Game Dev Secrets: Extreme Design Technique! #indiegamedev #gamedev

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(I extreme tune everything, constantly - I love doing it so much. it really helps me with ideas, it's actually bananas how useful this is, man. even if it doesn't generate any good ideas, sometimes it's just a nice mood booster to get to watch Isadora go flying off into the sun)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Wishlist Isadora's Edge on Steam!

Thank you!

InboundShovel
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I think the flurry would be comeplete if the flame effect persisted a bit longer during the animation, like a particle

cherricake
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this was like that one trend of “multiply a random value in your game by 1000 and see what happens”

skeletorthebest
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I know I’m exposing myself as a theatre kid here, but the principles feel similar. I remember almost every director I ever worked with or around almost always wanted the actors to overdo it so they could rein them in. It’s easier to get a person to do less once they demonstrate they can do more than it is the other way round usually. Often what the actor thinks is “too much” really isn’t.

What a dev might initially think is too much for a game might end up becoming a huge draw for players, or you might find somewhere you can use it, like the flurry attack here.

coruscanta
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I also find that the fastest way to find the best value for something (and is extremely helpful for a higher lower sort of thing, ) is to get the two most extreme values, then if you choose the middle number and see if it’s too much or too little and you choose the in between for the middle number and the extreme you want it closer to and repeat this until you get the perfect value. This is also one of the fastest ways to guess proven by maths.

jeremiahrosa
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Another neat thing is by going for big changes immediately, you can actually walk those changes back and more quickly narrow down the biggest effect that's reasonable. Basically binary search for the desired value.

braxbro
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I think a new frame during the flurry rush animation will help make the move look more smooth, Since when isadora does her slash big slash because its so fast it looks like the sword just appears from the ground to isadora holding all the way up in the air. I think adding it will make the flurry’s rush make the sequence of attacks look and feel more satisfying to pull off.
I hope make sense.

itoroT
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"If it's worth [testing], it's worth overdoing."

BobzBlue
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I feel humbled that I discovered this all on my own without knowing this exists. It just feels like a quicker way to tune values and understand what feels best.

Cameo
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Nice video man! I followed your journey since the start and it's incredible to see what your creation is turning into. Will definitely play the game once it comes out!

tommasoferri
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There's a coding method I was taught called "A lion in the desert" (Possibly based on "How To Catch A Lion In The Sahara Desert") which basically states that you have to try a value that is definitely too high, or a value that is too low and split the value in half over and over until reaching the desired result.

Basically, you set it to the unreasonable 300%, then you try 200% (assuming we're only considering what we're adding over 100%) and then 150%, then 125% and so on. And then if the added speed doesn't feel like enough, you go backwards. For example, if 200% felt like too much and 150% feels like too little, you'd try 175%.

ShiningDawn
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One other way to do tuning is to crunch the numbers to make sure they are meaningful.
If something attacks every 2 seconds and dies in 4 hits, make sure your upgrade pushes your attack speed enough that you can fit 4 strikes in that window.
It's not a good feeling when you get a 5% upgrade but it doesn't change the gameplay except for some edge cases, like making boss fight go 5% faster.

IcedLance
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That 300% attack speed would be perfect for a whip

Camaika
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I think it’d be cool if you could dash forward a fixed distance while you do a the flurry attack, making it a flurry rush. It would work good if there was a hoard of enemies in front of you since you could get through them all quickly

blipblop
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Wow Bro!

You really are doing a good job on this thing !





Proud of you and your team !

Rezornch_and_Dvelenktronx
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Its also a great way to find bugs. You might be testing within 10% of the value but not notice its all placebo and something else is resetting the value after (credit to Suspicious Developments for this one)

mirrikybird
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There's a famous quote from game designer Sid Meier about doubling or halving a value just to see what the extremes feel like

StefanLopuszanski
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Finally now I have a real excuse to bump all my values up to unreasonable amounts for fun

EnderSam_
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That’s so true, I was testing my brick breaker game with no damage and then with every bounce the main character would get faster, after a while they went through stuff because of how fast they were and then I got the idea of a skill that makes you go lightning fast and go in a straight line without bouncing on enemies until you hit a wall!

stick
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I can already tell this game is gonna be sick. The way you interact with good suggestions and in general with your community gives me such faith that this game is going to be soo good.

wickeddge