This one mistake is killing my game

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I've been working on this RPG for nearly 2 years and one thing has been holding me back from making consistent progress.

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video edited by @NathanOnline

What do you think about visual scripting? has it been helpful in your projects? Do you use unreal blueprints, scratch, or unity's bolt solution?

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A lot of people have assumed I’m not using version control. Of course I am!

Before I make any changes, I print out screenshots of my existing scripts. There’s a huge binder on my desk that holds all of them. They’re all organized by file and date so they’re easy to find.

AIAdev
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Fun fact: the floating point error you experienced is the exact reason that there are elevators in Metroid Prime. The devs ran into a bunch of glitchy motion once the player got more than a few thousand meters from the point of origin, so the elevators were a clever way for them to be able to reset the 0, 0, 0 point without the player being aware of it.

TSHolden
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For the record: The industry standard is to pick an update version and work on the same version until the project is finished, even if new updates are released. You should only update if there are bugs that are fixed in later versions that you need dealt with, or in the rare case that there's a piece of functionality you really want in a later version.

BlacksteelForge
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I'm studying Video game design in college, the one thing they say is you choose a build for your engine and you don't update it, you stick with it. incompatibilities between versions are mostly
inevitable

iamapie
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Making games is really hard. Shout out to all the indie devs going through development hell!

FlatThumb
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Petition to call the spell book companion: Scribbly!

Looking forward to all your inspiring videos AIA! :D

Floky
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My guy, updating software for development is like loading a shotgun shell into a revolver. Stuff's gonna explode. Never update mid project, this ideology that you need the latest version is what's killing your game, not vis scripting

digitalunity
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As a solo dev myself who is working on an open world game, I can totally relate to these challenges. Once I was also using some weather Asset, updating which completely messed up my scene lighting buuutt your problem completely overshadowed mine 😅😅 All the best with Mana Valley, i am surely getting this on Day 1 ❤️

hamzahgamedev
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Love the spell book idea as well as the minor details (shadows, sun rays, and particle effects when casting spells, etc.)! Keep it up we’re rooting for you.

BanditDev
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every time AIA mentions an old game I remember he's in his 80's

BobbeDev
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Awesome progress. I feel like the cutscenes are gonna help for the story a lot !

MaxMakesGames
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We're backkkk
I honestly thought of the first person view indoors as well as it kinda seems awkward now, having to look over your own shoulder to see where you should go. Nice progress AIA!

TheShelfman
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Really great work on the game and I love that you show some more of the struggles that are related to code architecture. Great video editing and voice-over too. Your devlogs are super entertaining. I wish you the best of luck with Mana Valley, you got this! 💙

puttiputt
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Sorry for the breaking changes! 💔 We pinky promise we won’t make such drastic changes again. We’re incredibly glad the project goes on! Best of luck!

gamecreator
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Your landscapes look better than every single game Gamefreak makes

lxx
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I'd honestly prefer the game turning first person in buildings, even if you manage to create the most advanced indoors-third-person-view system mankind has ever seen. There's just something weirdly cozy about playing in first person when indoors, and Mana Valley feels like a game that can benefit from embracing that coziness

DualWielded
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I rather program manually than use visual scripting. Also you shouldn't update anything in unity mid development, unless you completely backup the project. Been a unity dev since Unity 2.5

AnthonyMaddenVRStudio
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As far as artistic color grading of shadows and highlights go - you could write a fairly simple shader that shades the darker/lighter parts of a texture map a different color - or even just use a LUT for which parts get which colour - then you have a bit more control over what's "shadow" and what's "highlight" - but in reality, in a game with this artstyle, it's probably going to be fine going the extra mile here!

kcc
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Awesome Progress, cant wait to play it

penji
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As soon as you said you moved the starting point way far away I knew you were about to have problems with floating point values.
I didn't expect the problems to look really cool; that surprised me.

marscaleb