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[SERIOUS] What did you learn while making your game?

A topic by Kittyking101 created 57 days ago Views: 771 Replies: 66
Viewing posts 1 to 32
Submitted (2 edits) (+2)

There's nothing more serious than your education, so I pose the question: what did you learn? 

It doesn't have to be related to game development. Perhaps you delved into financial literacy, philosophy, or the anatomy of spiders. Were you able to apply what you learned to your game? Were there any challenges in doing that? Maybe you learned something from the feedback you gave or received - that's important too. What do you think developers could learn to improve their games? What did you learn that would improve yours?

Now that ratings are over, I encourage you to post something here! I'm ready to do the same. 

Submitted(+1)

I learnt about implementing classes into godot.  I come from a background in python, so used classes quite a lot there. But  for the enemies in my game, i wanted to have functions that could be called on any or all of them, so i learnt to implement classes.

Submitted

Great stuff! Classes are the powerhouse of the game engine after all, hehe. 

Submitted(+1)

pretty much the basics of godot lmao

Submitted

That was me with Unity a decade ago.  Everyone's gotta start somewhere! 

Maybe I'll give godot a "spin" in my next project. 

Submitted

try it! it's pretty fun!

Submitted(+1)

I learned a lot about prioritization and time management i think, I'm working an internship right now so I didn't have a lot of time every day, so I had to figure out what I wanted to implement and what to cut, and what I needed most I tried to get in early

Submitted

Time management and scope are two of the most important things to manage in game dev. It's certainly more difficult when you have other priorities to take care of, so great job finding the balance!

Submitted (1 edit)

I learned that time management is useless when you can be programming for 56 hours straight, sleep for 2 and a half, and get back to programming. (I did bang my head against a wall for 3 hours trying to make one single ability work. No but really, why tf did I see a ghost completely in the colition, didnt even flinch, and random ahh ghosts not even in the screen were violently exploding? Never found out)

Submitted(+1)

godot 2d pathfinding for me.

Submitted(+1)

For me, it's been learning that software isn't king or the be-all-end-all of gamedev. I work as a programmer in my day-job and make games on my own for fun in my free time. This is the first time I've actually been actively in the community during a game jam, and it was eye-opening seeing all the artists, animators and musicians in the discord, as well as programmers like myself. This is also the first jam where I really put a lot of effort into the art and music and general presentation, and having to juggle that alongside designing, programming, playtesting, etc, was exhausting and left me with a big appreciation for the craft that goes into game development besides just the code.

I've also been getting more into board games lately, so that planted the seed of great game designs and systems existing outside the medium of software, and this just hammered it home.

Submitted

This is a great thing to learn! Game designers are artists after all. 

I think it's important to recognize that programming a great game is an incredibly difficult thing to accomplish compared to programming traditional apps. Getting a feel for the game isn't a binary operation. You have to playtest and observe all scenarios that your game is capable of and use art/music to sell the experience beyond the game logic. Whether you succeed or fail is entirely subjective from the perspective of the player. 

Cool that you mention board games too! Programming a game allows you to account for variables that would be hard to keep track of in a board game, so there's a lot more freedom to customize the experience without being overwhelming. 

Submitted(+1)

Though I've always ran with this philosophy, I implemented it much more into this game; Keep it simple. I think that's one thing most people miss in developing games for jams. Most people make a way over the top goal and never achieve it, or they do but have no time to polish it. My game was very simple, so I finished it on day 2; then polished it for the rest of the time. 

Thanks for making this topic!

God bless! ✝️

Submitted

I too am a huge proponent for "less is more" as a philosophy, especially for this game jam (despite the very serious nature of it...) 

My take on the theme of "spin to win" was about challenging the notion of what it means "to win" more than anything else. 

Submitted

Nice spin on the theme. You made me curious.

Submitted(+1)

Biggest takeaway from this jam is that I learned I can make games. I’d never finished and shared anything before, even though I’ve spent hours and hours in tutorial land in various engines going back years. This was the first time I’ve managed to just sit down with a blank project file and create something playable. It’s by no means a complete game, but working through the processes of ideation, implementation, and iteration felt incredibly rewarding. 


spin to win

Submitted

Wow, congratulations on getting your first game out there! Learning how to make a game from scratch is the best way to learn imo, so kudos on stepping outside of tutorial land to make something totally your own. 

Submitted(+1)

I learned a lot about sound design (randomizers, pitch shifts, low pass filters), 3D modeling (marking edges so it shades smooth in the areas it should while keeping the pointy bits pointy), tweens and lerps for dynamic programmable animations, how shader compilations can cause a game to stutter on the first play (unfortunately the fix I tried didn't work though). 

Submitted

That's pretty comprehensive, glad you got to delve into a lot of different components! There's a lot of technical stuff that goes over my head, but you learn as you discover where/when/how things go wrong. That's like where 80% of my time goes, haha. 

Submitted

Yup part of the fun of being a solo dev is getting to wear lots of different hats.

Submitted(+1)

my faith in Unity is restored (i had started using Unreal) Unity won be back

Submitted

Lets go Unity gang!

Submitted(+1)

I learned that you can't do everything alone. I joined this jam as a solo dev and quickly overwhelmed with the amount of items I need to check from the list before the deadline. I wasn't really skilled in art nor did I have much experience in it so it took waaaaay more time than I initially expected. And even if I did had the time to do everything I wanted to do it still feels little empty without a teammate to celebrate the finished product.

Submitted

You can do lots of things! Perhaps not everything, but neither can anyone else. I could learn a lot from being a teammate working with someone who does what I can't do. 

Which part of game dev do you enjoy the most?

Submitted

Probably the coding, creating a game design and polishing the game once its finished. Don't get me wrong, I also enjoyed making the art part of the game a lot but its definitely not the part I excel at so I lack confidence on that subject. Coding in general makes much more sense to me and comes more naturally since I have bachelors on computer science.

Submitted

Dude I just played your game and your art is awesome! You should be confident in it. I'm also more experienced in the coding side of things and something that really helped me make art is learning 3D. I think my technical skills translate better to that since I don't need to worry about things like perspective and faking lighting in 2D. 

Submitted

Oh, thank you! I am very new to art but working with games helps me to improve it. It can be so much better thats way I will push it more and more. Also very interesting perspective. I don't like working on 3d games because they feels little too big for me to handle but I will keep that in mind. Maybe I need to try harder challenges. 

Submitted

The cool thing about 3D is the possibilities are endless. You don't need to make a 3D game to use 3D art. Donkey Kong Country, Factorio, and Dead Cells all use 3D models rendered into 2D sprites.

Submitted(+2)

simply i definitely learned that i really need to put a tutorial in my game  and how important a tutorial is rather then just putting a how to play in the description 

Submitted

It depends on how complex the game is imo. I can imagine it must be difficult to implement one in a gamejam if there's a need for it, but a simple recurring popup with highlights/arrows and text to explain things wouldn't be too much work.

Submitted

i had the arrow on the player to go to each objective i just needed to put in some sort of text explaining what to do or something. the thing is i didnt want to slap the "yellow paint" on everything.....

Submitted

Creating a Tutorial is an ABSOLUTE BEAST of a task!! It takes 3 days to get Art out. It takes 4 days to write gameplay Logic. It takes 1 day to prperly test the game. … It takes 2 whole days just to create a Tutorial!!

Submitted(+1)

I learnt that I suck at making tutorials, even for simple mechanics.

Submitted

One of the hardest things to do for a gamejam game, totally understand. When you build and play your own game, you get so familiar with it that it's hard to imagine what a first-time player will need to know. Seeing your game, I can imagine there's a lot to cover!

Submitted

Yeah I am dying inside when I see "Looks like fun, but I could not figure it out" ugh. Live and learn, live and learn.

Submitted

Played your game, your tutorial was better ;)

Submitted(+1)

I was able to dig in to the workflow for creating skeletons, rigging, skin weighting and animating all within Unreal Engine. Its actually a pretty fun experience especially since you can link the animation to the sequencer file. This will automatically update the animation when you make changes!

Submitted

You can do all that in Unreal? Impressive! 

I use the classic Blender+Unity combo for 3d animation stuff but navigating Blender can get confusing and I always forget the hotkeys. The Unity animation rigging package is pretty cool but things gets scuffed with IK constraints from my experience.

Submitted (1 edit) (+1)

Context switching from WASD in a game engine's viewport to Blender (and most 3d model software controls) is so disorienting. I literally opened Blender for this project, realized I lost all my sense of muscle memory and closed it out.

I'm like NOPE, just gonna make very geometry styled characters for this one...

Submitted (1 edit) (+1)

I started the jam with about 5 days experience in Godot and a couple of hours experience in pixel art. I learned an absolute ton about both (I still keep finding in-built godot functions for stuff I spent ages writing manually lol) and improved greatly at pixel art across the week - which is good and bad, because it meant I kept having to go back and touch up old assets to try and keep some consistency, definitely missed a few due to time and prioritising.

The main goal was quite a focused narrative study though, I was attempting to solve a problem I had been talking about with someone - specifically about forcing an emotional payoff in a very short amount of time (so with limited space for framing and groundwork) and have it feel "earned" rather than "unearned". Kind of a hard concept to explain succinctly, but think the intro sequence to Up if you've seen that, as an example of an earned emotional payoff with very little time for groundwork. This let me trial and learn a a lot about story telling techniques in video games beyond the obvious dialogue, narration etc.

Oh I also learned some stuff about using itch.io because I haven't done anything on here before! Also just game jamming in general, my only other game dev experience was a few small game jams like 10 years ago and it was quite a different experience - mostly how involved and active the community on this one was, very fun.

Submitted

You sold me on that concept. I'm curious what you learned with storytelling! I like to create short games that leave an impression on people, and I've learned to do that with music and minimalism. How do you make players feel like they earned their win? 

Submitted(+1)

I confirmed to my self that just an idea is not enough :)

From technical things, I did my first SFX (more like an attempt) and it was a lot of fun. and now I want to record sounds :D Another important thing I learned is that pre-compiling shaders for web builds is a must for action games, because the lagging during first phases of a game were killing me.

I found the shaders stuttering on the last day, because I create the first web export on the last day, big mistake. Test your release builds sooner, especially web builds.

Submitted

Oh yeah good catch on shader compiling. Web builds take forever to compile the first time (especially in unity web builds with LFO) so it's good to have something uploaded before it's too late to change it. 

Glad you enjoyed making those crunchy sound effects!

Submitted(+1)

Definitly the importance of letting other people test the game before the deadline. I was very much surprised when a lot of people said the controls were hard in our game. I was of course playing the game to test for bugs, so I naturally got good at the mechanics and therefore misjudged the experience someone would have when first touching the game - which is kind of an important part, especially in a jam ^^"

Submitted

Yup, this is pretty common in my experience. I work with physics a lot so it becomes easy to avoid mistakes when playtesting. Of course, if someone does end up screwing up then it needs to be forgiving enough to get them back on track. Perhaps that's the real issue instead of the game being "too hard to control" but I'll have to take a spin myself to see. 

Submitted(+1)

I learned next time to test what the game looks like in full-screen on itch before submitting :p

Also to prioritize a tutorial next time. Towards the end I had a few irl friends playtest and saw how, without any guidance, what I thought was a relatively simple mechanic can still be confusing to first time players. We tried patching it with a quick last minute 'How to Play' graphic, which helped a bit, but next time I'm definitely making sure the tutorial is more than an afterthought.

Lastly this was the first time I worked on art for a fully 3D game jam. I've used blender to make pre-rendered stuff for 2D jams before, but this was my first time making something in real 3D and getting to practice that whole pipeline. I definitely got a lot more comfortable and quicker at pumping out a lot of assets in a short time frame lol.

Submitted

Scaling issues with different screen sizes, so relatable. I had that issue with UI elements in my last game; things that were meant to be offscreen were visible. 

Kudos to learning 3D in blender! 

Submitted(+1)

I did lean about godot particle system. Not much work, but it honest work

Submitted(+1)

Most of what I did was focus on my movement, which through this I learned a lot of what made Celeste a lot of fun, the movement wasn’t the main aspect that made it fun, it was the level design that made players think. That was the majority of what I learned. Also I hadn’t done Game Dev in a year so this was such a fun way to get back into it.

https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4714316

Submitted

Oh this is so good to learn! I always put so much time in movement that I forget to build the world itself. I like how you use Celeste as a reference; the levels force you to master the movement mechanics to make progress and that's what makes it fun. 

Also welcome back champ!

Submitted(+1)

code refactoring. i didn’t coding in a good structure enough that made me confused. also, i learned about music theory (before this jam) apply to my game background music and pixel-art brushed up that i did not do it for a while. i happy with result of my game :)

Submitted(+1)

I learnt alot about tilemaps and unity2d in general although i have experience with godot 2d and unity 3d but unity 2d i was not that experienced, i learnt alot about how much i truly like video games and want to make a career in game dev.

Submitted(+1)

Learned how important tutorials and letting somebody else play your game is. The game can be great, but if the person playing it gets stuck on the first section since they did not realise a mechanic exists they won't enjoy it. Played a bunch of games here and the game descriptions are a life saver, but having a mechanic be slowly introduced to you makes you feel smart for figuring it out instead of just reading it. TUTORIALS MAN

Submitted(+1)

Ahh I think I know what you're talking about. Your game had an invisible wall which told me I couldn't cross it, but I didn't expect I could go over it until I accidentally discovered how. Many players won't do that and will get discouraged. 

A little direction goes a long way, though I agree it's fun to figure things out based on intuition. I like how Valve handles tutorials in their games: they imply what you need to do without interrupting the gameplay. 

Submitted

Right? I was only able to watch my friends play after submitting the game, and some of them didn't even realise they were supposed to jump the wall by climbing the pillars. I'd like to keep working on implying game features instead of explicitly telling as I think that is the way to go :)

Submitted(+1)

Time managment, brainstorming, UX design, using the right things made by other people (with the right licences), not worrying about the game not being perfect

Submitted(+1)

Very huge learning: Implement the core loop, than add the juice! We started with the basics and than addes the animations and sounds early. As you can see: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4712825 we added many animations.. and with every core change we had to find workarounds to not break anything. So for the next time: animation will be the last step :D

Submitted(+1)

If we're talking technical stuff, I've pretty much learned the basics of unity and C# without any prior knowledge. I've also dabbled with music production in Bosca Ceoil Blue, as I really wanted every asset of my game to be handmade by me, which meant I have to create some background music. It was super fun to learn these tools!

Apart from the technical stuff however - I've realised you gotta make your games as accessible as possible. Half of my time spent on the programming and design was thinking how will players react to a feature I'm working on and if they even enjoy it, or is it something that's cool only in my eyes but makes no sense to someone just playing it for a couple of minutes. 

Submitted (1 edit)

Well done learning all that from scratch! It feels great to make something 100% original. I'll have to check out Bosca Caoil; I use LMMS for my music (also free/open source). 

I like how you leverage the rules of tetris in your game for accessibility (the way you put a spin on it was also really clever). It's kinda like using chess as a base game; pretty universally understood set of rules that you can build off of. 

Submitted(+1)

This being my first game jam, I learned that I really enjoy the spaghetti-code minigames I get to make and signed up for two mor game jams in the future :D

I read documentation about Godot nodes to change details that I never learned about in tutorials. Also I realized that playtest feedback is very valuable to catch problems of any kind and I should spend some more time in testing than I did here. And finally, I learned to engage with game feedback in a healthy way - not taking it personal and letting it affect my feelings, but instead as a way for other people to constructively make my game better!

Submitted

Spaghetti code or not, you are on track to make more great games! 

Submitted(+1)

I learned a bit about publishing a browser game on itch - never put it in fixed 1920x1080 ;) Also implemented Leaderboards which turned out to be pretty straightforward.  I also validated that my ideas work - got a lot of positive comments on my game. Finally, I saw that I can make the player feel certain emotions thanks to proper design, which was also reflected in the feedback. 

Overall, even though I was quite late to the party I'm glad I joined this as my first Game Jam!

Submitted (2 edits) (+1)

This is my first game jam participation and this is my first somewhat finished game I learned alot mainly, I should not make luck the sole element determining whether a player wins, as that feels unfair. Players should take responsibility for their wins and losses. Luck should be just a part of the game.

Submitted

Congrats on finishing your first gamejam! I agree that choices should matter even if luck is a huge component of the game. 

Submitted(+1)

So... what did I learn?

  • I learned that I want to help people make awesome games and be more active in the community. 
  • I learned not to be concerned with ratings and that my definition of "winning" is valid. 
  • I learned that I can't do all the things all the time. 
  • I learned how to vlog... maybe...
  • I learned that Juniper Dev takes games very seriously. But like really, her video content is up there with Masahiro Sakurai's when it comes to teaching game development concepts.

Thanks to Juniper and everyone involved for elevating the medium of gamedev to new heights. Hope my little learning thread inspires you all to keep making games!

Submitted (1 edit) (+1)

I've learned that I need to get better at planning that's for sure x,D I actually had a completely different idea at first for this jam and I even started working on it the first day, but I ended up scrapping it for a much simpler one so that was a day wasted. I'm also Incredibly grateful for everyone that gave me feedback, it really helps me to learn so much more than I could on my own and it makes me excited to continue to work on my project!

Submitted(+1)

Mostly about GameMaker Studio's 2 built in physics...and how it might just be more trouble than it's worth than to just manually code everything yourself for a platformer lol.  that and some other limitations to do with hitboxes, collision masks, etc.  Also that building for html5 can lead to very different results from a simple exe for some reason - apparently something to do with floating point values?  Either way, much of my time was spent fine tuning how movement worked which didn't leave much time for any other aspect.  I guess at least it's helped me not to be fearful of messing around with things as much.