"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
Man A: Made/finished a single video game. Gave up. Man B: Made/finished a thousand video games. Still did not give up. like. duh? EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
15 годин тому+2
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :) Keep up the good work!
@@skpcboy oh... OH!! Yeah, well, you did it, mate. And your subscriber count went up too. Congrats! (Sorry, talking to the channel owner here, not you @skpcboy :P )
Godot actually has an automatic game state saving/loading system. They are called "packed scenes". They automatically save edited variables with the @export annotation tag.
I like your visuals -3d reminds of CosmoD's Off-Peak and inventory UI is sooo Fable-1-esque - I love it 😁 and Daggerfall and Myst 1 come to mind too. Very inspired, while at surface level, simple. Yet I think u did put a lot into it
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on UA-cam teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
At the end of the day you never gave up, and every failure was a lesson. Seeing the original design and philosophy of how you tried to make the inventory is hilariously bad, but lesson was learned. Looking forward to Horse Game 2 better stronger and faster. 🦅
7:11 This is the approach I took with my first piece of garbage; not because I'm some sort of big brain, but because i was also decompiling a .swf file and that's just how flash does things: In scenes that make objects come and go.
Or you could have a parent scene where your player is. Then you could make level scenes that you load into the parent scene with a ResourceLoader and put them in as a node. Then you just load scenes into the parent scene seamlessly.
Man, the clipping on the horse and seeing its brain is kinda funny, it reminds me of the ideas i never implemented for weird games... although i'm not interested in those now...
Funny thing: you said you wanted an inventory system like Skyrim and it ended up causing saves to not load properly the longer they went on, Skyrim actually had this game breaking bug at launch too, though I think it was mainly on the PS3 version
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
If you haven't already read Data Oriented Design by R. Fabian, you've already got half of it. It's not super in-depth, but the variety of ideas for this "representation" style of gamedev is something I think you'll really enjoy
Wow nice to see. Just think of minecraft by breaking up data in zone map > folders to store data by position. Not sure what it called. Just load what needed.
I think the biggest downfall of Godot is that the community is too focused on the "We're better than unity because were open source and if you say otherwise you're BAD" to actually stop and fix the problems holding them back. I would have a lot less issues with Godot if it wasn't sold as a complete package that it isn't. Take blender for example: nobody in blender's community will argue that blender has better sculpting than Zbrush, or better simulation than Houdini, they will just say that it's the tool they prefer.
This is how I feel. Its even more separated and gatekept now, I say, given the current civil war that was made from a completely unnecessary and dumb tweet.
who is "selling" it as a complete package? i don't know how you can be more clear than the founder announcing publically that it's not a unity replacement last year. at this point i feel bad for the maintainers to have their (free) passion project hijacked by a bunch of drama vultures that don't even make games let alone code
@@scrimb you are being intentionally dense. Obviously the free thing is not being "sold". And my comment clearly mentions the community, not the founders. Take one look on social media and you will find many people potraying Godot as a unity replacement.
@@jamesmackinnon6108 This seems like such a strawman, because I did as you said and could not really find it being portrayed specifically that way. Maybe it's a twitter only thing? I dunno I have that blocked. And no I am not trying to be dense bruh please do not respond with that, I literally searched (almost)everywhere, even went on reddit for gods sake and all I could find is people saying something similar to "Godot is NOT unity" or just a flatout Pros vs Cons list.
@@actuallyjustbored Perhaps your algorithm is different from mine. Admittedly it is more often a sentiment than it is explicitly said out loud, but here are a few videos offering godot as an alternative to unity: - ua-cam.com/video/_L711ozxQbw/v-deo.html - ua-cam.com/video/EYt6uDr-PHQ/v-deo.html - ua-cam.com/video/Edv-xI_29AE/v-deo.html My "intentionally dense" comment was directed at him pointing out that nobody was selling godot. There aren't many videos portraying Godot as "better" than unity but there are many comments with that sentiment, if you care to find them. For reference I don't particularly care for unity either, but I'm bothered that people can't discuss real issues of the engine without an army of people coming to its defense. I want godot to succeed but it will not if people pretend nothing is wrong.
yea this is why you should never start with big projects, i made around 50-60 games in the first 2 years, published 4 made some buck with 2 of them, the rest abandoned at various stages, and bcs they were small it was never an issue to abandon them, with bigger proj this could be devastating, and trying to revitalize abandoned broken project later on is a form of torture by itself
How do I learn making models like you did? The only reason why my game is 2d is because I am not good enough at 3d modelling. I love your style. I have years of industry experience working on a renderer for simulations but I am simply a programmer with an insane love for games. However, I can't 3d model for fuck. Retro low poly (like your game, like cruelty squad) is what I aim to make and since you do that so perfectly, do you have tips? I can only think of grinding blender till I get better. Thats what I did with programming at least.
don't know how he did, but i just saw blenderguru's donut tutorial and decided to get blender and follow it for fun most of the time i just make guns now i guess you should just get started
Sound like you suffered massive OOP brain, as many new devs do. They tend to think everything in the Gameworld is an object, a thing. In real games you would just generate an NPCs items as you looted them, and it would just be an array item ids. Loot NPC -> generate id -> send to inventory -> create items.
oop and factories are just two different approaches to the same thing. in the end you're still instantiating blocks of memory that conforms to the same logic/type. it's kind of a pointless discussion, really
This distinction only matters when you're saving the gamestate. While running you either have id's or memory references: they occupy roughly the same amount of space.
As a dev I think its a mistake sorry to tell you this but its better just add lots of bandages and release a game than remake it from scrach. Otherwise there is a huge chance that you will fall into development limbo. There no such thing as perfection and sadly some times its better to learn from mistakes just so that you won't make them in your next project than try to fix them by digging out the whole framework. Good luck, and I hope you be able to succed in whatever you making, just a small advice from a dev that still stuck in a limbo.
Depends on the scale of the mess and of the game. Our first attempts often become unfixable messes. If it's a small game, it's probably not a big deal. If not, then trying to finish it might be a chore that leads to burnout. You need to assess whether it's prohibitively difficult to keep going. Either way, there will be a lesson to be learned. You also have to assess how re-writing it will be. Sometimes it's as much of a chore, other times it's a breath of fresh air that takes a load off your back and allows you to take it slow and steady and to think properly. This is all assuming you're not on a deadline.
Well , good luck on your journey. I've got a directory full of old projects that have been left rotting in many different stages of non-completion for quite a while. One day , one of them may be pulled out , dusted off and completed. Who knows. Some of those projects are rotting in the dark abyss directory, exactly because of the reasons you list in your video. Get so far into a project, then realize a fatal flaw that will pretty much require a complete rebuild from the ground up , because the duct tape holding the code together is frayed and starting to rip lol. Refactoring would likely be more time consuming and tedious and lead to more hacks to get something "working", than starting over and salvaging the assets / scripts that I could. Hope your sanity holds out, I'm rooting for ya man lol.
I was about to quit game deving too, all because I used the wrong tool (godot) glad I did not, glad I used a real game engine that works without me having to fix bugs that are present for years and now my game is my main job. 14:50 insisting on the error... godot 4.1 and up is as buggy if not more than the previous versions, no ofense, but with your artstyle you can even use mv3d with rpg maker and have a way better time.
Yeah there's no reason why a low poly intentionally shitty looking art style game like that needs to use a big fancy new engine, you could probably make it in blitz3d if you really wanted to 😂 There's a version of blitz3d that apparently has backwards compatibility all the way back to windows 95, that alone is a pretty compelling draw to use it instead of unreal or unity or godot for a game like this. If it was using a more modern realistic HD art style with PBR textures and whatnot it would be a completely different story, but, it isn't, so it doesn't need the bloat and higher OS and resource requirements of those bigger newer engines to run
"I do not fear the man who's made a video game and gave up. I fear the man who's made 1000 video games, and does not give up." Sun Tzu
I fear the man who made 1000 horse games
It should be “I do not fear the man who made 1000 video games and gave up. I fear man who made one game and released”
"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
99% of the game devlopers quit before they hit big
Man A: Made/finished a single video game. Gave up.
Man B: Made/finished a thousand video games. Still did not give up.
like. duh?
EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
it is fine but it doesn't spawn since it doesn't preload lol
I love the video and I love when someone helps. Thank you.
The UA-cam algorithm has pleased me. Keep up the good work strange horse-man!
Can't wait to see Horse Game 2.5 Turbo Edition in the future
Now lets wait for the video "Why I succeeded at creating a video game"
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
I appreciate you breaking down your architectual problems and what to do instead. That kind of knowledge gets missed sometimes.
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
Katana Zero is just built different, such an inspiration. Same as Hyper light Drifter, totally recommended
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
I get this indescribable emotion when I see your art style
You at least tried and will learn and that's better than never trying
This game is pure aesthetic
Godamn this was entertaining! well done :)
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
Gosh I love Unreal Engine. Level streaming built in. Robust and simple saving system built in.
I would love to watch and eventually play this beautiful fever dream of a game.
Horse Game looks like a fever dream while being high and I'm all for it!
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
dude your horsee gamee is so unique
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
I did the same thing on my last prototype. It's such an easy path to fall into!
I love this! You're a great game dev
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :)
Keep up the good work!
how does this only have 83 views
It just arrived, channel has 136 subs, it is about gamedev. I can see how. But it is a good video, so I think it will grow.
@@Sparkfist83 it has grown
@@skpcboy oh... OH!! Yeah, well, you did it, mate. And your subscriber count went up too. Congrats! (Sorry, talking to the channel owner here, not you @skpcboy :P )
It caught me by surprise when you clipped into the horse and saw its brain
it's like the first time you clip into a human an see the eyeballs, teeth and tongue
Why is this game one of the most fever dream games I've ever seen
i love ur artstyle bro
Dear lord, HG2 what I see so far, looks INSANE. and I LOVE IT.
"I had a lot of stupid ideas(...) - that's the software/game development in a nutshell
Godot actually has an automatic game state saving/loading system. They are called "packed scenes". They automatically save edited variables with the @export annotation tag.
oh god when you talk about making a save system I feel myself tensing up lmao great video!
I know this beraly has anything to do with the video, but god I love godot so much, its so cool.
I like your visuals -3d reminds of CosmoD's Off-Peak and inventory UI is sooo Fable-1-esque - I love it 😁 and Daggerfall and Myst 1 come to mind too. Very inspired, while at surface level, simple. Yet I think u did put a lot into it
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on UA-cam teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
At the end of the day you never gave up, and every failure was a lesson. Seeing the original design and philosophy of how you tried to make the inventory is hilariously bad, but lesson was learned. Looking forward to Horse Game 2 better stronger and faster. 🦅
First time Dev here. Somehow, miraculously, I created a save system that works almost exactly the way your reflection suggests.
you already released some games, that means you are game dev.
and i love your game graphics.
The style of horse game 2 is very interesting, I might try making a similar styled game now
Horse Game 2 looks very unique and I would definitely play it
7:11 This is the approach I took with my first piece of garbage; not because I'm some sort of big brain, but because i was also decompiling a .swf file and that's just how flash does things: In scenes that make objects come and go.
Amazing video. Keep it up.
Might be doing something similar myself
I started a new project a month ago, thanks for the reminder to stop procrastinating on persistence immediately!
your editing is top notch. you deserve 10 trillion subs
Or you could have a parent scene where your player is. Then you could make level scenes that you load into the parent scene with a ResourceLoader and put them in as a node. Then you just load scenes into the parent scene seamlessly.
I wish you the very best of luck and success!
2023? You uploaded this two days ago? What year are you in?
Man, the clipping on the horse and seeing its brain is kinda funny, it reminds me of the ideas i never implemented for weird games... although i'm not interested in those now...
Funny thing: you said you wanted an inventory system like Skyrim and it ended up causing saves to not load properly the longer they went on, Skyrim actually had this game breaking bug at launch too, though I think it was mainly on the PS3 version
Epic guy you are
wild name
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
If you haven't already read Data Oriented Design by R. Fabian, you've already got half of it. It's not super in-depth, but the variety of ideas for this "representation" style of gamedev is something I think you'll really enjoy
I love the art style, very unique
dear santa, horse game 1 is cool .
incredible algorithm pull
Very kewl where is new video when ???? It’s been 2 days already!!!!
Why would the merchant need to have the items ready to go? Just create the item when the player buys it and reduce the stock counter.
what's stupid about game development is copyright code. fuck it.
Godspeed, horse-man
"I do not fear the man who practiced a single kick 10,000 times. I fear the man whose been kicked 10,000 times and somehow is still alive" -Luce Bree.
hell yeah
I’m getting the feeling this guy likes horses
Nice video
I need horse game 2
Why you gotta double down on your name 🤣🤣🤣Dick Benis🤣🤣 Great video btw, feels like those with high sub count ones
Wow nice to see. Just think of minecraft by breaking up data in zone map > folders to store data by position. Not sure what it called. Just load what needed.
oh hell yea this video is epic
Game looks pretty cool, good luck on future endeavors!
Side note : weird how half the comments are just complaining about Godot for unrelated reasons
2:45 i didn't know they let people who do that become scientists good job 😮
0:05 um sir why am I in your car
I'm drunk af right now, and at least the intro gave me the headspin of doom.
This is gonna blow up.
This game looks like a mess… in a good way tho. I’d absolutely love to play it 👺 finish it please
amazing video
There's 0 reason to instantiate all those items thousands of times :P My brain hurts trying to understand how you got there. Bravo
Great video, but the voice recording is heavy on the bass and makes it hard to hear what you're saying. 🤗
I think the biggest downfall of Godot is that the community is too focused on the "We're better than unity because were open source and if you say otherwise you're BAD" to actually stop and fix the problems holding them back. I would have a lot less issues with Godot if it wasn't sold as a complete package that it isn't. Take blender for example: nobody in blender's community will argue that blender has better sculpting than Zbrush, or better simulation than Houdini, they will just say that it's the tool they prefer.
This is how I feel. Its even more separated and gatekept now, I say, given the current civil war that was made from a completely unnecessary and dumb tweet.
who is "selling" it as a complete package? i don't know how you can be more clear than the founder announcing publically that it's not a unity replacement last year. at this point i feel bad for the maintainers to have their (free) passion project hijacked by a bunch of drama vultures that don't even make games let alone code
@@scrimb you are being intentionally dense. Obviously the free thing is not being "sold". And my comment clearly mentions the community, not the founders. Take one look on social media and you will find many people potraying Godot as a unity replacement.
@@jamesmackinnon6108 This seems like such a strawman, because I did as you said and could not really find it being portrayed specifically that way. Maybe it's a twitter only thing? I dunno I have that blocked. And no I am not trying to be dense bruh please do not respond with that, I literally searched (almost)everywhere, even went on reddit for gods sake and all I could find is people saying something similar to "Godot is NOT unity" or just a flatout Pros vs Cons list.
@@actuallyjustbored Perhaps your algorithm is different from mine. Admittedly it is more often a sentiment than it is explicitly said out loud, but here are a few videos offering godot as an alternative to unity:
- ua-cam.com/video/_L711ozxQbw/v-deo.html
- ua-cam.com/video/EYt6uDr-PHQ/v-deo.html
- ua-cam.com/video/Edv-xI_29AE/v-deo.html
My "intentionally dense" comment was directed at him pointing out that nobody was selling godot. There aren't many videos portraying Godot as "better" than unity but there are many comments with that sentiment, if you care to find them.
For reference I don't particularly care for unity either, but I'm bothered that people can't discuss real issues of the engine without an army of people coming to its defense. I want godot to succeed but it will not if people pretend nothing is wrong.
Godot 4 Life!
Godot is totally not a cult >w
Unity is the best its not up for debate so you can rest
Unity is the best its not up for debate so you can rest
bait
Ever hear of scope creep? Design by subtraction?
1:07 hl2 poison zombie sfx
what the sigma?? this game is good
bruh your script is hilarious 😂
oh my god doshin music‼️‼️
yea this is why you should never start with big projects, i made around 50-60 games in the first 2 years, published 4 made some buck with 2 of them, the rest abandoned at various stages, and bcs they were small it was never an issue to abandon them, with bigger proj this could be devastating, and trying to revitalize abandoned broken project later on is a form of torture by itself
here at 1,443 views, good shit
you lost me at Ham sandwitch
250th sub :))
How do I learn making models like you did? The only reason why my game is 2d is because I am not good enough at 3d modelling. I love your style. I have years of industry experience working on a renderer for simulations but I am simply a programmer with an insane love for games. However, I can't 3d model for fuck. Retro low poly (like your game, like cruelty squad) is what I aim to make and since you do that so perfectly, do you have tips? I can only think of grinding blender till I get better. Thats what I did with programming at least.
don't know how he did, but i just saw blenderguru's donut tutorial and decided to get blender and follow it for fun
most of the time i just make guns now
i guess you should just get started
yes, horse game 2 please, ty
Sound like you suffered massive OOP brain, as many new devs do. They tend to think everything in the Gameworld is an object, a thing.
In real games you would just generate an NPCs items as you looted them, and it would just be an array item ids.
Loot NPC -> generate id -> send to inventory -> create items.
oop and factories are just two different approaches to the same thing. in the end you're still instantiating blocks of memory that conforms to the same logic/type. it's kind of a pointless discussion, really
This distinction only matters when you're saving the gamestate. While running you either have id's or memory references: they occupy roughly the same amount of space.
I think you’re talking about object representation/serialisation
Nice ad
HORSE 🐎
Don't give up! I want to see a finished version of the game!
It looks awesome!
what's funny is that your voice started lagging as soon as you talked about creating loading screens to eliminate loading screens 😂
😢😭
your bass boost is giving me a headache
As a dev I think its a mistake sorry to tell you this but its better just add lots of bandages and release a game than remake it from scrach. Otherwise there is a huge chance that you will fall into development limbo. There no such thing as perfection and sadly some times its better to learn from mistakes just so that you won't make them in your next project than try to fix them by digging out the whole framework. Good luck, and I hope you be able to succed in whatever you making, just a small advice from a dev that still stuck in a limbo.
depends on the situation, i say. if you have a good enough plan then you have better chances of making a better result from a rewrite.
Depends on the scale of the mess and of the game. Our first attempts often become unfixable messes. If it's a small game, it's probably not a big deal. If not, then trying to finish it might be a chore that leads to burnout. You need to assess whether it's prohibitively difficult to keep going. Either way, there will be a lesson to be learned.
You also have to assess how re-writing it will be. Sometimes it's as much of a chore, other times it's a breath of fresh air that takes a load off your back and allows you to take it slow and steady and to think properly.
This is all assuming you're not on a deadline.
Well , good luck on your journey.
I've got a directory full of old projects that have been left rotting in many different stages of non-completion for quite a while. One day , one of them may be pulled out , dusted off and completed. Who knows.
Some of those projects are rotting in the dark abyss directory, exactly because of the reasons you list in your video. Get so far into a project, then realize a fatal flaw that will pretty much require a complete rebuild from the ground up , because the duct tape holding the code together is frayed and starting to rip lol.
Refactoring would likely be more time consuming and tedious and lead to more hacks to get something "working", than starting over and salvaging the assets / scripts that I could.
Hope your sanity holds out, I'm rooting for ya man lol.
I was about to quit game deving too, all because I used the wrong tool (godot)
glad I did not, glad I used a real game engine that works without me having to fix bugs that are present for years and now my game is my main job.
14:50 insisting on the error... godot 4.1 and up is as buggy if not more than the previous versions, no ofense, but with your artstyle you can even use mv3d with rpg maker and have a way better time.
you have experience with mv3d?
Yeah there's no reason why a low poly intentionally shitty looking art style game like that needs to use a big fancy new engine, you could probably make it in blitz3d if you really wanted to 😂 There's a version of blitz3d that apparently has backwards compatibility all the way back to windows 95, that alone is a pretty compelling draw to use it instead of unreal or unity or godot for a game like this. If it was using a more modern realistic HD art style with PBR textures and whatnot it would be a completely different story, but, it isn't, so it doesn't need the bloat and higher OS and resource requirements of those bigger newer engines to run