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Posts By Caleb J. Ross

began writing his sophomore year of undergrad study when, tired of the formal art education then being taught, he abandoned the pursuit in the middle of a compositional drawing class. Major-less and fearful of losing his financial aid, he signed up to seek a degree in English Literature for no other reason than his lengthy history with the language. Coincidentally, this decision not only introduced him to writing but to reading as well. Prior this transition he had read three books. One of which he understood.

The game-making lessons we mentioned are:

  • Don’t waste the player’s time. A novel input system cannot survive on novelty alone; it MUST serve good gameplay. Otherwise, the forced input falls from delightful to frustration (Professor Layton and the Miracle Mask)
  • Movement in a platformer MUST feel great above all else. If a game has secrets to find via exploration, that exploration had better not suck. (Sackboy: a Big Adventure)
  • Visuals afford function. Therefore, nothing is ever only cosmetic. If a character looks tall and fat, the player expects the movement to be slow. If a character is short and thin, the player expects the movement to be quick and nimble (Sackboy: a Big Adventure)
  • Is there a formula for determining the proper melee attack range for a character based on character speed and height? There should be. (Sackboy: a Big Adventure)

This dev log will inform how I approach game development (design, coding, etc). It may cause a populace uprising that will change how my approach governs my code. My code = the government. My dev log = the will of the people.

Listen in as we talk about our game development “ah ha” moments, including:

  • The importance of commenting even as a solo dev
  • Self-documenting/readable code
  • The importance of having fun as part of the learning & development process
  • Shaders are black magic
  • Unity events are suuuuper useful
  • The absolute need to LEARN THE TOOLS YOU USE and…
  • DO NOT FIGHT those tools your learned to use (even if fighting the tools feels like a “neat old’ fashioned way to do it,” as Jo so eloquently states)

The game-making lessons we mentioned are:
  • Re-use of levels doesn’t have to be boring. Narrative, along with day segments, means each environment feels very different despite their repetition. (Death Loop). Mentioned: Dishonored 2 Devs Explain the Clockwork Mansion.
  • Simplicity can be deceiving. Simplicity doesn’t mean boring. (Super Auto Pets).
  • Difficulty doesn’t make Caleb hate a game. Rather, artificial difficulty (ie, design ignorant difficulty), is what makes Caleb hate a game. (Ori and the Blind Forest).

The game-making lessons we mentioned are:
  • Inscryption - A game’s mechanics don’t have to be novel in order to be worth playing or developing around
  • Luigi’s Mansion 3 - Puzzles should have feedback to guide the player. Meandering and luck are not satisfying game mechanics.
  • Doki Doki Literature Club - Video games can still be meta, even after Undertale. If the game’s conceit is unique, being meta isn’t necessarily a death sentence.

In September 2015 I decided I wanted to make a video game. Having no experience with game development, let alone any experience with programming of any kind, I sensed quite a daunting journey ahead of me. So I took to the internet.

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