I'm not sure exactly when this happened, but this is the first time I've had a video hit over 1 million views. I'm so proud of how this series turned out, despite its' flaws.
My daughter is 5 years old and she already has people on twitter telling her she can't do
#gamedev
...and the only reason she wants to learn
#gamedev
is because she "wants attention".
Some
#pixelart
demon designs for
#demonlocke
.
I've mostly implemented the mechanics from my paper prototype (see last devlog) and I needed some evolutions, so I did a few today.
It felt good to take a break from programming and just pixel.
Finishing
#endhall
has been a ton of work but the game is slowly coming together and turning into something that I'm proud of, even if it isn't perfect. Something important I learned this year is that games don't have to be perfect to be worth it. Releasing Nov 28th
#godotengine
The "no text" constraint I gave myself has been challenging in a fun way. It's forced me to consider different approaches for UI.
For the battle menu I came up with this spellbook concept. It's still early but I really like this direction.
#demonlocke
#aseprite
#GodotEngine
New babybeast was born at about 2am this morning. Mom and baby are doing great. Definitely not going to be doing the Ludum Dare this weekend haha. I'll be taking most of next week off. Thanks for your patience on new videos.
My 6yo daughter's been using Microsoft Make Code Arcade to make small games. Each time she gets on she starts a new project.
Today she told me "I wanna make a new project but I just don't work on my new projects. I don't know why."
XD
Welcome to indie game dev.
Working on the evolution selection menu for
#demonlocke
. I'm getting close to having all the new features from the paper prototype but there are still some design issues I need to work through.
Releasing a commercial game is hard in ways that I never expected. It is very different from making courses. I've learned so much this year and I'm excited to share it with you all! I feel very proud of my launch and game.
This is an early prototype project for my
#GodotEngine
course. I'll be sharing more soon. The course will cover multiple different projects giving a broad foundation of the engine instead of focusing on one specific type of game.
Over the last few of months, I've been rerecording my entire 1-bit Godot Course in Godot 4 (with some tweaks and new features). I just recorded the final video.
I'll announce its release tomorrow. If you already have it for 3.x, you can enroll in the 4.x version for free.
I found this image on facebook of a game I was working on 9 years ago. I was honestly shocked to see it compared with my current project.
It's fun to see how far I've come. I know I'll continue learning and growing with this amazing community.
A while back I asked myself the question: "Why was I better at finishing games as a 17yo than I am now?"
The starting point for my answer: Constraints don't hold you back, they set you free.
I decided create and write out some personal gamedev constraints.
1/2
Here is my experience (a thread) with feeling discouraged while working on my indie game, Demonlocke, and what I did about it.
After Caleb left, Demonlocke took a pretty hard hit.
This was caused by cascading events:
Learn to work with your current project and improve it as much as you can. Learn to FINISH game instead of always switching. Write down the new ideas. You can use them later.
4/4
I just want to say again how much I appreciate what everyone over at
@NathanGDQuest
are doing for the Godot community. I was thinking about them this morning and wanted to give them another shout out.
I've experienced some burnout over the last few weeks.
I guess I'm just trying to do too much right now. I have 2 game projects in development (both preproduction), a book (recently finished the first draft), a youtube series, and I'm rerecording my course for Godot 3.5.
I've made a lot of progress on
#demonlocke
this month and I feel like I've broken through a wall I was struggling with.
I'm excited to share my progress with you all.
P.S. This is meant for people working on a full game. There is value found in bouncing around to new ideas and testing/toying with stuff quickly. It is a good way to start learning and come up with an idea. Once you commit, though, finish. Even if it means cutting back on scope.
The final video for my Godot Action RPG series will come out today.
The series has been a ton of fun and has given me many opportunities to learn more about Godot Engine.
It feels like there is so much depth to the engine and I've barely scratched the surface.
@reduzio
GDScript is one of the reasons I picked Godot over Unity in the first place. I love that Godot supports multiple languages but GDScript will always be my first choice.
It's like when you imagine a picture in your head. You try to draw it on paper but it doesn't look quite how you imagined.
The new idea is the picture in your head.
The current project is the picture on the paper.
It's not fair to compare them.
3/4
I made a tutorial for Top-Down movement in
#GodotEngine
. I haven't made a tutorial in quite a long time so I'm using this one as a way to get back into it. I'm excited to be back and I hope you all enjoy the video:
I've been working on an open-source tool that makes grid-based A* pathfinding easier in Godot. It's a simple script that you attach to a TileMap node that will automatically generate an A* grid using the used tiles of the TileMap. Here is a video about it:
The most important lesson I learned in 2019 is:
👉Long term habits are more important than short term results.
If you are having a rough day, prioritize keeping the habit over getting a bunch done.
.
@NathanGDQuest
has some of the best free+open source resources out there for people learning Godot (and other FOSS software). I can't recommend his content enough. It's been a huge help to me as I've learned Godot over the years.
Check it out:
Making a Trojan Horse virus as a boss battle. It is only supposed to create 1 enemy but for some reason the spawn enemy behavior gets passed down to the new enemy, so........ success?
#Endhall
#GodotEngine
#itsafeature
Even though I've mostly moved on to Godot at this point I'm super happy and impressed with GameMaker's new GML updates.
The engine has come so far since my first experience with GameMaker 4.