I Have a Bone to Pick with These Games 🩻
20:03
is Indie Game Dev even worth it?
2:53
Game Dev Scope: it’s Not Just Size
4:34
Пікірлер
@NeilSenn-uq9ix
@NeilSenn-uq9ix Күн бұрын
Mind maps alleviate the stress of multiple tiers of depth in a document (I use Mindly but they're all similar). Large colored bubbles that compartmentalize various information make the OCD demon in my head happy.
@DonCuche_gg
@DonCuche_gg 2 күн бұрын
Thank you very much for these kind of videos, I am not developing but I enjoy them a lot, only I hope that flickering at the left center of the screen goes away in the future videos.
@IndieGameClinic
@IndieGameClinic 2 күн бұрын
Haha! Sorry about the flicker, no sure what caused it
@ArkThePieKing
@ArkThePieKing 3 күн бұрын
So I have to ask: What is a "4x"? You used the term several times but I don't think I quite understand the definition.
@IndieGameClinic
@IndieGameClinic 3 күн бұрын
@@ArkThePieKing it’s the genre Civ is in and stands for explore expand exploit exterminate. Broadly though they are just turn based strategy which focus more on empire building and map control than on detailed combat.
@ArkThePieKing
@ArkThePieKing 3 күн бұрын
@@IndieGameClinic Oooh okay, cool I'd never heard that term before, thank you!
@bingusbongus9807
@bingusbongus9807 3 күн бұрын
"charming but infuriating" about block koalas????? what the hell?? did you put the right footage on screen?? did we play the same game?? block koalas had zero infuriating moments, i actually kinda was disappointed it stopped getting harder around level 20, baba is you is way way harder i still haven't beaten baba and yet block koalas was the very first game i completed in the pack (i cherried and golded it at the same time)
@IndieGameClinic
@IndieGameClinic 3 күн бұрын
My brain just cannot do that genre of puzzle game, for whatever reason!
@bingusbongus9807
@bingusbongus9807 3 күн бұрын
@@IndieGameClinic damn, well thats ok, my brain just couldnt figure out how to the owl one, i just got in a twist because block koalas has been my favorite so far
@IndieGameClinic
@IndieGameClinic 3 күн бұрын
@ haha it’s all good. I recently did a video on an in development Sokoban and I really liked that one because there’s a lot of potential variability in levels. Still hurt my brain though! ☢️📻🥷 kzbin.info/www/bejne/eHXWq4ahYpeGodE
@bingusbongus9807
@bingusbongus9807 3 күн бұрын
@@IndieGameClinic woah that looks pretty groovy!!
@SuperEssenceOfficial
@SuperEssenceOfficial 3 күн бұрын
good point also about the art!!
@stevedaguy9639
@stevedaguy9639 3 күн бұрын
I'm just happy my favorite ufo 50 game got recognized
@ChristopherAOBoyle
@ChristopherAOBoyle 4 күн бұрын
Subscribed to you cos of this video! Great stuff man, you break points down in a very intelligent and easy to understand way. Video had great flow
@IndieGameClinic
@IndieGameClinic 4 күн бұрын
@@ChristopherAOBoyle thanks!
@khongnoi1012
@khongnoi1012 4 күн бұрын
This is the first time I've heard of Compound decision, and simply having this critical vocabulary gives me such an important new perspective on many mechanics I thought I understood!
@IndieGameClinic
@IndieGameClinic 4 күн бұрын
I’m sure there is a better name for it, but it’s a design pattern I’ve seen in a few places. I think we assume players like having more choice, but there’s a point at which having more choices amounts to less meaningful choices because it all just becomes a rush to click through all of the options
@hydrax7131
@hydrax7131 4 күн бұрын
I really wasn't expecting that, what a fantastic analysis, you definitely understand tactical games - that seems to be your field!
@IndieGameClinic
@IndieGameClinic 4 күн бұрын
@@hydrax7131 I guess? I play pretty much every kind of game but I do tend to be a button basher when it comes to anything which isn’t slow and thinky 🤣
@woomod2445
@woomod2445 4 күн бұрын
whhhaaattt? a strategy game that intends you to get through it's tech tree?! also yes, this is a problem i have noticed with 4xs. mechanics that don't scale to the games size.
@ictogon
@ictogon 3 күн бұрын
When I played this game I never got through the tech tree, even though my main strategy was using brintor to speed up the tech tree.
@QuinnArgo
@QuinnArgo 4 күн бұрын
Your explanation made me realize why I could never finish a Fire Emblem game and why, even though I do love them, I often had to take breaks from the Advanced Wars games. It is exactly because there's *no* compound decisions, I have to fiddle around with every single unit every single turn, placing them exactly at the edge of my opponent's range, putting them in the right formations, etc etc. I'm wondering now, could something like Advanced Wars be improved by combining it somewhat with my duly beloved game of chess? Say, you had limited bandwidth and could only contact a certain kind of unit each turn, or maybe the fuel of the vehicles could be a lot more limited, forcing you to spend turns on delivering them with fuel, also affecting the long-term planning... Idk I think I've gotten a bit ahead of myself, but this was a very enlightening video
@burtcolk
@burtcolk 5 күн бұрын
19:57 I don’t know what “Halcrash” refers to, but “furshlugginer” is just a mock-expletive - it’s Yiddish by way of Mad Magazine - and I bet the reference to submarines is to their recent game “Indiana Jones and the Fate of Atlantis” which at one point has a special interface for steering a submarine. It’s only used very very briefly in the game so was probably annoying to have to build.
@IndieGameClinic
@IndieGameClinic 5 күн бұрын
Ahah this is a great insight 🙏🏻
@Paul_Ward
@Paul_Ward 6 күн бұрын
Exactly as you say, it's a really good idea to have your player's options presented to them in branching ways, outside of strategy as much as in them. It's quite taxing on the mind, figuring out which door to walk through in a room with 155 doors over and over again. But if you have 5 doors, and each room after has another 5, and each of those another 5 again, it's always a 1-in-5 choice, which is a lot less fatiguing than that 155.
@blarvinius
@blarvinius 6 күн бұрын
For half the video I was trying to apply the concepts to other kinds of games such as I am working on, and then you totally went there. One of your best. 🎯
@TheKeppu
@TheKeppu 6 күн бұрын
Very interesting design perspective for strategy games!
@nah82201
@nah82201 6 күн бұрын
“Some nerd will get angry about.” 😂 It went from a pejorative, to a positive, to now both. It’s reach word equivalent of Feng Shui.
@IndieGameClinic
@IndieGameClinic 6 күн бұрын
Always both!
@dariuszpys9307
@dariuszpys9307 6 күн бұрын
Thank you! Great work. As always with the right humour and value.
@dariuszpys9307
@dariuszpys9307 6 күн бұрын
Now I must just rethink the leveling system planned for my game. 😅
@diredier
@diredier 6 күн бұрын
Learning so much from your work, thank you so much!
@gsiliutop
@gsiliutop 7 күн бұрын
Thanks for playing Unbodied and for such an accurate sight of the game!
@eggwhites4983
@eggwhites4983 7 күн бұрын
Looks like these games have some good bones.
@BrannoDev
@BrannoDev 7 күн бұрын
Thanks for the feedback on healed to death.
@IndieGameClinic
@IndieGameClinic 7 күн бұрын
@@BrannoDev I liked hanging out in the little church, live on location
@Pariatech
@Pariatech 7 күн бұрын
I love dairy but I'm afraid that it will make my skeleton so strong that one day it take it's freedom out of it's flesh prison. I hope it finishes my game, be it the first skeleton gamedev.
@IndieGameClinic
@IndieGameClinic 7 күн бұрын
The moment we all fear, but secretly pray for
@HopperGameDevelopment-x4r
@HopperGameDevelopment-x4r 8 күн бұрын
I love the look of unbodied. It's very cute and funny-looking.
@gsiliutop
@gsiliutop 8 күн бұрын
Thank you! Means a lot!!
@Sudgy
@Sudgy 8 күн бұрын
fear my skeleton
@ThomasGiles
@ThomasGiles 9 күн бұрын
I'm slowly realising this is not the Clinic itself, but talking... about the clinic episodes? Which are elsewhere?
@IndieGameClinic
@IndieGameClinic 9 күн бұрын
@@ThomasGiles yes! Look at the “Indies Under the Knife” playlist on my home page x
@khongnoi1012
@khongnoi1012 9 күн бұрын
This channel has been life-changing for me. I learned a lot from your video "Do You Need Qualifications for Game Dev Jobs?", discovered many of my weaknesses through that video and many others, and the line "conflating the design and the development because you basically have to learn both things at once" really resonated with me. I need your advice on something: I really want to get a job as soon as possible, ideally as a Fresher. But I don't have a degree (I dropped out 3rd year of Comp Science), nor any work experience, and all the games I have made are very simple and have very little design thought behind them. Those were the only ones that were finished quick enough that burnout didn't have time to fully drag me down. What I do have is lots of theoretical knowledge I've collected and systemized over the years, plus some experience writing GDDs. There are still some weak spots though, like Game Balance and Market Research. What do you think I should do that would boost my chances to get a job? And what would "a decently promising candidate" look like?
@IndieGameClinic
@IndieGameClinic 9 күн бұрын
@@khongnoi1012 hey, thanks for the encouragement. Good question. If I were in your position now the two main things I would start doing were 1. trying to go to events and 2. trying to convert that abstract knowledge into a format that people can read. To give you an example, I got my first industry job at 28. It was from someone I’d met at a local tech meet-up. We added eachother on Facebook and then at some point he saw I’d been posting from my blog some articles I’d written about how to make small games and finish them. That alone didn’t get me the role as assistant producer but it did prompt him to tell me the role existed and prompt me to apply for it. I don’t think written blogs are very good for much anymore unless you specifically aspire to be a writer, but I think they can help with having something to show people how you think and how you explain things. A KZbin channel might have the same effect, but on here you really have to juggle being a friendly entertainer as well, and a written format doesn’t require that. Going to any sort of events in person even if they are very general arts or tech events can really help. “Networking” is kind of a gross term/concept, but the only way to get more opportunities is to be in the right place at the right time, and that is very rarely about being sat in front of a computer.
@khongnoi1012
@khongnoi1012 9 күн бұрын
@@IndieGameClinic Thanks for the advice, it's really helpful. I dread going to networking events since I'm very anxious about actively approaching strangers, but yeah, that would be a very effective approach now that I considered it again. At this point, I'm willing to do that much to speed things along. On the other hand, I'm quite excited to do the writing part. I've had an urge to do so for quite a while now, but I've always put it off, thinking that I'd be much more qualified to do so after I had finished a proper game project. Maybe my first blog post will be my version of "how to make small games and finish them" too. Something to help me do exactly that. Do you still have that blog post of yours, by any chance?
@IndieGameClinic
@IndieGameClinic 9 күн бұрын
@ I don’t unfortunately; I got sick of Wordpress at some point and shit it all down. Might have a draft somewhere though. If I remember I’ll turn it into a video at some point.
@lindersi
@lindersi 10 күн бұрын
Just finished the video, thought, „hey, thats pretty good!“ Checked your channel and as i saw your name i thought that you might be the person whose child photo i took from twitter years ago and painted characters next to it? Could this be?
@IndieGameClinic
@IndieGameClinic 10 күн бұрын
Oh haha! Yes it is! Amazing :D
@lindersi
@lindersi 2 күн бұрын
@ whew, thats great and funny. Good sign you show up randomly in my yt feed. I’ll take this as a sign if faith, seeing you offer mentorships and consulting. I’ll go and contact you proper via email. Cheers.
@IndieGameClinic
@IndieGameClinic 2 күн бұрын
@@lindersi all good - feel free to go direct to email if preferable. I’ve recently learnt that Superprof makes people pay to even contact you in the first place; which feels a bit gross
@IndieGameClinic
@IndieGameClinic 2 күн бұрын
@@lindersi all good - feel free to go direct to email if preferable. I’ve recently learnt that Superprof makes people pay to even contact you in the first place; which feels a bit gross.
@thewonderingvagabond
@thewonderingvagabond 10 күн бұрын
As a developer, I would love to be part of the discord! Have an educational game that I just finished for an educational platform and some stuff on itch, still working on a bigger game's demo and would love to have you review it when the time is there. All the best with your channel! Great content as always!
@artcadedev
@artcadedev 10 күн бұрын
Once you said, "There is no one way to a game design document," I just had to subscribe.
@IndieGameClinic
@IndieGameClinic 10 күн бұрын
It's never the answer people want, because it means there is going to be some critical thinking and "work it out yourself", but I've worked across 4 studios and they were all massively different. Sometimes they had methods I agreed with, and other times they didn't.
@OdysseyHome-Gaming
@OdysseyHome-Gaming 10 күн бұрын
For me i avoid putting business stuff in my GDDs such as genres, related media, target audiences, etc. Things you say to sell stuff to people so they do a buying action. Reason for this is that it sabotages the creative thinking process and makes the work inherently derivative of other people's prior designs, beliefs, and biases. Business planning should be in service to the game's vision, ensuring it gets to the people who value it. If the business drives the games development, the game is always a secondary priority.
@IndieGameClinic
@IndieGameClinic 10 күн бұрын
That's fine if you're doing a hobby project or making an art-game. But a lot of online game-dev spaces are awash with people complaining that they can't "market" their game when they're really just talking about post-launch advertising. I already covered this quite extensively in the video, but if you reduce "marketing" to "advertising" then you've failed at marketing months or years before launch. An example would be; when George Tan designed Plants vs Zombies, he started from the perspective of wanting to make a Tower Defense game for younger or more casual players who may not have any existing knowledge of the genre. This then informed every design decision. The core theme may seem very random, but it explains all of the mechanics at a glance (zombies are a threat which slowly moves, plants are something which stays still, the VS implies the plants can fight, sunshine is the currency for plants and because it's sunshine it's generally a steady stream instead of coins you get as a reward related to specific things). The audience determined the level of simplicity of the game, and therefore how a bunch of things should work in terms of the theme and the mechanics and the relationship between those things. Having a set expectation of who the audience is helps prevent time wastage during development because you can easily narrow down what to include and what to leave (or at least put in the backburner as post-launch nice-to-have content). Inversely, I see a lot of games which are targeting a Steam audience but do simply not have enough crunch or depth to compete with similar games in the same genre as them. "Business planning should be in service to the game's vision, ensuring it gets to the people who value it." is a find take, but it starts from the assumption that there *are* people who will value the game. Often games developed in the way you describe - i.e. purely as passion projects - fail to find their audience not because of a failure of post-launch advertising [many developers want to think this is the reason, but it's not] but because the design process missed out some genre cornerstones, or just ignored the level of depth or polish the potential audience might want. Or the game is simply not unique enough from a slightly better competitor game, so all it is serving is "it's X but slightly worse in multiple ways". Listing competitor games is not about trying to "copy" them. It's about acknowledging that that is what your game will be compared to - the existing audience it might be played by - and how that might impact player expectations. For example, if you make a twin-stick shooter which uses an entirely different control schema from the genre-standard, you're going to put yourself in a weaker position because a larger % of your player-base will bounce off of it. This channel is dedicated to helping indies design better games, based on my experience in industry and on years of teaching and seeing what people tend to struggle with most. You absolutely do not have to use the methods I advocate for, but I think I did a pretty thorough explanation of explaining the "whys" of the methodology in the video itself. Everyone is free to continue working in the "passion project" way, but I would also argue that if that's your approach, then you do not need documentation at all. Gut-feel is fine for creativity, but it's not design.
@OdysseyHome-Gaming
@OdysseyHome-Gaming 9 күн бұрын
Those are very valid points but make me realise I didn't articulate my thought clearly. I was writing on a phone while out n about. I did not mean "one should not think about" marketing, platforms, intended audiences, genres, and platforms at all when designing a game. Indeed that would be foolish for commercial indie steam / app store games. Rather ( how can I put this ). I like to have two documents, one for the game's design planning, and another for the game's marketing design planning. I do them both simultaneously but flit back n forth organically. The reason for this division is to create clear spaces for creative vs critical thinking. I think Mark Cerny's DICE talk about his Method for game dev pre-production and production phases articulates this separation of concerns nicely. I've just found in my game dev degree lot of students became confused about the purpose of a GDD. Is it a doc to persuade investors the idea will earn money, or is it a doc to explore a creative game idea. Most examples I've found lie on a spectrum between the two. I guess with experience the ability to switch hats so to speak becomes easier and can be done in a single document; but to the inexperienced it can lead to pitfalls where one is overfocused to the neglect of the other. Hence why I find having them seperate is helpful.
@IndieGameClinic
@IndieGameClinic 9 күн бұрын
@ yeah that makes a lot of sense. Normal if I were working on a larger project I would have separate interlinked web docs for each topic. This video was really about “what does the MVP version of a GDD look like”, focussed on things that new devs are weaker at.
@bc4198
@bc4198 10 күн бұрын
Hmm... see also Stardew Valley, Palia, Palworld... And likely to lead to success or not, there's the matters of if it will be sustained interest vs. a flash in the pan, and how close you can fly into the sun without the sun suing you.
@IndieGameClinic
@IndieGameClinic 10 күн бұрын
@@bc4198 Stardew Valley only works because it over-delivers on the homage. A feature-complete Pokémon homage by a solo developer is not attainable. And even Stardew is not a good model for most indies to be able to do in terms of realism of scope.
@bc4198
@bc4198 9 күн бұрын
​@@IndieGameClinic Oh, for sure, 100%. Stardew is perhaps more of a successor than an homage, aiming to be at least as grand as its inspiration. And Palia could have been derided as derivative, if they hadn't made the audacious swing at 10x-ing Zelda and The Sims. To your point in this clip, where they've eventually doomed themselves in making a Zelda MMO, is thinking people wanted a Zelda game with microtransactions. Nerfing the social components will just quicken the eventual problem, of how to play an online game if the host company is gone. That aspect affects all online games, but I think it's an added risk with homage games, because it's less certain if they are sustainable.
@TryHardStudio
@TryHardStudio 11 күн бұрын
I think the combat system has real potential as a mobile game, could be cool to even make combos with timed reactions. Perhaps shrinking the rpg scope so that it fits the combat better.
@TorQueMoD
@TorQueMoD 11 күн бұрын
"It's not just about putting in more work, it's a matter of putting work in the right places". One of the BEST game design quotes I've ever heard! I emailed you a copy of my first game Beast Mode: Night of the Werewolf on the off chance you'd like to use it in a future episode. Thanks for this channel. I'm really looking forward to new episodes :)
@Quetzal-Studios
@Quetzal-Studios 11 күн бұрын
kudos because there are Quetzals
@IndieGameClinic
@IndieGameClinic 11 күн бұрын
They’re good Quetzals!!
@kurowkarasu
@kurowkarasu 12 күн бұрын
Reminds me of old browser flash games like Dragon Fable and Sonny, but what made those games fun is the progression and trying out different builds, not sure if this project will have that level of mechanical depth.
@TheUnsupported
@TheUnsupported 12 күн бұрын
While you get better stats with better equipment. The main mechanic for builds are gems (represents your move set) that you attach to your equipments. So there's a bit of depth 🙂
@TheUnsupported
@TheUnsupported 12 күн бұрын
Thank you for the detailed review! It’s too bad you didn’t get to try out the gem system to gain new attacks but that’s on me to adjust the pacing. I’ll focus on improving those weaker areas and aim to have a better demo ready by the end of the year. And about that library sign, that was a bug 😅
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@TheUnsupported I hope it gets a bunch more players. I think we just need a quicker on-ramp to more of the combat features.
@clapostrophy
@clapostrophy 12 күн бұрын
Vigorously tipping my hat to that ›They Live‹ edit and that list of beginner’s questions at the end. Both had me pause the video to grant my laughter proper space.
@Paul_Ward
@Paul_Ward 12 күн бұрын
I think a point that anyone making a game with combat, in any form, really needs to take away is this - if you are not giving the player choices to make during the combat, it is going to be very, very boring for the player. Whether that takes shape in thought-out, strategic options like in a deep turn based RPG, or faster-paced combat where the pmayer has to decide whether to make a quick, light attack, a slower, heavier attack, or to block or dodge. The point of a game is that it is interactive, and the player can make choices in that medium to reach the goal. If you're just clicking attack until the enemy or the player dies, that's really not a choice. It's just a dull button pressing exercise. Take the time to flesh out some mechanics that promote making decisions to create the outcome the player desires, it will be worth it in the end.
@BrannoDev
@BrannoDev 12 күн бұрын
I liked the UI. Based on a screenshot from the steam page it does look like the combat expands a bit. They probably need to speed up progression by a lot.
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@BrannoDev yeah totally. There are screenshots of a combat scene where it looks like you have more things to do or manage. This is just way too slow to get to the fun.
@cookiesliyr2
@cookiesliyr2 12 күн бұрын
19:45 i believe it is a reference to an NPC in "Zelda II: The Adventure of Link" who says "I am Error". I love JRPGs and i played tons of them, and i played tons of indie and game maker or rpg maker ones too, and a few common issues keep coming from those: a lot of them have no focus on the story or the plot. They have a character at the start of the game where it break the 4th wall with a cring joke or even represent the maker himself. and a alot of crashes, usually games made by rpg maker get outdated fast and break often on newer machines but they aren't stable even at their time, i believe some of them have null pointers unhandled errors or something. when i play jrpg i really care about how the fight feel and what's my character\s are thinking and the story or plot, if the characters are not interesting neither the story nor what i am doing than even gameplay won't convince me to keep playing. i know some indie jrpg really tried to make an epic story or epic adventure just to fall flat cause the dialog is too long or not fun, or the crashes make you want to stop and never come back, or the characters are completly void of feeling and agency. i won't lie though, sometimes a light story and a clear plot is all what i need to keep playing, i played once a game that have less than a half page of story and plot and i enjoyed it somewhat and continue playing much longer than i expected: "ohh no my town on fire, who's that? a dragon? ohh no it need help their homeland is been attacked by demons! the hero and dragon became friend! let's go to this dungeon and get stopped by this boss!" etc etc, but again i might played it much longer than a game that have a long and boring story and it crashes here and there but i couldn't carry myself to finish it cause the story parked on the sideway in 15 mins and made the plot take the rest of the game with tideous fitch quests and dungeons with one boss at the end over and over till i shut it down for good. making an interesting RPG with turns and twists and interesting gameplay takes a lot of efforts indeed, and i am sure it required a lot of sacrifices too, what i mean if you wrote a novel for the game to make it interesting it will be a huge task how to represent it in the game and what to cut off to make it fit the scope and the screen, the art need a lot of work to make the game look unique, a lot use free generic assets which make them look cheap cause a lot of games uses same assets ( i use them as well) cause they are cheap, i am glad that this game look different just because it is different in this case. i didn't try this game by myself to judge it cause i can't tell how the fight feel, how the transition feels and if the start of the game is interesting enough for me to hope to see more or not. but from what i saw i don't think the story nor hte plot is going anywhere interesting anytime in the game, which is kinda sad, it is obvious there is some effort place in making this game with the puzzles and cutsences and fight mechanics.
@TheUnsupported
@TheUnsupported 12 күн бұрын
Thank you for catching this Zelda II reference 😂 I want to have fun with the text, but I need to be careful that it doesn’t look out of place, as most people won’t see the reference.
@diredier
@diredier 12 күн бұрын
Hello Kate
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@diredier I hope you waved at the screen
@kuku7732
@kuku7732 12 күн бұрын
Most interesting thingy in this game for me is the Daily Gift mechanic. Maybe it could be balanced around a calendar system with a time limit. If you take your time in the game you’ll get more gifts but you might be too late to finish quests?
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@kuku7732 repeatedly drugging myself and sleeping in chibi Jeff Goldblum’s pixel-bed to get my daily prize with increased regularity
@kuku7732
@kuku7732 12 күн бұрын
@@IndieGameClinic I’m on that sleep grind 😴
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@kuku7732 dreamsmaxxxing
@cybershellrev7083
@cybershellrev7083 12 күн бұрын
Oh no, it's been 3 years, I do have "buh, buh-buh-buh" syndrome. 😵‍💫
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
Haha, I’m not 100% sure what that means!
@julesarmani7650
@julesarmani7650 13 күн бұрын
Doing the Things That Champions Do! []CertifiedBanger[]
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
@@julesarmani7650 maybe I’ll make a full length version on day haha 🤣
@timmygilbert4102
@timmygilbert4102 13 күн бұрын
Is your husband a narcissist Is your wife a narcissist 🤔
@IndieGameClinic
@IndieGameClinic 12 күн бұрын
Is your indie game a narcissist
@througtonsheirs_doctorwhol5914
@througtonsheirs_doctorwhol5914 13 күн бұрын
Doc! i started composing with gameboy color sounds and atari synths using Lmms, freeware similar to fruity loops Found a technique for handrawn gameboy morphing ... i was shocked myself
@IndieGameClinic
@IndieGameClinic 13 күн бұрын
that sounds really cool!
@ZacharyHelm
@ZacharyHelm 14 күн бұрын
Wispy Dreams (kicking platformer) looks like it could've single-handedly saved Neopets
@IndieGameClinic
@IndieGameClinic 13 күн бұрын
It’s a great little game, the kicking feels excellent.
@hotworlds
@hotworlds 14 күн бұрын
Something I see a lot in compsci programs (my experience) is people are getting the degree just to get a job and have absolutely no interest in learning anything for learning's sake. People complain about how degrees don't prepare you for work and they're a waste of time, or that the only benefit is to get internships, but to me jobs aren't what it's about. You can't REALLY learn how to work until you work, especially since every different company has different ways of doing things. But never in a million years would I have learned linear algebra or calc 3 or physics at an IT job. Without that stuff I would never have the knowledge to do anything complicated with shaders or 3D physics, and learning it on my own would have been ten times as hard and I never would have had the motivation to spend an hour a day for months just doing vector math with no one to tell me what I was doing wrong. So I consider that the most valuable part of my degree and absolutely worth the money. But most of my classmates saw it as tedious busywork they had to tolerate to get a paycheck or a raise. Meanwhile the project management and business classes geared towards corporate stuff were absolutely useless and I re-learned everything once I actually got a job lol. I guess in theory I understand that people just want to go to work and go home, couldn't be me though.