Devtober 2020: Postmortem



It's October again and I'm joining the Devtober!
Many people seem to choose the challenge of working on the game every day of October, but it's no challenge for me.

I confess that I'd rather spend 10 hours coming up with my own solution through trial and error rather than watch a 5-minute tutorial.

Would be great if my trial and error gave good results - unfortunately, I often feel like I'm reinventing the wheel AND not doing it well.

So I am going to try to do as many tutorials as I can during October - ideally for something I can quickly implement into Light of the Locked World - my current major project - for visible results.

I hope you will find this useful. Thanks for reading!

Devtober 1

After 7 years of game development, I still don't know how to implement sliders. That's embarrassing! Sliders are so useful - everything I tried really doesn't replace them - and my own trial and error sliders feel awkward to use.

This ends today! Hopefully.

Success! Thanks to HeartBeast's tutorial!

I am liberated from no-slider-hell! So happy!

Devtober 2

I was wandering around YouTube, looking for a useful tutorial and stumbled upon this:


I always wanted to be able to recolor certain words in a string! LET'S GO!

Success!


Oh, and  I have also read this useful article: How to Get People to Read Text in Your Game

Devtober 3

I needed a desaturation shader, so I decided to actually do it myself this time.
So I watched this and several other tutorials from GameMaker shader tutorial series:


And... Success!

I am very happy with today's tutorials - learned a lot, I think I'll be trying to use shaders everywhere I can now.

Devtober 4

It's been a challenging few days so I decided to make it easy for myself and just watch a few videos about level design - building levels is something that I find very fun and I want to be better at it.

Here are the videos that I watched:


Celeste video in particular was very interesting to me.

A lot of things mentioned in the video I have figured out myself, so it was reassuring - but I also got some new insights.

Devtober 5

Rest day, gotta stay productive =]

Devtober 6

Couldn't figure out what to do, so I just watched a GDC talk video.

Pretty sure PVP/maybe even co-op in Light of the Locked World is a cursed problem, but I think it's fine because you can simply play it as two different games.

Technique 5? Sacrifice making a hybrid to have two non-cursed games?

EDIT: This video had an impact on how I think about the game design, I keep thinking about things talked about in it, I'm very glad I watched it.

Devtober 7

Began today's hunt for tutorials by trying to find a visual effects tutorial for pixel art. Soon I have realized that finding something that would work for Light of the Locked World's graphics and animation styles would be very difficult.

I tried to create an animation style that works with the graphics style - very stiff, blocky, no blur, etc. basically a 'bad animation' style. I suppose it's possible to make it less... that... by adding more frames, but the game will take about a year to finish if I'm lucky, so I should minimize the time costs as much as possible.

The problem is similar to the art style problem of Magic of Autumn - yes, it's "unique" but it looks very low-budget. Ah well, back to the tutorial hunt.

I remembered that I have never used enums, so I went to a playlist of GameMaker coding tutorials by SamSpadeGameDev to look for a tutorial on that.

Stopped to watch this video:

Nothing was knew to me in this video - seems like I figured all of this by myself without any learning - trial and error, seeing other people code, and just being in the coder community. But again - reassuring.

And now I know!
I was using macros for the things that could have been done with enums a lot. Not sure if I should start using enums now - probably not a good idea to start doing that in the middle of development, but maybe I'll use it in the future projects.

Just in case watched a macro tutorial:

Devtober 8

I've noticed some more things that don't have much knowledge about in SamSpade's playlist - so I went ahead and learned about queues, priority queues, stacks, GM call stack.

Priority queue might actually make my game better - seems like in one very important script I use grid data sctructure and ds_grid_sort function to do what priority queue does automatically. This might make the game faster, I'll have to try it.

Devtober 9

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Devtober 10

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Devtober 12

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Devtober 13

Still going through SamSpade's playlist - today I watched a video about custom data structures. Can't think of where to apply the custom DS's at the moment, but seems very powerful.


I skipped a few days because I was sick, going to be back to regular schedule soon, I hope.

Oh, and priority stack made my game 0.3 milliseconds faster if the profiler can be trusted, so that's neat.

Devtober 14

Today's video was about AI:

It got me thinking about AI in LOTLW:

1)

I could probably spawn random rogue/demon groups who would sometimes attack towns.  Town guards could patrol outside the town as well. The "Good AI have goals". If I could pull it off, which really isn't that hard thanks to all those AI systems I have already implemented, it would create some interesting moments.

2)

When it will be possible to use consumables in battle, NPCs should bark something like "I need healing" before using a healing consumable so the player could react to that. "Good AI barks".

I'm also thinking about letting NPCs level up and showing a game message whenever that happens. E.g.: "Guard captain Aden has become a level 25 Warrior."

Another idea is to show kill messages that are common in multiplayer shooter games - e.g.: "Player A > weapon icon > Player B" - so the player would know that NPCs are fighting somewhere in the area.

This should make the game's world feel much more alive.

Devtober 15

Today I watched:

Quite early in the video realized that it won't work for LOTLW because its goal is to be 100% hidden mechanic free.

I did find the part about Firewatch useful.

Devtober 16

Today I was reading articles about making good cities in video games by Konstantinos Dimopoulos - click here to view archive.

Out of all the tutorials and other resources here, I think these articles are the most important - I highly recommend reading at least a few, it'll make your game cities better!

It surely helped LOTLW's towns.

Devtober 17

Read a few more Konstantinos' and now my head is full of ideas.
Going to do farmer village and after that comes the first large city of the game: Luma.

The Rebel/Coastal/Abyst/Free City, Capital of the World.

That's what I'm preparing for =]

Devtober 18

Today I have read half of "Level Design - In Pursuit of Better Levels" write-up - you can get it from Twitter user @TychoBolt.

I got some valuable information from it, even though it's all about 3D levels.

Going to read the other half tomorrow. EDIT: I didn't, didn't feel like the first half was useful enough.

Devtober 19

Rest day.

Devtober 20

Not-rest-day-but-I-was-lazy day.

Devtober 21


Watched another video by Game Maker's Toolkit. Seems like I don't do anything obviously wrong with my combat system, so that's good.

I'm very busy right now, so I guess I'll be watching short videos - just not enough time.

Devtober 22

Was fixing PC.

Devtober 23

This video was awesome, highly recommend. Just look at this monster of a sheet:



Don't really need to fix my game's structure, I think - which makes me proud.

Devtober 24

Another inspiring talk by Mata Haggis!


Will have to think a lot about this before starting to write the game's story.

Devtober 25

Watched two videos about common mistakes new writers make, just in case. Again, I want to prepare for LOTLW's story.

Not sure if I learned something new, but feels good to get that out of the way.

Devtober 26

Rest day.

Devtober 27

I want LOTLW to have decent NPCs so I watched this GDC talk.

There are very interesting points in it and the game I am making is based on similar ideas.

Devtober 28

Another GDC talk about NPCs. I'm already using a personality system for my NPCs, the only thing that I don't do is making NPCs talk to each other. Might do that one day - I already have a system that assigns NPCs to teams, so they could exchange a few lines.

It was another interesting talk and I'm glad I watched it. Though I should do something besides watching GDC talks, they are a bit light - I should probably more use of the videos similar to "Common writing mistakes" ones. 

Devtober 29

Today I was very busy, so I've just read "Writing Efficient Code: Reusability and Extensibility" article about in coding in GameMaker - all of this it is true. Also, woah, GMS 2.3 >.>

Devtober 30

Updated the demo today, was too busy to watch videos.

Devtober 31

It's the last day of October, so I guess it's time to evaluate this experiment.

The most important thing I learned: I shouldn't worry about learning until I encounter a particular problem. "Oh, I'm going to dedicate an hour per day learning!" just doesn't work.

While I had specific tasks I needed to accomplish, it was going really fast, but as soon as I ran out of problems, everything slowed down significantly.

I did stumble upon useful videos and articles, but it isn't efficient.

So I guess the second lesson is: I should more actively look for things I might be doing wrong. Because knowing what is the problem is like 50% of solution.

Kind of sounds dumb and obvious, but yeah. Lesson three: If something isn't obvious, doesn't mean you don't have to learn it?

Or something.

Anyway, I think I made some progress towards overcoming my fear of learning, and that's just great!

Get Light of the Locked World

Comments

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Make web gl build pls.

Can't.