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24 hour+ preview - Developing, Episode 4

Update: If the video is unavailable, while it's in Premiere mode, a sliiiightly earlier version is visible here.

My game making journey continues... (Thumbnail is incomplete!)

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24 hour+ preview - Developing, Episode 4

Comments

Every developer empathizes with you regarding how hard it is to pick up a project after putting it down for a while. The industry term is context switching (which itself is a reference to a far more technical concept in how operating systems work, which you may find instead if you look for it, as a heads up), and it affects all kind of intellectual work. If you work an office job, every time you have a meeting, you context switch, and it's been proven again and again to hurt your productivity.

Luna

Hey Mark! Writing as I watch the video. I really enjoy seeing you in front of the camera. It makes the whole video somehow feel a lot more personal, and it really drives home the emphasis on what you have to say. The way you "cut corners" on animating the character I think is an excellent way to show other aspiring game devs that you can end up with a more unique twist to your characters by being just plain "lazy". The wheel for legs gave the character a lot more persona and at the same time must've saved you a ton of time. The same goes for the hands. Dropping the hint that a line renderer and spring joints can do the trick was a great addition. The pixel art is great btw. Planning a large level, and bravely just scrapping a part of it is also a great skill to have. Knowing when enough is enough is valuable and should be emphasized. Really shows off the creativity with coming up with a mechanic and then coming up with puzzles utilizing that mechanic. Really driving home the thing that you do one thing and then you use that one thing for a lot more things. Showing the difficulties that come by when life gets in the way is also a really nice touch. Feels really candid and drives home the fact that you don't have to do the 30 days in 1 month. Also the fact that sometimes life just gets in the way. Operation Get'er done is a good way of showing that you should still finish what you have, even if it means cutting a lot of corners (and content). The bug showcase was hilarious. Shows that you can find the bugs in the weirdest of places when you give the game to someone not going the "happy path" you might get stuck on as the developer. Overall. Really proud of what you did with the challenge and can't wait to try out the game

Matsuuu


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