dinosaur... in... tanke. YE 😎
Any source code ?? Thanks
im 2nd and probably early but your video is great it needs more views
before viral