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Things you've learned / picked up in the last week

A topic by TheMetalCarrotDev created Jun 27, 2024 Views: 251 Replies: 7
Viewing posts 1 to 6
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What are some things you've learned about game development, programming, art, music, sound, time management, writing, or personal goals in the last week?

I'll list mine:

I learned that my way of looking at things can be a bit rigid, and I'm working on that now. For example, I don't have to see art as "good" or "bad", there are many cases where two forms of art have quality or merit, but portray different styles or vibes. And there is also art which doesn't really seem like art form, but even it can portray a particular style sometimes and in some cases.

So, I think I need to "slow down", even if game development is a type of thing which encourages time-crunches sometimes. For example, I'm getting progress done at a pretty steady rate on my newest project, but I think it would benefit the game for me to take 2-3 days off from actual development to weigh the direction of it going forward and plan from there. Especially with a game like this with a pretty strong visual focus.

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Another thing I "might" have picked up on, but I'm really still thinking about...

While there may be Visual Novels that read like an actual novel........ as I play more Visual Novel games, I spot a slight difference between the two sometimes. The Visual Novel games I play, often focus on characterization and getting the personality to the characters correct, even at the expense of tight grammatical correctness in script. This makes me think that the writing to my own Visual Novels is too "tight", as it focuses too much on grammatical correctness, without the normal and "messy" short chatterings of characters.

I'll think about this some more, but if I need to change some things, it really isn't that hard of a change. So I'll think about it.

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Hey Carrot!

I think one thing I've learned is once you hit a certain level of "development skill", the next big hurdle is learning how to become an effective communicator for game products. Game quality only speaks for itself once you build the initial kernel of a community. If you don't know how to build the first kernel, you can't build a community even if your game is one of the best indie games of the year.

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That's very true.

Getting things right can also be a learning experience. Sometimes, it makes one grow.

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To add on to the original topic, I started uploading a no-talk dev process devlog series on youtube where I just play my recorded dev work at 3500% speed. I find it helps me to stay motivated and to hold myself accountable when I work, as well as keeping a rough estimate of total amount of work spent on the project. I really enjoy watching them myself, and I think so long as I like watching them, there's probably someone else out there who will enjoy it as well.

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Just a few days ago I figured out how to create and draw to custom created surfaces. This was added to my dialogue/cutscene system so that I could create any combination of eye and mouth sprites I want without having to make a different NPC sprite for each one.

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I've learned these in the last week:

- Leaving scripts for some time then returning to review them was good idea to earn fresh look on the scripts. It opened my eyes to new solution which I've missed before.

- Replaying my game with alternate way is a good way to find bug. I discovered a bug couple days ago which was not seen cause I keep playing with the same way.

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I have been looking at various character AI systems and looking at advantages of getting game publishers. From what I've seen AI systems is really hard to build from scratch but I am getting there.