This is What 1 YEAR of Game Development Looks Like

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1 year ago I started game development gdof 4 was just released at this time and I was pumped so on top of trying to learn how to code I was learning code that was outdated syntax so everything was completely different the names of nodes were different the ways of exporting variables I'm hitting signals so I probably took about two whole days trying to get this Flappy Bird thing done and it was not even that like done there were lots of bad memories making this first game but I ended up with this for some reason after that I thought it was ready for a full on fighting game there's this game that I really liked at the time and it was called Yi hustle um it was it's like a turn-based fighting game and I was like oh that'll be super easy to program something like this I was quickly humbled by all that goes into Game Dev so my next game was this UFO cow game you play as like a UF you're abducting a cow trying to avoid getting hit by rocks thrown by a farmer it sounded a lot better in my head for some reason I coded the entirety of the physics by hand I didn't realize that a rigid body that it had the physics built into it already I was very proud of it but it's definitely nothing that's too impressive so after cow game I just started making super prototype prototypes like the most Alpha version of a game you could ever think of and once I figured out what rigid bodies were really opened my eyes to what was [Music] possible um my next decent looking thing was this Hammer game you're controlling this hammer and you're nailing in Nails it would detect the nails going into the plank at a certain angle and if you were at this certain angle then it would either be a good one or a bad one it was it was pretty cool for at the time you know so this next game I really liked I love the animation of the running I love the character design I love the the whole concept of it the mechanics it was just too much for me at time and so you know you start with two colors black and white then you go up to four colors eight colors 16 colors um and then I would have the mechanics change and how you interact with things based on the bit amounts yeah I just too large of a scope but it was a very very cool idea that I might come back to some other time I'm going to group The next two games together this one right here was my first attempt at something 3D you know I was making crouching a firsters controller um sprinting throwing holding I made an item holder system not quite in inventory um but the way I coded it it only worked with a singular item so I could probably yank the code for it and put it into some sort of system that's about as far as I got until the p pirate Jam was announced based on the Discord notification that I got it would be a 4-we game Jam I did not realize that account to the 2 weeks of judging I did not know until 3 days before it was due that it was only a 2 week long project so a lot of the game was rushed the graphics itself were mostly done in the beginning I wanted something that felt and looked cool before I started making the game play because I knew the gameplay would be pretty simple so I submitted 2 days early I had somebody give some feedback so in one day I made a tutorial and it is the messiest code that I've ever written so smast Rona was a name that I came up with for this game but I was I was really happy with how the game turned out other than a few of the mechanics missing and the the enemy AI is atrocious but that's about it so after finishing my first game ever I was getting way too confident in myself so I joined this game Jam it's the Metroid Vania game Jam I figured if I could get my game done in half the time that I expected it to take then I would easily be able to finish a Metroid Vania game in 30 days so my concept for this game was similar to that other pixel game where you change how the environment looks and it changes how that interacts with you but I got only about four or 5 days into this and I just gave up because it was such a large project there was so much that I didn't know there was so much that I still don't know about game devb it's just not prac practical for me to do something like this I figured that if I even finish this project it would be something I wouldn't be happy with and I'd rather work on a smaller project and actually have something that I'm happy with releasing currently I'm in the middle of making a horror game there's a couple of things that I've added so far that I can't show you uh I have one mechanic that is really cool and I don't I don't know if I'll ever tell anybody about it I might just keep it a secret if you don't know you might not know it's a mechanic there are a bunch of little details and other projects that I didn't even go over in this video I just wanted to give a quick summary on what I've done and a little bit of progress I didn't take game devb too seriously until the past couple months so you know I was off to a slower start than normal but yeah I'm excited to keep doing [Music] it
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Channel: Gambit
Views: 29,056
Rating: undefined out of 5
Keywords: Godot, game dev, indie game, indie dev, game development, 1 year game dev, 1 year godot, godot 4, godot 3D, indie devlog, devlog, 365 days game dev, unity, godot engine, unity engine, unreal, unreal engine, unreal 5, unreal engine 5, godot 2D, unity 2D, unity 3D, indie progress, solo indie, new indie game, itch.io, game jam, horror, indie horror, horror game, indie horror game, godot horror game, godot horror
Id: D2II4o4MIbQ
Channel Id: undefined
Length: 5min 27sec (327 seconds)
Published: Fri Mar 15 2024
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