Eventually this has to come full circle with Danny interviewing you but it has lots of hard cuts because you were being interviewed and running the camera.
I love the way Jeremy talks about the creative process, he's really insightful and what he talks about at the end of the video is fricking beautiful. I also absolutely love his 3D modeling all his characters are so cute and his environments are so cool he's definitely nailed the lo-fi ps1 aesthetic.
Been using an UE4 now UE5 project of mine to place game art I'm making, build up an environment and run around in, drive a vehicle. But recently in the past couple months had the thought, I could really gamify it by making a fishing game. Just prototyping the base idea of what fishing is, is something far more humbling and monumental. Also been using it as a reason to switch to Blender and push myself through the things I don't like about Blender vs other 3D model programs that I've known for way way longer. I think learning how to express abstract ideas with vector math is the biggest breakthrough I had over the time I've been playing with my assets. Especially the time I had spent previously trying to tell a Unreal vehicle how to drive itself down my roads. These videos have been a great window into the same thoughts and experiences I've had. So much in what makes a video game feel like a video game, is greatly underappreciated.
Thank you for the video, Jeremy. For the past year, I was working part-time and trying game development part-time (game _dave_ -lopment). It was exhausting. The effect of giving myself so much time to something I enjoy became all encompassing. I got quite behind in my paid work when I just couldn't stop focusing on the problems I faced during game dev because they are much more creatively fulfilling and technically difficult to solve. I also spent weeks on pathfinding, not A* but flow-fields, and then I just burnt out. It would probably have been fine if it was my actual work, but the pressure of 2 disconnected part-time jobs violently swirling around each other eventually collapsed in on itself. Now I'm working full-time and have just been doing bits of tech-art casually on the side, like trying to render as much grass as possible. What you talked about in this video and on the podcast motivated me to change my outlook on game dev. I'm not so worried now about making a game, I'm instead following my intrigue and programming until the next creative journey takes hold. I'm learning to let go; let go of lofty design dreams, of egoic showcases of algorithmic superiority, of incomplete. I don't want to sell things that I hate, I want to love things that maybe no one will ever see, and plant a metaphorical (or literal) tree that future generations will gratefully take shade beneath.
The cityscape shown during the column dialog is really beautiful. And the little pixel kiwi bird in the low-poly bathroom is also beautiful. This series is beautiful and it makes me feel creative just by watching it.
As a programmer I always find it interesting how people see for example a turn-based battle system as a seemingly simple game mechanic, and yet you managed to pull so much off, even with having a full time job, that's some determination, congrats!
A wonderful follow-up to episode 1. I love the perspective from these devlogs. So often the difference between fun and frustration in a creative pursuit is just a matter of approach. I had never even considered game dev as a sort of zen garden - something where the payoff of the practice can be a more-refined practice as well as the result.
This was a great episode! A lot of this reminds me of my early struggles with game dev. It can be really discouraging or annoying to bang your head against some system for weeks and weeks. But there's something so transcendent about putting all that time in and one day picking your head up to suddenly and unexpectedly appreciate the distance you've travelled and what you've managed to create. When all those hours spent plugging away on random, disparate, and often frustrating aspects of your game result in pieces that magically fall into place in ways you never expected, it's immediately worth it.
I'm in the early-intermediate stage of learning game development too! (GameMaker Studio in my case). This is extremely relatable and cathartic to watch :)
As someone who is studying Game Design at University, these videos really are incredibly helpful; like a breath of fresh air. It makes me feel okay to 'pivot' when I need : ~) Can't wait to see more from you!
Wow. This was incredibly relatable and, frankly, validating. You've compiled a whole mess of thoughts that I've been having about my own experience with game dev into one, well-crafted video. Your bit at the end regarding it being not a job, but a container for your creativity, really hit home. I've always considered myself to have a hobby-hobby, and that containerized, iterative, eclectic workflow has been incredibly rewarding. I catch flak for rarely finish a personal project, but most of those projects are just prototypes to iron out my own misapprehensions about the creative process. Looking forward to seeing more of these!
I'd just re-watched the first episode a few days ago, so happy to see this continue! I can really relate to the idea of creating for creating sake. I remember hearing Maynard Keenan of Tool saying something similar, that he'd do what he does regardless of "whether anyone knew about it or not", because he just needs to create. Love this series, and can't wait for another episode!
Love these videos; they're so relatable. For a while I've told people my hobby is making small games, but I think the actual hobby is prototyping game mechanics. It's so easy to get lost in the weeds figuring out dialog, or pathfinding, but there's joy in learning and getting those systems working. Maybe I'll make more games one day, maybe I'll just keep building systems. Either way I'm going to enjoy the process.
As someone that's always struggled with progressing in creative endeavors, I really appreciate the insight and candor of your journey. It is helpful and inspiring for me, thank you.
Jeremy, you're smart badass :) Not only "camera-man" behind documentaries, but also full-time gamedev. Please, make more of these devlogs, mixed with your life-related advices - you surely deserve more attention on the channel :)
Turn based games are one of the most difficult things to design. As someone who has worked in both physical and digital, real-time and turn based, it is almost night and day. Too many games that are real time hide their poor system designs behind speed, dexterity, and reaction time. Once those are removed the system is much more bare and exposed to people finding flaws. Very, very difficult to do properly.
Haven't even finished this episode and already can't wait for the next. Never thought I would watch a dev log that would have the heart, personality, and education of top level video essay. Keep this shit comin jeremy, its sick.
Coincidentally, I just finished rewatching episode one, then I return to the home page and here you are! Excited to get further stuck into this project and your excellent analysis of the process, along with how you yourself engage with it.
This series is pure gold ! Thank you so much for sharing this profoundly introspective experience. I’m no dev but I’m very impressed at your progress while working I so many projects ! Keep having fun with this, I’d watch till you’re done PS : I love your art, the city looks absolutely rad
I'm trying to start a similar project just for the love of games, and I must say after watching those two episodes so far, I gathered alot of confidence myself, enough to finally give it a try.. it might turn into nothing, but probably will be fun to explore and learn something. Thank you for your hard work Jeremy!
It's probably too late but I suggest you look up wave or wave propagation or wavefront expansion pathfinding. I don't know the english name for it, but it's pretty cool, easy to implement and in a small area like a tactics arena it's fast. It works by starting from the target, it starts growing a circle around the target and incementing each tile's number around the tartget. Once a tile reaches the starting point it stops and you have to move from the highest number of the start tile through a series of decreasing numbers until you reach your target tile. It's pretty simple, look it up.
i think most weaknesses can be turned into strengths by dedicated effort. currently your art and art-style/presentation are strong, in my eyes... very charming. i too love the fidelity of ps1-type and pixel graphics. also "dither" is a cool word, haha. i'm enjoying this 'vincent gallo makes a game' series. (i hope you don't mind my joke. i appreciate that you're a unique person.) the show is a pleasant watch and also inspiring. i'm not a game-maker but i am a lazy artist. oh yea, indoor plants are great - aloe vera rule(especially if you get burned.)
Not as a critique, just a note: when you have a hexagonal map, instead of squares, it makes the logic for diagonal movement much easier (and everything else harder xD)
the design of characters you create is alone a reason i would note a game independently of genre. i get vibes of Glottis from Grim Fandango, Inside and The Wolf Among Us. keep up the exploration of the direction you want to move it!
Very inspiring, I remember using BASIC in high school & programming some very simple games. You have given me the itch to load up Unreal 5 & play around again. Keep up the amazing work 👍
I'm still learning to love the process rather than the product. It's hard for me to look at what I've done and not try to ship or sell it to people as opposed to looking at it and being like "wow I learned how to make that thing that was in my head." The end where you spoke about not being dependent on game dev really spoke to me cause I don't honestly know if I'd still enjoy creating games if I had to to survive financially.
Wow, this is really beautiful and I relate with so much of it on a really personal level. You're doing good, Jeremy! Thanks for taking us along with you.
This is very impressive work. You clearly have tons of artistic talent. Keep it up! Also, have you played Umurangi Generation? I think you might enjoy it.
Really intersting insight seeing this kinda devlog from the perspective of an inexpirence game dev! Really like hearing the meaning and depth to why you are doing things, and overall its awesome because your a very creative person clearly! keep it up :)
These are so inspring, man. I am working on a game project of my own and these have helped me to have motivation to keep going. I appreciate it so much. And holy shit, your interactive radio is so sick!
I've been subbed since before this channel had videos, but shit-ass youtube only puts this video in my subscription list the day after it came out. Oh well luckily I scrolled down far enough to see that beautiful face 😍
This is crazy good, from creativity to actual execution in such a short amount of time feels sureal. If I am comparing my progress with this I'm in a well and Jeremy is on the moon :))
To be fair, Unity as a modern, proprietary game engine, targeted at beginners like you (if am allowed to say that), should really have had your back when you need a path finding algorithm for a 2D grid. I am happy that you overcame that obstacle and that you learned a lot by doing so, but in reality this should have been just something like `myGrid.calculatePath(pointA, pointB)`. I know that Unity comes with NavMeshes, but that's a different tool for solving a different (although similar) problem.
Eventually this has to come full circle with Danny interviewing you but it has lots of hard cuts because you were being interviewed and running the camera.
I don't even like 'video games' anymore. Now I just love 'video Jaynes'.
I love the way Jeremy talks about the creative process, he's really insightful and what he talks about at the end of the video is fricking beautiful. I also absolutely love his 3D modeling all his characters are so cute and his environments are so cool he's definitely nailed the lo-fi ps1 aesthetic.
Been using an UE4 now UE5 project of mine to place game art I'm making, build up an environment and run around in, drive a vehicle. But recently in the past couple months had the thought, I could really gamify it by making a fishing game. Just prototyping the base idea of what fishing is, is something far more humbling and monumental. Also been using it as a reason to switch to Blender and push myself through the things I don't like about Blender vs other 3D model programs that I've known for way way longer.
I think learning how to express abstract ideas with vector math is the biggest breakthrough I had over the time I've been playing with my assets. Especially the time I had spent previously trying to tell a Unreal vehicle how to drive itself down my roads.
These videos have been a great window into the same thoughts and experiences I've had. So much in what makes a video game feel like a video game, is greatly underappreciated.
Thank you for the video, Jeremy. For the past year, I was working part-time and trying game development part-time (game _dave_ -lopment). It was exhausting. The effect of giving myself so much time to something I enjoy became all encompassing. I got quite behind in my paid work when I just couldn't stop focusing on the problems I faced during game dev because they are much more creatively fulfilling and technically difficult to solve. I also spent weeks on pathfinding, not A* but flow-fields, and then I just burnt out. It would probably have been fine if it was my actual work, but the pressure of 2 disconnected part-time jobs violently swirling around each other eventually collapsed in on itself.
Now I'm working full-time and have just been doing bits of tech-art casually on the side, like trying to render as much grass as possible. What you talked about in this video and on the podcast motivated me to change my outlook on game dev. I'm not so worried now about making a game, I'm instead following my intrigue and programming until the next creative journey takes hold. I'm learning to let go; let go of lofty design dreams, of egoic showcases of algorithmic superiority, of incomplete. I don't want to sell things that I hate, I want to love things that maybe no one will ever see, and plant a metaphorical (or literal) tree that future generations will gratefully take shade beneath.
The cityscape shown during the column dialog is really beautiful. And the little pixel kiwi bird in the low-poly bathroom is also beautiful. This series is beautiful and it makes me feel creative just by watching it.
As a programmer I always find it interesting how people see for example a turn-based battle system as a seemingly simple game mechanic, and yet you managed to pull so much off, even with having a full time job, that's some determination, congrats!
A wonderful follow-up to episode 1. I love the perspective from these devlogs. So often the difference between fun and frustration in a creative pursuit is just a matter of approach. I had never even considered game dev as a sort of zen garden - something where the payoff of the practice can be a more-refined practice as well as the result.
This was a great episode! A lot of this reminds me of my early struggles with game dev. It can be really discouraging or annoying to bang your head against some system for weeks and weeks. But there's something so transcendent about putting all that time in and one day picking your head up to suddenly and unexpectedly appreciate the distance you've travelled and what you've managed to create. When all those hours spent plugging away on random, disparate, and often frustrating aspects of your game result in pieces that magically fall into place in ways you never expected, it's immediately worth it.
I'm in the early-intermediate stage of learning game development too! (GameMaker Studio in my case). This is extremely relatable and cathartic to watch :)
As someone who is studying Game Design at University, these videos really are incredibly helpful; like a breath of fresh air. It makes me feel okay to 'pivot' when I need : ~) Can't wait to see more from you!
Wow. This was incredibly relatable and, frankly, validating. You've compiled a whole mess of thoughts that I've been having about my own experience with game dev into one, well-crafted video. Your bit at the end regarding it being not a job, but a container for your creativity, really hit home.
I've always considered myself to have a hobby-hobby, and that containerized, iterative, eclectic workflow has been incredibly rewarding. I catch flak for rarely finish a personal project, but most of those projects are just prototypes to iron out my own misapprehensions about the creative process.
Looking forward to seeing more of these!
I'd just re-watched the first episode a few days ago, so happy to see this continue! I can really relate to the idea of creating for creating sake. I remember hearing Maynard Keenan of Tool saying something similar, that he'd do what he does regardless of "whether anyone knew about it or not", because he just needs to create. Love this series, and can't wait for another episode!
Love these videos; they're so relatable. For a while I've told people my hobby is making small games, but I think the actual hobby is prototyping game mechanics. It's so easy to get lost in the weeds figuring out dialog, or pathfinding, but there's joy in learning and getting those systems working. Maybe I'll make more games one day, maybe I'll just keep building systems. Either way I'm going to enjoy the process.
As someone who dabbles in gamedev with the same exploratory mindset of searching for my own fun, it's a real pleasure to watch. Wish you all the best.
As someone that's always struggled with progressing in creative endeavors, I really appreciate the insight and candor of your journey. It is helpful and inspiring for me, thank you.
Jeremy, you're smart badass :) Not only "camera-man" behind documentaries, but also full-time gamedev. Please, make more of these devlogs, mixed with your life-related advices - you surely deserve more attention on the channel :)
The dithered PSX-era aesthetic is really nice. I've not actually seen many capture it as well as you have.
Seeing jerma streams in the corners as you're working has taken this series to a whole new level
Turn based games are one of the most difficult things to design. As someone who has worked in both physical and digital, real-time and turn based, it is almost night and day. Too many games that are real time hide their poor system designs behind speed, dexterity, and reaction time. Once those are removed the system is much more bare and exposed to people finding flaws. Very, very difficult to do properly.
On a similar journey myself with Game Dev! Real encouraging to see your process 🙌🏽
Babe cancel your plans, new Jayne Dev just dropped
Damn Jeremy Jayne is out here, making art, taking names, absolutely killing it. Love to see the creative juices flowing
Haven't even finished this episode and already can't wait for the next. Never thought I would watch a dev log that would have the heart, personality, and education of top level video essay. Keep this shit comin jeremy, its sick.
Coincidentally, I just finished rewatching episode one, then I return to the home page and here you are! Excited to get further stuck into this project and your excellent analysis of the process, along with how you yourself engage with it.
This series is pure gold ! Thank you so much for sharing this profoundly introspective experience. I’m no dev but I’m very impressed at your progress while working I so many projects ! Keep having fun with this, I’d watch till you’re done
PS : I love your art, the city looks absolutely rad
If it’s any consolation, I think your art for this game looks really good already!
The vibes are immaculate
I just listened to the last few Noclip podcasts in a row and it got me HYPED for this. LET'S GOOO JEREMY.
I'm trying to start a similar project just for the love of games, and I must say after watching those two episodes so far, I gathered alot of confidence myself, enough to finally give it a try.. it might turn into nothing, but probably will be fun to explore and learn something. Thank you for your hard work Jeremy!
It's probably too late but I suggest you look up wave or wave propagation or wavefront expansion pathfinding. I don't know the english name for it, but it's pretty cool, easy to implement and in a small area like a tactics arena it's fast. It works by starting from the target, it starts growing a circle around the target and incementing each tile's number around the tartget. Once a tile reaches the starting point it stops and you have to move from the highest number of the start tile through a series of decreasing numbers until you reach your target tile. It's pretty simple, look it up.
i think most weaknesses can be turned into strengths by dedicated effort. currently your art and art-style/presentation are strong, in my eyes... very charming. i too love the fidelity of ps1-type and pixel graphics. also "dither" is a cool word, haha.
i'm enjoying this 'vincent gallo makes a game' series. (i hope you don't mind my joke. i appreciate that you're a unique person.) the show is a pleasant watch and also inspiring. i'm not a game-maker but i am a lazy artist. oh yea, indoor plants are great - aloe vera rule(especially if you get burned.)
This is really heartwarming, and inspiring to see how you enjoying the process, overcoming obstacles, and reflect on things! Best of luck to you! ❤️
Thank you for the update. Looking forward to seeing what's next.
I started game dev three years ago and Jaynes journey feels extremely relatable! Looking forward seeing more!
Not as a critique, just a note: when you have a hexagonal map, instead of squares, it makes the logic for diagonal movement much easier (and everything else harder xD)
the design of characters you create is alone a reason i would note a game independently of genre. i get vibes of Glottis from Grim Fandango, Inside and The Wolf Among Us. keep up the exploration of the direction you want to move it!
I love this so calm and so much passion
Love this series. Excited to see where you'll be a year/2 years/5 years from now with it all.
Very inspiring, I remember using BASIC in high school & programming some very simple games. You have given me the itch to load up Unreal 5 & play around again. Keep up the amazing work 👍
I'm still learning to love the process rather than the product. It's hard for me to look at what I've done and not try to ship or sell it to people as opposed to looking at it and being like "wow I learned how to make that thing that was in my head." The end where you spoke about not being dependent on game dev really spoke to me cause I don't honestly know if I'd still enjoy creating games if I had to to survive financially.
I love these so much!
Love these thank you for posting
Wow, this is really beautiful and I relate with so much of it on a really personal level. You're doing good, Jeremy! Thanks for taking us along with you.
This is very impressive work. You clearly have tons of artistic talent. Keep it up!
Also, have you played Umurangi Generation? I think you might enjoy it.
Dude, I can watch these all day.
Love these updates!
Really intersting insight seeing this kinda devlog from the perspective of an inexpirence game dev! Really like hearing the meaning and depth to why you are doing things, and overall its awesome because your a very creative person clearly! keep it up :)
These are so inspring, man. I am working on a game project of my own and these have helped me to have motivation to keep going. I appreciate it so much. And holy shit, your interactive radio is so sick!
I'm absolutely loving these and loving the purpose of this 3rd channel for Noclip.
Thank you for sharing your journey, very entertaining!
You're so talented, man!
I have the same problem with characters. i'm mortified. that's why vehicles are the way to go for me.
For me is exactly that, a creative exercise. One of the most varied.
I've been subbed since before this channel had videos, but shit-ass youtube only puts this video in my subscription list the day after it came out. Oh well luckily I scrolled down far enough to see that beautiful face 😍
This is crazy good, from creativity to actual execution in such a short amount of time feels sureal. If I am comparing my progress with this I'm in a well and Jeremy is on the moon :))
I really enjoy this series. Please keep it up.
Finish this game and tell me when to buy it.
Awesome video. As a professional developer, the most important piece of advice I can give you is to switch your editor to dark mode.
I think this is only the second episode of this series? Can you make a playlist so we know when something new lands in the series? Thanks!
Love it.
Ending, just wow, hit me hard, thank you ❤🙏
Damn man this shit looks really cool. As someone who has very minorly dabbled in gamedev what youve done is impressive im jealous. Keep it rocking.
Really enjoyed this. Nice one.
Jeremy actually makes really nice 3D models.
To be fair, Unity as a modern, proprietary game engine, targeted at beginners like you (if am allowed to say that), should really have had your back when you need a path finding algorithm for a 2D grid. I am happy that you overcame that obstacle and that you learned a lot by doing so, but in reality this should have been just something like `myGrid.calculatePath(pointA, pointB)`. I know that Unity comes with NavMeshes, but that's a different tool for solving a different (although similar) problem.
Incredible
Ah Yes, The Shooty Detective.
botster documentary???
First!
Amateur right I can't even make a stickman...