Things To Polish Besides Game Feel
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- Опубліковано 27 чер 2024
- When we think of polish we think of game feel, but there are many more things we can polish that isn't necessarily game feel.
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great video!
in addition:
- ability to skip cutscenes, dialogue or other animations
- multiple save slots with copy feature
- difficulty settings
- function to toggle screen shake or other special (graphical) effects (especially ones that can slow down FPS)
All of these are really great! :D
difficulty settings are debatable depending on the genre but the rest should just be everywhere
@@Cheesire Multiple save slots are also debatable since some games (Like DD2) use them for thematic effect
But unless you're making a statement, yeah it's best to include them
Good video, but just want to say; to me, remapping controls is a necessity not polish. It's much more important than "game feel". As long as there is the bare minimum of feedback, people rarely complain if there's no squash and stretch. But if you can't remap controls, don't be surprised if you get 50% negative reviews on steam. It isn't just a nice to have thing, it's an accessibility thing. And if the developer has some really strange ideas of what the A button should do, makes it feel awful to play. It's crazy to me that there are some AAA games that release without it lol.
Yup. And some indie games don't even have a list of what keys do what at minimum have that but for sure add full key mapping if possible. :)
Yes, this is literally why I refunded rain world
@@gr.4380rain world has this though
I've literally remapped every key so I could play coop
@@gr.4380 but you can rebind controls in rain world...
Things that seem obvious at first glance but you really have to think deeply about it. Props for keeping it short.
Thanks! I try to keep the length to what I would want to watch and click on, so happy to hear it worked well for you. :)
Visual consistency is key to polish, keep your quality of visuals consistent with each other keep your poly count consistent with each model having a range of what you’re characters poly count should be is a great idea, same with average pixel counts.
Very good point. :)
A few more things:
Possibility of changing how fast text appears (If consecutive letters appear from left to right)
Basic visual settings
!!!Possibility of turning each post processing effect separetly! (eg. flare, motion blur)!!!
Fullscreen!
Bigger screen size for games that are usually in 480p. I mean here possibility of running them in 2/3/4 times bigger screen with bigger pixels
Please, make sure that sound of for example appearing text or hitting projectile is pleasant to hear
Fun small thing is if every character has different sound of appearing text like in Undertale
:)
All great things! (man, I think I might need to add some of these.)
Another quality of life polish I appreciate is customization in the HUD. Make the HUD smaller, switch the side the map is one, and entirely disable the HUD. Being able to turn off the HUD altogether makes it easier for people to take Dope videos and screenshots, which helps people post about your game.
One really great feature that I think every game should have is letting player know that they have a keybind conflict instead of just clearing keybind completely
I've been trying to plan out adding keybinds to my game. And then I read your comment and remembered conflicts. Ugh. Thanks. :)
@@Artindi Just make sure to make a pop up asking for confirmation if there is any conflicts and ask which button they want to assign to the conflicting action (Sorry my wording is meh). Glad I could help
I'm just starting to work on my game from scratch, and I am having some difficulty trying to figure out what to work on next (or even how to work on it). So I appreciate these videos as they help clear some things up for me and give me more ideas. Thanks man
Happy I could help. :)
Nice video, though I disagree with your stance on unnecessary loading screens. I think they can be a great tool for pacing, or for giving the player a moment to get in the right mindset, or to breathe. They're a type of transition that's a strong part of the language of video games. Obviously they need to be used with judgement - if you just put them everywhere, your game will feel sluggish - but I wouldn't recommend against them.
I think we actually agree, becauae pacing is a good reason. Such a loading screen wouldn't need a pretend progress bar though, instead it could be an elevator like in Mirrors Edge or Portal, or some other animation that expands the immersion of the game. Otherwise great point, I should have been more specific. :)
@@ArtindiIMO even a fake progress bar or a "now loading" animation or whatever is valid, even if it's technically unnecessary. Really depends on the game.
I still need to do a few of these for my game, but hey, at least it's on my list. What about you? :)
Another great video!
And another great comment! :D
Great list. I should try some of these.
You betcha! :D
2:58 wait what, you can do that in survival as well? I'm blown away
great video btw, you have good points!
Only if the block is in your inventory. :)
talking about polish. can you pls add the names of the games yours showing on screen? some of them look really cool and I have no idae how to find them.
In Order of appearance we got:
Celest, 7 Days To Die, Stardew Valley, Rimworld. Satisfactory, into ruins(plays in browser on itch.io), Enter the Gungeon, Void Titan(my game,) Super Flight, Darkest Dungeon, Minecraft, Scrap Mechanic, CS:GO, Tomb Raider, Factorio, Control.
@@Artindi Thank you! You really didn't have to go through the trouble 😅
@@fafo_o happy to help. Out of curiosity though, what game where you interested in?
@@Artindithe game at 3:32 and 3:43