1 year of Game Development : So many games ! - Devlog

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I'm Rocky mullet I made 2D pixel art games in Unreal Engine since my YouTube channel just turned one year old I decided to look back at all the games I've been doing since I started making online game jams I made a bunch of them so here's all the games since I started doing this [Music] as I was learning unreal I bumped into videos of the Vim Jam I was hyped by the idea of online game jams since I was used to make RL game jams with a team so I joined the 8-Bit to Infinity Community with a jump coming up the physics gem I didn't start to learn pixel art yet and as a programmer I'm actually more used to working in 3D I made procedural water I would react to things falling in the water with a boat that can navigate on it and jump on waves that theme was switch so I made it so that the game would switch from a good side to a bad side having the Boat Moving on both sides of the water it was a very cool technical challenge but in all of this I didn't focus on what really matters making a good game was more of a tech demo that I forced a game into I finished 18 out of only 24 entries I was penalized for the low amount of ratings making me realized the importance of hyping your game even for a game Jam my first pixel art game since pixel art was what I actually wanted to make I spent the two months before the jam learning pixel art I didn't want to remain the same mistake so instead of a challenging something I'm good at AKA programming I would challenge myself on level design and my mother's new art skills it was the first time I made a schedule to be sure to not go off track I knew I wanted to make a puzzle game since they are usually simple to code leaving more time for the harder part being level design and art since I'm new to it the limitation was mundane and the theme was Decay so I went for a farm setting where you would play sentient vegetables that would sacrifice themselves to make plants grow having to think where and when you would use all your vegetables with three variations a tomato that can only walk but sneak in small spaces a carrot that can jump and a squash that is big enough to be used as a platform my efforts paid off super cute and I actually ranked first in that jam which is obviously a huge leap from their previous one oh my God I love this carrot I just wanna hug it and tell it that everything is gonna be fine blast Bash I made that game for the Nate Jam I wanted to challenge my pixel art animation skills and make a walking humanoid as a playable character the theme was break the system so I'm going to kind of beat him up where the player needs to slap Remo trigger mines on robots to make them all explode at the same time without blowing yourself up it was the first time I would make a game with a clear beginning and an end to have more dialogue without interrupting the gameplay I made speech bubbles that would end up being in a lot of my following games a place third out of 82 entry I learned a lot about pixel art animation and making a 2d game in a more top-down perspective which is not very easy to do in Unreal Engine okay e [Music] it's challenged my interest for windjam is what made me want to start online game jams so I was determined to go try hard for bimjan 2. thank you for the bounce pads I treated that jam as an improvement check to see what kind of game I can make if I really try the theme was on the edge with a restriction of Boss so I made a character that is on edge and needs his pet bunny to calm down but the bunny is kidnapped by a power harvesting demon who's after the power of fluffiness my biggest challenge was making a character made out of two different Sprites to make hate Direction aiming with the upper body I learned a lot about being efficient with pixel art but also with level design planning all the interaction with the boss the different Arenas level triggers and cutscenes oh I ranked third out of 412 entries and second in fun and design that was super super cool I was really surprised and happy about the result I knew I had a decent game on my ends but to finish third as a solo Dev against so many others against so many teams of like 5 people was unbelievable oh yes yes the power of the floof My Success with vimjan 2 is what made me think that I might have something worth talking about on YouTube making games is great but not as much if nobody knows they exist and nobody plays them I wanted to make a devlog about tough love but didn't want to waste my idea on my first video assuming it would be poorly made because it will be my first video I made a simple top-down 2D game before making blast bash to practice 2D top down in unreal this game was long abandoned so I didn't mind wasting the idea on a bad video and I thought that maybe people would be interested in top down 2D in Unreal Engine and that was an understatement to this day my first video is still consistently my most watched video every day since the beginning of my channel people are angry for some top down 2D in Unreal Engine [Music] fast for the xender jam 6. after finally making my develop for tough love I was angry for more game Jam tough love made me see what I could do if I tried applying what I already knew so it was time to get out of my comfort zone so I wanted to make animation based movement like the Retro cinematic Platformers and a narrative game with a limited color palette on top of that a game that put emphasis on mood and a narratively driven build up leading to a climax [Music] a place 4 out of 16 entries which I wasn't very satisfied with the main reason being a jump animation we create a delay on the jump making the jumps very hard for a new player making people quit the game before they could experience the story something I would have known for sure if I asked for any play testing quickly after the jam I fixed the jump issue and added checkpoints making the game a lot easier I think that's actually the version the judges played and both of them chose me as the judge pick for the jam it's a game I wasn't sure about in the first place and it ended up being one of my favorite games of mine I learned a lot about jump animations narration and most of all the importance of play testing and since it's a narrative game a later fully translated a game in French as a learning experience foreign [Music] during the Spring and couldn't find a good game Jam influenced by other Game Dev YouTubers I decided to challenge myself to make a game in 48 non-conservative hours since my viewers were apparently thirsty for top down 2D and unreal I made a top-down to the game my theme given by Ben Brooks was correction so I made a game about an out-of-touch mayor trying to tweet for their election campaign the player would pick branching dialogues that would end up being auto-corrected for something that would make people on Twitter angry leading to fighting orders of angry citizens it's a light and Goofy game and I learned a lot about planning with a fixed Time Pool forcing me to scope appropriately thank you [Music] after my success with vimjob 2 I wanted to try an even bigger jam and in terms of week-long gems there's nothing bigger than brucky's game Jam I love Hollow Knight so I'm in an action platformer with directional attacks Pogo jumping 8 levels 5 enemy archetypes a complete boss fight and a story progressing through the game also made procedural grass waving in the wind which I think is pretty cool I ranked 33rd out of more than a thousand entries including 11th in the fun category I wish I would have ranked higher but I bombed in Innovation and theme which is fair I didn't make a game heavily influenced by Hollow Knight and what was the theme of The Gem again I really liked the game I ended up making though and I might re-explore those mechanics in future games foreign wood was challenging other Game Dev YouTubers to remake each other's game in their respective engines he makes 2D games in constructory and since I'm one of the few people who made a questionable choice of making 2D games in unreal he challenged me I remade his game hook shot hero with what ended up being more of a grappling hook the player swings around levels Gathering resource to craft items and bridges to progress in a game it was a fun experience to take someone else's ID analyze it and remake it learning from their mistakes I made a sharp Seven Levels a bus fight a world map and a fully playable tutorial and without a fixed that line it allowed me to make a game slightly bigger in scope that I usually make in game jams maximum concentration on yes Dutch to it did I get him I love it what a cool end screen I love the little crying tier there that is awesome well done hats off can't believe I completed it I'm really happy to see what I could achieve this year I've been programming games for some time but I was able to see what I could create on my own making games are truly mine making pixel art animation game design and even a bit of narrative design I'm definitely going to keep doing it next year maybe something bigger than a game Jam game we'll see see you next year [Music]
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Channel: Rocky Mullet
Views: 70,852
Rating: undefined out of 5
Keywords: Game Jam, gamejam, pixelart, game devlog, indiedev, gamedev, Unreal Engine 2D, Unreal Engine Pixelart, Unreal Pixelart, UE 2D, game remake, game jam 2022, 2022, Platformer, Parallax, Unreal Engine Sidescroller, Pixel Animation, Steven Melin, game, jam, free, unrealengine4, 2D in Unreal Engine, Xanderwood, Hookshot, Grappling Hook, Color palette, Animation, Pixelart Jump, Game Engine, year recap, one year of game development, game development, procedural water, procedural grass
Id: 3uRiwOdSpjs
Channel Id: undefined
Length: 11min 54sec (714 seconds)
Published: Thu Dec 29 2022
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