It’s so great seeing the thought process laid out like this! Maybe now I can finally move on from the “hey, feels fine to me. Play this, test subject #1” and actually think through what I’m doing. 🤷♂️
I was awaiting what was said about Quackley and its design, and I'm not disappointed! That's a mean, MEAN level you made look easy there, but because you were paying attention you know exactly what tools I'd given the player and what I expected of them. GOOD STUFF.
Casually stopping buy to watch your content as I always do , Sat back in chair, intrigued by your content, intently listening.... 1:03 into the video 'THATS ME! THAT IS MY DEPRESSED GREY TOOTH THING'! But seriously on this subject, this is something I myself and finding a challenge right now, because I have spent so much time debugging my game, I have become very good at playing it myself, and find everything to easy, but the second I have handed a map I have thought to be simple to a beginner, they have been completely flabbergasted. Thank you for the insightful video. You channel has really blown up recently, you must be proud.
Your depressed grey tooth thing is coming on into something genuinely special, from what I've seen. I hope my channel's in some way helpful or at least entertaining, while you're plugging away at that.
@@LTGD Thank you :). Honestly, I listen to your videos often while working - reflecting on the points you put forward. I am sure your channel is helpful for a lot of people, that is why your subscriber count is growing so quickly ;)
Small feature that was kind of brought to my attention: Having to click retry every time Maybe have an option for fast retry? Seems like it’d suit this game well
Tbf the retry's sometimes _too_ quick. You die and because you select 'retry' with the jump key, sometimes it's just straight in. You can also restart whenever by clicking R3 or whatever key it gets tied to.
I really appreciate that you don't only echo what every gamedev youtuber talks about but also reflect on it critically and offer well reasoned altered or different opinions.
Yay I saw a few of my thumbnails in your scroll through of other videos. LOL nice video my man and great insights, I agree with you wholeheartedly. Also that quackly game look really good.
reIterate() is looking fabulous. Its getting a really polished look, and I can't wait to play it. (づ。◕‿‿◕。)づ Hope you're Good, And don't ever change your humor Or do, I'm not your mom
I love all 3 games here. Good and fun to watch video! Also these really help me (and others) at having more game design-y mindsets. So, thank you! (Not binge watching)
Hello and remember to like the video you liked because you liked it, and subscribe if you like to like more likable content in future devlogs, and wish-list reiterate on steam and I will like you.
I feel the background is decent enough and suits the game's simplicity, although I understand that seeing the same thing makes you want to redo it eventually as your ambition for the project grows.
9:10 with your rotational spikes, have you considered adding a path-line or central ‘strut’ to help visualize where they can move? The movement looks confusing to my eye (especially when they’re close together). I think you talked about that in a previous episode with respect to moving platforms. Loving the series!
Well, I've already been playing a platformer (in this case, Commander Keen Secret of the Oracle(also another platformer which has levels that move to the left)), to look at level design. But if LTGD is assigning us homework to think about game chunks, I guess I have no choice but to go play some more. Edit: Also, thanks. I struggled a lot with designing levels before watching these, but now I really enjoy it.
Just kidding, it's probably done with a collision detector placed on the right or left of the player character depending of which side he's facing, allowing to trigger relevant behavior when a wall is detected. Behavior would be something like "slide the wall if player maintains arrow key facing the wall, allow for a jump if he hits jump key". Dunno if it's clear but this is a general explanation, not Construct3-specific.
Calling it chunk... I mean fine call it what you like, but the term already means something very specific in game dev - it's a method of optimisation where you break up the game world into segments which you spawn in and out so you can put more detail near the camera without tanking the frame rate because you're asking the gpu to render six gazzilion verts. I'm sure the non-programmers here will be familiar with assets / terrain popping in when you approach. It's not the only approach to optimising, you can use quads, particles and all sorts but it's extremely common in 3d games especially. I've never heard the term used to describe breaking up the level for difficulty but maybe it is a thing and I just didn't know.
Words can have several meanings, chunks are also what you find in cookies. :) You're referring to a concept related to programming and optimization, while he's talking about another field of knowledge which is game design, so I wouldn't be bothered with that. Maybe another relevant word to imply the same concept could be a "trial", with the double meaning of test and proof: then your levels are made of successive trials that the player must overcome in order to succeed in a single loop.
@@4lkareth Yeah, that's fair comment, it just threw me a bit but I suspect I've just spent too long coding the damn things. I quite like your "trial" idea, gets across the gist of it much better in my humble.
tl;tr: games enforce the player to GitGud and KeepGud, through the entirety of playthrough without breaks or for just a level, depends on how hardboiled the dev is.
Hi there Alfred, "Quickly, Quackley!" is my game, and it isn't *quite* finished yet! I'll try to make enough noise when it's released that you can hear me shout "RELEASE THE QUACKEN!" so you can rush to play it. Or run and hide. Delete as applicable. :)
I heavily disagree on the bit about lives. Anyone that has played Sonic 1 with the original lives system can tell you it's just not a fun experience to die to the final boss and have to trudge your way back through Marble Zone and Labyrinth Zone. It also has THE worst special stages. There's a reason Sonic games quickly ditched that system, it wasn't good difficulty but simply padding. Comparing that to roguelikes seems to be missing the forest for the trees as well, since the core of their design revolves around procedurally generated content, meaning each time you die, you get a different run with different challenges. In Sonic, you just do the exact same thing over again. The lives system in Sonic 1 really is antiquated and the game is made much more enjoyable in the Christian Whitehead port.
I don't really mean 'jukebox', and I don't know why I keep saying 'jukebox'. I mean 'playlist system'. Basically, rather than having a specific track per level, the tracks will loop on a playlist that you can jump between by pressing the shoulder buttons on a controller, or some keyboard keys. 'Skip track', essentially.
yesss! a devlog! and JUST what i needed.
Hope you like it!
It’s so great seeing the thought process laid out like this! Maybe now I can finally move on from the “hey, feels fine to me. Play this, test subject #1” and actually think through what I’m doing. 🤷♂️
I was awaiting what was said about Quackley and its design, and I'm not disappointed! That's a mean, MEAN level you made look easy there, but because you were paying attention you know exactly what tools I'd given the player and what I expected of them. GOOD STUFF.
Quackley looks really good!
There, that just made my day! I am so happy for you to hit 5.5K subs! Also discord is too fun
Thanks a ton!
LTGD: Giving some great advice.
Me who doesn’t understand anything: I like your funny words magic man
I love how these videos are always entertaining, but I also always learn something about game dev at the same time
"We're now controlling both time and space."
-LTGD, 2021
Casually stopping buy to watch your content as I always do , Sat back in chair, intrigued by your content, intently listening.... 1:03 into the video 'THATS ME! THAT IS MY DEPRESSED GREY TOOTH THING'!
But seriously on this subject, this is something I myself and finding a challenge right now, because I have spent so much time debugging my game, I have become very good at playing it myself, and find everything to easy, but the second I have handed a map I have thought to be simple to a beginner, they have been completely flabbergasted.
Thank you for the insightful video. You channel has really blown up recently, you must be proud.
Your depressed grey tooth thing is coming on into something genuinely special, from what I've seen.
I hope my channel's in some way helpful or at least entertaining, while you're plugging away at that.
@@LTGD Thank you :). Honestly, I listen to your videos often while working - reflecting on the points you put forward.
I am sure your channel is helpful for a lot of people, that is why your subscriber count is growing so quickly ;)
Small feature that was kind of brought to my attention:
Having to click retry every time
Maybe have an option for fast retry? Seems like it’d suit this game well
Tbf the retry's sometimes _too_ quick. You die and because you select 'retry' with the jump key, sometimes it's just straight in. You can also restart whenever by clicking R3 or whatever key it gets tied to.
@@LTGD Fair enough. I look forward to playing the game!
I really appreciate that you don't only echo what every gamedev youtuber talks about but also reflect on it critically and offer well reasoned altered or different opinions.
This is super interesting. I never thought about these challenges as limits on time and space but it makes complete sense.
It's already Devlog 11? And youtube recognizes reIterate()? Going far I see
Getting a bit real, innit?
Clicking on it says that the Topic channel was auto generated by UA-cam's Discovery System and even says Zayne Black.
@@the.invincible.9542 it must be because of the steam page. That's so cool!
@@AcidAlfa Maybe, but I think it was already there before the steam page was created.
@@the.invincible.9542 Oh, well it's cool either way 😎
Ayyee another devlog! The idea of chunks and utilizing said chunks is definitely a smart play in level design
Hopefully an approachable way of assembling levels for people.
Yay I saw a few of my thumbnails in your scroll through of other videos. LOL nice video my man and great insights, I agree with you wholeheartedly. Also that quackly game look really good.
reIterate() is looking fabulous.
Its getting a really polished look, and I can't wait to play it.
(づ。◕‿‿◕。)づ
Hope you're Good, And don't ever change your humor
Or do, I'm not your mom
i am first! Love this man and the video awesome video wishlist reiterate 2021 and eat cake at 500 discord members
YOU MADE IT
I love all 3 games here. Good and fun to watch video! Also these really help me (and others) at having more game design-y mindsets. So, thank you! (Not binge watching)
Awesome job as always!
I appreciate that!
Hello and remember to like the video you liked because you liked it, and subscribe if you like to like more likable content in future devlogs, and wish-list reiterate on steam and I will like you.
Yess the encyclopaedia is back with another devlog
I feel the background is decent enough and suits the game's simplicity, although I understand that seeing the same thing makes you want to redo it eventually as your ambition for the project grows.
So much heat towards his video about lives systems lol I thought it was also very good and well thought out
Rougelikes are procedurally generated however, and often quite short to "beat". This makes replaying them over and over again fun still.
9:10 with your rotational spikes, have you considered adding a path-line or central ‘strut’ to help visualize where they can move? The movement looks confusing to my eye (especially when they’re close together).
I think you talked about that in a previous episode with respect to moving platforms.
Loving the series!
Much love, man!
Thank you!
Well, I've already been playing a platformer (in this case, Commander Keen Secret of the Oracle(also another platformer which has levels that move to the left)), to look at level design. But if LTGD is assigning us homework to think about game chunks, I guess I have no choice but to go play some more.
Edit: Also, thanks. I struggled a lot with designing levels before watching these, but now I really enjoy it.
oh yeah i remember seeing that game in the discord
Ye.
Thanks for making these videos! :)
Wake up babe, new LTGD video dropped
Tbh I could do with a nap
This was really interesting stuff!
If you do menu. In options put changeable background (color,look) and trail.
Thanks, difficulty was one thing I find difficult(haha)
The difficulty with difficulty is how difficulty difficulty can be. It's difficult.
@@LTGD I know
@@LTGD help, he's doing this thing with words again
This is going to be helpful for designing my Mario Maker super world.
How did you make a wall jump in construct 3?
With walls, and a jump key, I guess.
Just kidding, it's probably done with a collision detector placed on the right or left of the player character depending of which side he's facing, allowing to trigger relevant behavior when a wall is detected. Behavior would be something like "slide the wall if player maintains arrow key facing the wall, allow for a jump if he hits jump key". Dunno if it's clear but this is a general explanation, not Construct3-specific.
This is good
Thanks!
I appreciate dara o brien being used.
A lot of hard work put into games get ignored by players. But when someone notices it it's all worth it.
I see, Testing, Space and Time, DeLorean's, Screwdrivers and Doctors. It all makes sense
Simple innit?
Nice ;D
😥 mi devlog doesn't even appear in your list
*takes out notepad*
Calling it chunk... I mean fine call it what you like, but the term already means something very specific in game dev - it's a method of optimisation where you break up the game world into segments which you spawn in and out so you can put more detail near the camera without tanking the frame rate because you're asking the gpu to render six gazzilion verts. I'm sure the non-programmers here will be familiar with assets / terrain popping in when you approach. It's not the only approach to optimising, you can use quads, particles and all sorts but it's extremely common in 3d games especially.
I've never heard the term used to describe breaking up the level for difficulty but maybe it is a thing and I just didn't know.
Words can have several meanings, chunks are also what you find in cookies. :) You're referring to a concept related to programming and optimization, while he's talking about another field of knowledge which is game design, so I wouldn't be bothered with that. Maybe another relevant word to imply the same concept could be a "trial", with the double meaning of test and proof: then your levels are made of successive trials that the player must overcome in order to succeed in a single loop.
@@4lkareth Yeah, that's fair comment, it just threw me a bit but I suspect I've just spent too long coding the damn things. I quite like your "trial" idea, gets across the gist of it much better in my humble.
Hey bro could u please do a tutorial for wall.jump if u haven't already. Thanks so much and I hope u read this
Question: How did you learn all this stuff about game design? Did u just learn through experience? School? Watching youtube?
Just played videogames for 30 years and figured it out from there.
tl;tr: games enforce the player to GitGud and KeepGud, through the entirety of playthrough without breaks or for just a level, depends on how hardboiled the dev is.
This stuff is better than crack!
What about making something memorable because polish isn't enough to make a game memorable
I'm sure I'll think of something.
yesuhhhh
How is "Quackli" written?
"Quackley" but the full name is "Quickly, Quackley"
@@fedoraduck5057 Where can I play it?
@@alfredkoehne6429 Idk lol
Hi there Alfred, "Quickly, Quackley!" is my game, and it isn't *quite* finished yet! I'll try to make enough noise when it's released that you can hear me shout "RELEASE THE QUACKEN!" so you can rush to play it. Or run and hide. Delete as applicable. :)
1:57 IS THAT DIFFICULTY_CURVE_GRAPH_01.PNG ?!?!?!?! GRAPH FAN SERVICE !!!!!!!
Something something something. Words.
Wow your voice dropped, did you get a new mic
I'll have to stop watching these devlogs, I can't bring myself to see him remove the polygon backgrounds soon
I'll try and find something better, I promise.
level 48
I heavily disagree on the bit about lives. Anyone that has played Sonic 1 with the original lives system can tell you it's just not a fun experience to die to the final boss and have to trudge your way back through Marble Zone and Labyrinth Zone. It also has THE worst special stages. There's a reason Sonic games quickly ditched that system, it wasn't good difficulty but simply padding. Comparing that to roguelikes seems to be missing the forest for the trees as well, since the core of their design revolves around procedurally generated content, meaning each time you die, you get a different run with different challenges. In Sonic, you just do the exact same thing over again. The lives system in Sonic 1 really is antiquated and the game is made much more enjoyable in the Christian Whitehead port.
The knowledge/quality to subscriber ratio is sooo off
Ur my dad
Oh no. How?
Boogy woogy woogy
First, probably, or not
close!
"Feature complete... music jukebox"
- No, that sounds like a "nice to have complete"
Why is a music jukebox a necessity for such a game...?
I don't really mean 'jukebox', and I don't know why I keep saying 'jukebox'. I mean 'playlist system'. Basically, rather than having a specific track per level, the tracks will loop on a playlist that you can jump between by pressing the shoulder buttons on a controller, or some keyboard keys. 'Skip track', essentially.
Good videos but they can be headache inducing with your speed speaking. You can actually pause and breathe now and again you know! :)