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#videogame development
thehirou · 1 year
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🐀 Hi, I’m Hirou! I make music and I’m developing this game!
Right now I refer to it as “Apfel Project” a topdown RPG with prerendered backgrounds where you control Apfel, a girl that along her mouse friend, Kase, start a journey to see what’s on the other side of the mountains that surround their land... Their journey ends up being hampered by mysteries that reveal the purpose behind Apfel’s existence and the odd apocalyptical state of their world. 🌸✸🍎
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emuanon34 · 7 months
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Reminder that Gadot is a free and open source engine, be sure to donate to help fund this product so that it can be the best engine it can be!
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team-jpde · 11 months
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Hello, there, Meinos Kaen here, and today we're starting another weekly blog series. This time I wanted to give back to the game-devving community, especially in these uncertain times.
I've had, over the years, people ask me some specific questions about making games. Thing is I am terrible at answering them on the spot because most of my journey as a game developer hasn't been planned. Much of it has been an ever incremental free-flow, like a snowball of creativity that turned into an avalanche. Or, if you want something less scary, think of a Katamari.
I work through my thoughts much better when I can take a moment to sit, think about stuff, and write it down. It's actually one of my favourite exercises when planning things writing-wise, but that will be for a future post.
In the first chapter of this cook-book, what I wanted to touch upon were the basic ingredients of every good game development meal (yes, we're starting with good, you don't try making hand-made dumplings if you can't boil pasta). Reflecting upon it seven years in, with development for the demo of GalaxiA in the homestretch, I can't think of any that fit better than people and time.
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Let's start with time, which is what you must learn to give yourself: you need to give yourself time to learn, you need to give yourself time to review, you need to give yourself time to rest, and you need to give yourself time to do things other than making games, especially if it's still a hobby level.
Most stories about geniuses seem to gloss over the fact that even the greatest of savants need to invest some amount of time to experiment in their eventual field of excellence. You literally cannot know what you're good at if you don't invest time into experimenting, and then perfecting the chosen craft(s).
Once you've discovered your aptitudes, there's then the time needed to realize what you want to make, to find out what –or who- you need to make it, and then the investment into the actual creative process, which includes: trial and error, scrapped prototypes, first drafts, reviews, sudden bursts of inspiration that cause additions or changes...
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For an example out of JPDE – Sonata of Fire, Amber was in the first draft only going to an optional route for the player to chance upon. Then, later in development, I decided she would instead be a main secondary character. That meant that I had to make those optional events part of the main story, which translated to rewrites and recodes.
Before even attempting anything game-dev wise, you need to understand that everything takes time. If you're still walking while others are running, it doesn't mean you're a failure: you just need more time to explore your attitudes and develop your skills.
The second main ingredient is people. It may seem obvious –or maybe not, depending on your thoughts about the plague on the creative world that is Generative AI- but no one person can do everything on their own.
Or better, technically you could, but a lot of starting indie devs have to worry about their day jobs, too. Alex Barone and his efforts developing Stardew Valley are incredible, but many people forget that for a large part of development he wasn't earning any money: sustenance for his household was obtained through his wife's job.
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I'm not saying that it's bad, just that not everyone can afford to quit their day job to work on their indie passion project. Which means you will have a limited amount of time on your hands during the day. Eventually, in one way or another, you will be forced to rely on other people in the process of making your game.
This can be scary. And I don't mean in an 'omgrealpeopleREEEEEEEEEE' way, but because there's the serious risk of change through interaction. Interacting with other artists influences the creative process, sometimes in unpredictable ways. For people who go in wanting to make their epic idea come to life, the concept of having to sacrifice that purity of vision can be quite a scare.
The benefits though vastly outweigh the risks. I am proud to say that I've been working with most of my current collaborators since the very beginning: that was seven years ago, and in that time we've all grown as artists thanks in no small part to how much we've interacted with each other. Also, since we've been working together for so long, we developed instincts for one another. When you work with other people for long and constantly, the end-result becomes better and comes much faster.
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For example, the very first Sprites Artist I've ever worked with is Amaco from AmacoWorks. At first, whenever came time to design a new asset which had no actual visual reference, my tendency was to micromanage, with mixed results. When I tried instead giving him only vague guidelines, the end was much better, because I left him enough space to be creative. And that's how I discovered that Amaco has also some fine instincts as a concept artist.
There's of course nuances and differences between relationships but having people you can rely on and keeping them around in the long term is always a benefit. Whenever you say goodbye to a collaborator, you don't just lose their skill and talent, you also lose that intangible added synergy which you developed over time and that is just yours. Between the two of you.
To conclude, nothing in the world can replace time and people. If you think you can crank out an ultra-masterpiece on your own in record time by using procedural generation, a bunch of store-bought assets and AI 'art', you got reality coming at your face like a truck. So invest your time and cultivate your relationships.
Amazing things will happen.
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Playtesting "Genokids Kickstarter Beta Demo" - If you are a game developer, contact me for high-quality playtesting.
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hotpinkboots · 2 years
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Blitzy!
My beloved artist Puppet/Kera drew this one!
More characters on the way ✨
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yundraws · 2 years
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ʕ •ᴥ• ʔ
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a-mushroom-dev · 4 months
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get this post to 10k notes and I'll add a familiar that follows you around in the game.
(Draft designs below)
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Purrrple the cat - @crystal--runeheart
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Oldwin the dragon - @alhex--the--reporter
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Gladius the cat - @the-final-knight
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Smokes the dragon - @a-scientist-reborn
Names, designs etc may be changed, some may not end up in final game, as my plans and the game are very heavily in the drafting stage when it comes to new features.
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tinydiorama · 2 months
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A short, 2-3 hour cozy and spooky farming game that explores themes of responsibility, forgiveness, and finding your own meaning in the face of hardship. Communicate with the outside world via your mailbox, cultivate new plants, read books, experiment with a forbidden altar, and try to save the world.
And it's FREE to play in web and just $2 if you want the download version with saving unlocked!
PLAY IT HERE!
🕯️🕯️ FEATURES🕯️🕯️
25 different plants to discover, grow, and add to your compendium
3 different endings - 2 regular endings and 1 secret ending (can you find it?)
Spooky dreams, hauntings, and mysterious happenings
2-3 hours of story, but you can keep playing as long as you'd like
8 books to discover, place on bookshelves, and read
2 penpals to meet
PLAY IT HERE!
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destined-productions · 4 months
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Remaking the first level I ever made for Mighty Marbles with the new camera angles. Huge Change!
My marble run contraption game, Mighty Marbles is going into early access Jan 9 2024. It based on classic games like screwball scramble and mouse trap. I would love for you to consider wishlisting now https://store.steampowered.com/app/2430310/Mighty_Marbles/
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thehirou · 11 months
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I wonder what's written in there… 🍎
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dingodoodles · 10 days
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Felix posted up a game dev update for march :3 So if you wanna see some sneak peeks on what we're doing for the game, go check it out :3
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team-jpde · 11 months
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>Meinos: This is a very serious matter with insidious consequences and reasons.
Think about it like this: how many Videogame Producers can you name off the top of your head? Okay, how many Directors? What about Writers? Translators? Voice Actors? Modellers? Concept Artists? Composers? Beta Testers?
Don't blame yourself too much if you can't name more than five: it is so by design. It is much easier to keep up unethical treatment of workers, union busting, contract haggling and more if the audience and buyers don't care about it. And the sure fire way to make someone not care is to dehumanize a process.
If all you see is the faceless glamorous snatzy brand instead of the hundreds of people behind it, it's quite easy for everything that goes into making the digital sausage to be ignored.
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perfecthumaninterface · 10 months
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Playtesting "Safety First"
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hotpinkboots · 2 years
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Sneaky little toon.....
(Another drawn by my fabulous artist Puppet/Kera! Thank you darling, Razzle Dazzle looks lovely!)
Razzle Dazzle will be the main villain of his era, and his currently developing YouTube show!
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pitxardo · 10 months
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Planetary Life is a game about planets, life and evolution.
Wishlist now on Steam:
Join Discord:
https://discord.gg/rN4KFgkVu8
Create and design plants and creatures for your planet, make them evolve and expand looking for the balance for a perfect ecosystem. Make your creatures smart enough to found civilizations and conquer outer space.
PLANETS
Control a planet with the multiple tools available. Let the tectonic plates shape the mountains and seas, modify the climate, the heat of the nucleus, the volcanic activity, the gases of the atmosphere, etc... until shaping the home of your creatures.
GEOSPHERE AND ATMOSPHERE
Change core heat and volcanic activity to shape your planet terrain through volcanoes.Manipulate rainfalls, cloud and surface albedo to change the climate.
CREATURES AND EVOLUTION
Create creatures and evolve them from simple organisms to intelligent beings. Modify their parts and abilities, help them or let them fight for survival on their own.
CIVILIZATIONS
When your creatures reach sufficient intelligence they will organize themselves into tribes and later flourish into civilizations. Manage and help them in the battle for technology to conquer space.
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molegato · 4 months
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Honest time, I'm almost as proud of Beelzebub's design as of Renata, way ahead of other characters in Frogun. Does it fit the bill for a platformer villain? 😈
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