Why Is It Bad That My Game Looks Good?

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This devlog is all about making my office game fun
The hardest thing in game dev (for me)
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Programs I use:
-Unity
-Gimp
-Kdenlive
-Audacity
-Obs
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Anothother thing you could add to make the walls more interesting are posters that say things like “Get back to work!” or something like that.

MechanicalDuck
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Deynum: I focused on art too much

Also Deynum: Lets overhaul the art

LazyTeaStudios
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Rather than picking up desks as materials, why not destroy them to pick up wood? Then the broken table stays there and it still acts as an obstruction, but still gives materials.

You could also make the paper-desk-gun projectiles act as boulders, pushing enemies in its path backwards until it breaks. If this becomes overpowered you can always make the projectile burst into paper immediately upon hitting a stronger enemy, but deal its leftover lifetime damage immediately.


Looking forward to seeing where this project ends up :)

DemonGlacier
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Newton's laws of game dev: Big bullets need big kick-back. Maybe a couple of steps.

KiaAzad
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I refuse to believe that it's been 2 YEARS

stray
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I’m happy that you’re being transparent I don’t think people realize how long it takes to make a game let alone make it fun

Moldychip
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Add a mystery element, like being able to read cryptic documents. That would breed intrigue and cause the player to want to keep going. Great work, never give up👍👌

JeremiahNickerson-pv
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Honestly, you are one of my biggest gamedev inspirations, and I am going to closely follow along this project forevermore!

SamFromSpaceOfficial
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Random suggestion : I've always felt that the player character looks a bit flat, I feel like it may feel broken up a bit more if you give him a little belt. Love the videos :)

Jexplatoon
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- Spend the first half of the video saying that too much time is spent on art.
- Proceed to animate paper for a gun he's not sure how much fun it can be

The lesson is unfortunately not learnt.

mickeyouse
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"Focusing on the art is the reason I lost motivation" then "So I did more art."

Just because you lampshaded it, doesn't mean it's not still a problem. There is a reason that art is one of the last things done in a project, because it makes things so much easier to change when you're not worried about the art

AND THEN YOU CONTINUE TO FOCUS ON ART with the walking animation. You haven't learned anything... have you?

... why have you continued to focus on art with the desk? You haven't playtested this? You don't know if it's fun. And then all of these hours could be wasted

Terrahex
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i honestly think some of your old weapons would still work, and be fun, with unique mechanics for them. the stapler could temporarily stun enemies by stapling them to objects or the floor, as an example. or the multi color pen thing (idk what they're called) could have different bullet effects for each color.

also, sound effects will make each weapon feel cooler, and maybe some recoil as well? the desk printer gun especially looks like it should have recoil, since you're firing a whole desk at high speeds

(edit) but your ideas for crafting weapons is incredibly cool, and it fits the office theme well! if you do wind up bringing the old weapons back, maybe they could be like a starting kit?

lunaeclipse
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The #1 thing that makes things satisfying in video games is sound design. Adding huge thwumps and swooshes makes it 100% more engaging.

RandomGuy
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"To know thyself is the beginning of wisdom."
-Socrates 370BC

(when asked for his #1 tip for game dev)

Adam-oync
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hey, thank you for the transparency about this! i've been really enjoying your videos, and i really appreciate the step back about what you've been doing and what you need to do. excited to see where this project goes in the future! :D

eliptyshadow
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4:56 Ah the AAA game mindset, glad you got yourself out of that line of thinking. Can't wait to see where you go with this!

DotterSwotter
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I have the *exact* same issue with working on long-time projects like you so I can absolutely understand you. Great vid ;)

Kaenguruu
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One important lesson I have learned from game dev is that you need to add gameplay first, then you polish it, and only THEN you are starting to worry about visuals. You know - the only reason you need good visuals is just to advertise the game, funny enough is that modern gamers (at least the ones that have braincells) don't care about graphics. They only care about THREE things: 1. Optimizations 2. Gameplay. 3. Polish. Everything else is literally optional

SandwichGamesHeavy
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The tiles work so well that 50% of the time they don't show up on youtube xD

SnotjeXIV
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Idea:Sound design can also give characyeristics to weapons. Also, can we call the paper desk gun "Paper Jammer?"

IronVigilante
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