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[SERIOUS] What did you learn while making your game?

A topic by Kittyking101 created 83 days ago Views: 914 Replies: 66
Viewing posts 21 to 32 of 32 · Previous page · First page
Submitted(+1)

code refactoring. i didn’t coding in a good structure enough that made me confused. also, i learned about music theory (before this jam) apply to my game background music and pixel-art brushed up that i did not do it for a while. i happy with result of my game :)

Submitted(+1)

I learnt alot about tilemaps and unity2d in general although i have experience with godot 2d and unity 3d but unity 2d i was not that experienced, i learnt alot about how much i truly like video games and want to make a career in game dev.

Submitted(+1)

Learned how important tutorials and letting somebody else play your game is. The game can be great, but if the person playing it gets stuck on the first section since they did not realise a mechanic exists they won't enjoy it. Played a bunch of games here and the game descriptions are a life saver, but having a mechanic be slowly introduced to you makes you feel smart for figuring it out instead of just reading it. TUTORIALS MAN

Submitted(+1)

Ahh I think I know what you're talking about. Your game had an invisible wall which told me I couldn't cross it, but I didn't expect I could go over it until I accidentally discovered how. Many players won't do that and will get discouraged. 

A little direction goes a long way, though I agree it's fun to figure things out based on intuition. I like how Valve handles tutorials in their games: they imply what you need to do without interrupting the gameplay. 

Submitted

Right? I was only able to watch my friends play after submitting the game, and some of them didn't even realise they were supposed to jump the wall by climbing the pillars. I'd like to keep working on implying game features instead of explicitly telling as I think that is the way to go :)

Submitted(+1)

Time managment, brainstorming, UX design, using the right things made by other people (with the right licences), not worrying about the game not being perfect

Submitted(+1)

Very huge learning: Implement the core loop, than add the juice! We started with the basics and than addes the animations and sounds early. As you can see: /jam/theveryseriousjuniperdevgamejam/rate/4712825 we added many animations.. and with every core change we had to find workarounds to not break anything. So for the next time: animation will be the last step :D

Submitted(+1)

If we're talking technical stuff, I've pretty much learned the basics of unity and C# without any prior knowledge. I've also dabbled with music production in Bosca Ceoil Blue, as I really wanted every asset of my game to be handmade by me, which meant I have to create some background music. It was super fun to learn these tools!

Apart from the technical stuff however - I've realised you gotta make your games as accessible as possible. Half of my time spent on the programming and design was thinking how will players react to a feature I'm working on and if they even enjoy it, or is it something that's cool only in my eyes but makes no sense to someone just playing it for a couple of minutes. 

Submitted (1 edit)

Well done learning all that from scratch! It feels great to make something 100% original. I'll have to check out Bosca Caoil; I use LMMS for my music (also free/open source). 

I like how you leverage the rules of tetris in your game for accessibility (the way you put a spin on it was also really clever). It's kinda like using chess as a base game; pretty universally understood set of rules that you can build off of. 

Submitted(+1)

This being my first game jam, I learned that I really enjoy the spaghetti-code minigames I get to make and signed up for two mor game jams in the future :D

I read documentation about Godot nodes to change details that I never learned about in tutorials. Also I realized that playtest feedback is very valuable to catch problems of any kind and I should spend some more time in testing than I did here. And finally, I learned to engage with game feedback in a healthy way - not taking it personal and letting it affect my feelings, but instead as a way for other people to constructively make my game better!

Submitted

Spaghetti code or not, you are on track to make more great games! 

Submitted(+1)

I learned a bit about publishing a browser game on itch - never put it in fixed 1920x1080 ;) Also implemented Leaderboards which turned out to be pretty straightforward.  I also validated that my ideas work - got a lot of positive comments on my game. Finally, I saw that I can make the player feel certain emotions thanks to proper design, which was also reflected in the feedback. 

Overall, even though I was quite late to the party I'm glad I joined this as my first Game Jam!

Submitted (2 edits) (+1)

This is my first game jam participation and this is my first somewhat finished game I learned alot mainly, I should not make luck the sole element determining whether a player wins, as that feels unfair. Players should take responsibility for their wins and losses. Luck should be just a part of the game.

Submitted

Congrats on finishing your first gamejam! I agree that choices should matter even if luck is a huge component of the game. 

Submitted(+1)

So... what did I learn?

  • I learned that I want to help people make awesome games and be more active in the community. 
  • I learned not to be concerned with ratings and that my definition of "winning" is valid. 
  • I learned that I can't do all the things all the time. 
  • I learned how to vlog... maybe...
  • I learned that Juniper Dev takes games very seriously. But like really, her video content is up there with Masahiro Sakurai's when it comes to teaching game development concepts.

Thanks to Juniper and everyone involved for elevating the medium of gamedev to new heights. Hope my little learning thread inspires you all to keep making games!

Submitted (1 edit) (+1)

I've learned that I need to get better at planning that's for sure x,D I actually had a completely different idea at first for this jam and I even started working on it the first day, but I ended up scrapping it for a much simpler one so that was a day wasted. I'm also Incredibly grateful for everyone that gave me feedback, it really helps me to learn so much more than I could on my own and it makes me excited to continue to work on my project!

Submitted(+1)

Mostly about GameMaker Studio's 2 built in physics...and how it might just be more trouble than it's worth than to just manually code everything yourself for a platformer lol.  that and some other limitations to do with hitboxes, collision masks, etc.  Also that building for html5 can lead to very different results from a simple exe for some reason - apparently something to do with floating point values?  Either way, much of my time was spent fine tuning how movement worked which didn't leave much time for any other aspect.  I guess at least it's helped me not to be fearful of messing around with things as much.

Viewing posts 21 to 32 of 32 · Previous page · First page