DUNGEONDEVDUDE'S PROFILE

You can call me “D3”. I’m just a guy who makes games as a hobby. Not always good at it, but I always have fun!

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Side Projects:

Thanks for all the responses guys. I really appreciate it all.

A lot of different and interesting perspectives.

Tutorials

It depends is really the best answer.

I tend to think that the most basic things like movement and confirms can be put in readme files, but if you’ve changed systems or have your own custom systems, they should be explained well.

Make them skippable please, like dethmetal said.

Side Projects:

author=Sgt M
I'm so pressed for dev time nowadays that I only really ever have one project going and I couldn't work on side projects even if I wanted to. Heck, I barely participate in jams anymore (and jams never really worked for me because I can never keep it small/simple anyway).

But I also think one of the most important qualities any creator can have is the ability to finish projects. Inundating yourself so deep in collabs, side projects, etc can hurt you in the long run if none of those projects ever see the light of day.


I feel that. I only really have the weekends now to work on my project, and that makes it tough.

Side Projects:

I’m sure I’m not alone in this, but I have a mind that likes to latch on to story ideas and game ideas. Unfortunately, my mind seems to be most active when I’m working on a project already! It can be hard to get that idea out of your head, especially when you may be working on the “less glamorous” parts for game design.

So my question to you is: how many projects do you find yourself working on at a time? If more than one, how do you balance those?

If you don’t, what are your methods and ideas for staying on track or saving those ideas for later?

For me, I find it’s good to write down those “extra” ideas that pop up and save them for later. It kinda kills me inside, but if I spread myself too thin nothing ends up getting done.

At the same time, I can see the merit in a side project, especially when the main project starts to get draining. It can really help with burnout and keep ideas flowing.

Looking for a copy style of zelda but isn't actually zelda

Screenshot Survival 20XX

author=Momeka
Thinking of doing an interactive game dev/design tips & tricks thing. Messing around trying to figure out what it could look like.



Ignore the text it's just random


I’d play the hell out of that.

How to manage development?

author=Sooz
author=visitorsfromdreams
Im a weirdo and plan 90% of whats in my games on paper first. Menus, enemies, maps, event chains, pretty much the works, its all there before I begin. About the only thing I do on the fly is the character dialogue.
Paper planning is really underrated. There's something about free doodling on paper that gets ideas flowing in ways that computer stuff generally doesn't. (Maybe free doodling on an art program; IDK I haven't tried it.)

I’ve come up with some of my best ideas (in my opinion) by writing down ideas in the corner of my notebook. I should have probably been paying attention in Calc lol.

How to manage development?

Game design docs come in handy, especially if you take some time away from the game.

Just don’t put TOO MUCH work into them. There are whole games where I did more work on the design doc that’s the actually project. Guess you can end up how that project ended (spoilers: it got dropped)

Screenshot Survival 20XX

author=Liberty
Looks a lot better, especially the ground. I still think you should recolour the grid to a dark brown so it's not playing tricks on your eyes with the circles (I keep seeing lighter dots in the middle of them) but yes, that looks much, much better.


You know, I know I forgot to do something. Thanks for the reminder.^^

Screenshot Survival 20XX

author=JosephSeraph
Looks real lovely, the green neon-y tint is noice :~



Man, that's looking nice. The screenshot was beautiful, but seeing it in motion is even better. My favorite part was that slime jumping out at around 10 secs.

I've been working on some enemy designs. I got this idea from my younger cousin, who loves bad puns.



(Help me come up with space puns for emerge text,:P)

I also took some advice from earlier in the thread about my dungeon tiles. I still need to work on the dungeon items, but hopefully the grid doesn't look at broken up here. Thanks for everyone that gave feedback so far!



Here's the older screenshot for comparison: