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Category Archives Caleb’s Game Devlog

Thoughts on Game Development and Game Design. Expect quick-thought blog posts, scripted videos, and even podcasts. If you want to learn my philosophy on video game development, this is a great place to start (and end).

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.

Once the player’s mental model adapts to the understanding that face buttons function differently than shoulder buttons, and those in turn function differently than d-pad buttons, the player’s experience starts to feel intuitive. A well-designed input system never explicitly communicates to the player about these functional categorizations. Smart input design simply reveals it to the player.

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