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Anxious about possibly hitting bugs i can't solve and having to cancel my games

I've been doing game Dev for 5 months now and I've started small at the start with following Pong and Flappy bird tutorials and other simple arcade games, and when i feel like I've reached a ceiling with the complexity level i move on to something more complex (Asteroids clone, simple twin stick shooter ,etc...) and when I'm done with a tutorial, i like to add my own things to them, as in adding entire new features to them or new levels or sort of "remixing" them into something new and maybe adding new original graphics

I make sure to never bite off more than i could chew with projects, so i wouldn't have to inevitability cancel them, i always divide the entire project into parts inside my head, these parts are the main features of the game(movement, tile-maps, combat) , and then i divide each feature into lines of code/functions that i can write in Godot

and with each line of code i think "do i have enough coding knowledge and experience to implement this feature in the game without hitting a big roadblock and having to cancel the game ?"and if i feel like i can do it, then i just start with the project

but last night i got kinda stressed because i thought that i might have to possibly cancel a project that i really cared about

it's a really small 5 minute prototype for a Metroidvania, I'm writing most of the code and getting the assets from a nice tutorial series, so yeah everything was going smoothly until i encountered a tricky bug that made the player jump too high, which would break the game since the player would reach places they weren't meant to reach yet, i posted the bug on this forum and other sites and i got a response within 5 minutes that resolved my issue with 1 simple line of code

but while i was typing the post and trying to solve the bug on my own i honestly felt pretty worried, it's because the movement code for my player character is relatively complex and i wasn't sure where the bug is exactly so i posted the 100 or so lines of code that were related to movement, i was thinking stuff like "what if nobody answers my question because nobody's gonna read 100 lines of code?" "what if I had made a mistake and bit off more than i could chew despite all my careful planning and scoping?" "what if I'm gonna have to cancel it ?" "maybe i shouldn't have gotten attached to this project..."

I feel kinda stressed now because I'm worried about encountering these scenarios

I feel like maybe I'm overthinking this and i just shouldn't hype up projects too much in my head + not worry too much since the bug could literally be solved in 5 minutes

and yeah I tend to always worry about these sorts of things 🤡

making a 5 minute Metroidvania prototype and wanna know if my dev process is good

I've been learning Godot and game dev as a whole since the start of this year and I've sunk dozens of hours into practicing making games in it, lately I've set out to make a very small sort of "test Metroidvania", I'm following a tutorial series on YouTube , and while the series isn't complete, it has everything I need, I've already implemented a lot of the stuff in the series, and I already have past experience with coding some basic features that aren't in the series.

Here is the scoping for my game, ✅ means I already implemented the feature, 🕛️ means I've yet to code it and implement it.

My Scoping for this game:

  • Simple auto tile map with nice details ✅

  • Basic Player movement ✅

  • Player can Jump ✅

  • Player can attack with a sword and even use it while jumping and moving ✅

  • Player can double jump and even triple jump ✅

  • 1 enemy type that can fly and chases the Player's position ✅

  • Player can collect power-up that allows them to double jump ✅

  • Player will be able to hit the enemy and kill it 🕛️

  • Designing the level itself (it's gonna be pretty small lol) 🕛️

  • Simple platforming challenges 🕛️

  • Player will have to backtrack to the start once they obtain the double jump to reach the end area 🕛️

  • a boss at the end that is just the flying enemy but bigger and has more health 🕛️


Features that I wanna implement in future versions:

  • Player health and lose state 🕛️

  • Spikes that damage the Player 🕛️

  • A walking enemy 🕛️

  • The same boss again but with enemies around it lol 🕛️

  • More platforming challenges 🕛️

  • Walljump 🕛️

  • Keys and locked doors 🕛️

  • Dash 🕛️


I've been told to start small and always prototype, "the key is to always have a finished game at the start", I'm also trying to relatively stay in my current comfort zone with coding the features, I really don't wanna bite off more than I can chew and end up cancelling the game because I can't code essential features of it

So yeah that's my development, I'm confident I'm gonna be able to finish this game with my current skills, I just wanted to share my development and see if I can get any feedback, criticism is appreciated!

The game!

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