Tag: game development

  • Whatcha’ Makin’? We Talk Tracer: a Neon, Heart Pounding, Endless Arcade Racer!


    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)

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  • Don’t Fight Your Tools! Light-Bulb Moments in Game Dev


    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)

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  • I Hope you Don’t Like Gameplay

    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).

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  • Why We Do the Games We Do

    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.

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  • I Made a Videogame!

    I Made a Videogame!

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    I made a videogame! Here I talk about the game, and I offer a few thoughts about why I made the videogame.

    Play “Playing Nightmare Creators 4” now at https://calebjross.itch.io/playing-nightmare-creators-4

    Mentioned:

    My Itch.io page with all my games that I’ve created.