My development Jouney - Devlog



In this Devlog, I'm trying to share my experiences and lessons learned during the development of my game. I've structured it in a way that I hope will be helpful to others, focusing on broader themes rather than getting bogged down in specific details. My goal is to offer insights that can be applied to your own game development projects, whether you're just starting out or looking to improve your skills.

 

Planning:

I divided my ten days into a very strict schedule to give myself structure and discipline, so that unlike last time I participated, I can deliver a finished game.

I allocated just one day for generating ideas, five days for the actual implementation, one day for creating all the graphics, another day for audio, and finally, I reserved two days for polishing the game.

What I Learned:

The plan indeed provided the structure and goals I hoped for, giving me daily targets to strive towards and thus, significantly boosting my motivation. However, I realized that I should have allowed for a bit more flexibility in the schedule. Some days, I found myself wasting time, while I became incredibly efficient just before the deadline. Additionally, unexpectedly losing a day threw me into a panic and caused a major setback. Therefore, next time, I'll likely include a contingency day, just in case.

 

Idea:

The theme of "isolation" sparked numerous compelling ideas rather swiftly. I was immediately drawn to the concept of crafting an escape-room-style game, where the player finds themselves confined within a cell, endeavoring to liberate themselves through various interactions with the environment.

Sketches began to materialize, allowing me to flesh out my initial concept. Given my limited experience with 3D game development, I opted for a safer route with 2D graphics to mitigate risks. However, as my idea neared completion, doubts crept in regarding its potential for excitement and engagement, particularly considering my shortcomings in creating intricate, realistic visuals.

Thus, a pivotal shift occurred: Instead of embodying the isolated entity, players would assume the role of the liberator, all the while contending with a hostile narrator intent on thwarting their efforts. This alteration injected a newfound sense of enjoyment, elevating the overall entertainment value significantly. As I delved deeper into the project, generating additional sketches and concepts, I couldn't deny that my envisioned timeline for Day 1 was slowly slipping away. What I had was a rough idea, but not concrete plans. It wasn't until I began implementation that the specifics started to crystallize.

What I Learned:

The initial idea doesn't always have to be flawless. On the contrary, when one idea leads to another, abandoning the former often results in a superior outcome. Rushing to jot down every idea as quickly as possible isn't always the most effective approach, as the best idea might not reveal itself until hours later.

 

Progress:

Despite initial doubts, the implementation proceeded relatively smoothly. Step by step, I developed a clearer vision of my game, and, most importantly, I found immense joy in bringing my ideas to life. I tackled the game scene by scene, opting to move on to the next only when fully satisfied with the previous one. I even omitted certain scenes, such as the loading screen, anticipating that better ideas might emerge later — and indeed they did.

Now, this might sound a bit too perfect and seamless, and yes, I'll concede to that. It certainly wasn't without its bugs, which often consumed hours of my time, system crashes, and bouts of demotivation. However, my determination to complete the game by the deadline provided me with the necessary resilience to persist, even when I felt like giving up.

What I Learned:

First and foremost, contrary to my initial belief, starting with an unfinished idea was not a mistake at all. Instead, it provided me with a sense of freedom to implement whatever I pleased. It fueled my motivation, and the game and new ideas seemed to surround me, gradually emerging over time. This might be a point of contention for many, as I too once believed that thorough planning from the outset was the key to a successful game. However, unlike other projects, I found myself much more motivated this time around.

Additionally, I owe immense gratitude to the hosts of this competition. I realized the immense value of a deadline that must be met, and how it defines a clear goal to constantly strive towards. Without such a deadline, I likely would have never been able to complete this game.

 

Graphics:

Up until this point, I had programmed the game using nothing but placeholders. Now, it was time to imbue my game with character through its visual presentation. After a rather dismal attempt at vector art, I quickly settled on using pixel art, as it was the only art style I truly mastered and felt confident in.

I aimed for a minimalist and unembellished aesthetic, ensuring that every object displayed on the screen served a purpose rather than mere decoration, just as a player would expect in such a game.

However, consistency in art style was not my primary concern. I strived to keep interactive objects clean and polished while eschewing intricate details, while imbuing the creature with a distinct personality through a somewhat chaotic and almost hand-drawn art style.

What I Learned:

Through the process of designing the graphics for my game, I came to understand the importance of selecting an art style that not only aligns with my skill set but also effectively communicates the intended atmosphere and gameplay experience. While my initial attempt with vector art was unsuccessful, pivoting to pixel art proved to be a decision rooted in both practicality and aesthetic appeal.

Moreover, I learned the significance of maintaining consistency within certain aspects of the art style while allowing for deliberate deviations to convey different meanings or functions within the game. This approach helped establish a visual hierarchy and clarity for players, enhancing their understanding and engagement with the game world.

 

Audio:

While I lack proficiency in musical instruments and don't particularly enjoy listening to music, creating my own music was almost out of the question. However, I found immense joy in selecting music for the game. This led me to discover three incredible websites for music: Pixabay, OpenGameArt, and itch.io. Each provided me with a vast selection of music that elevated my game to new heights.

Additionally, I needed a voice actor for the narrator in the game. Since using my own voice was out of the question due to my poor spoken English, I explored various text-to-speech websites. However, none of them convinced me, as the emotions sounded too artificial. That's where AI came into play. After trying out several platforms, Elevenlabs emerged as my clear favorite. The voice acting sounds extremely realistic and emotional. I believe it perfectly captures the essence of the angry narrator's role in the game!

What I Learned:

I was already aware of the significant impact music can have on shaping the character of a game, and this experience served as yet another example of its importance. Without the necessity to explore music options, I might never have discovered just how realistic and effective AI voice acting can be. It was eye-opening to witness how technology has advanced in this regard. I'm definitely inclined to utilize it again in the future. It comes with my wholehearted recommendation! No, I am not getting money for that ;)

 

Polish:

My last two days were reserved for polishing. I endeavored to squash every remaining bug and added sound effects. While I know many opt for professional websites, for me, it's almost a tradition to use my mouth for sound effects. I created particles that significantly enhanced my game, along with implementing a screen shake effect. There were many more enhancements planned, but unfortunately, time was not on my side. Thus, I had to settle for quickly creating a background and an end scene.

What I Learned:

Sometimes, it's necessary to come to terms with not accomplishing everything one hoped for, but that's not a negative thing. The most important aspect is being content with the result and being eager to publish it, and I was. Initially, I had plans to expand my game to include two more creatures, but in the end, I only had time for one, and yet I was still satisfied with the outcome.

 

 

 

It's been an incredible experience, from the initial spark of an idea to the final push to polish and refine every aspect of the game. I've learned so much along the way, not just about game development techniques and tools but also time management and how to keep myself motivated.

There were moments of doubt and frustration, times when bugs seemed insurmountable and deadlines loomed ominously. Yet, through perseverance and determination, I overcame each obstacle. I've discovered the value of flexibility, of being willing to adapt and iterate on ideas, even if it means straying from the original plan.

Ultimately, this journey has reinforced my passion for game development and storytelling. It's shown me that even in the face of challenges, creativity knows no bounds. In conclusion, this was totally worth participating.

 

I hope this Devlog has provided you with valuable insights into the development of my game. I've aimed to keep it relatively general, focusing more on overarching lessons rather than specific details, so that you can learn from both my mistakes and successes. My wish is that it will help you improve your next game as well. Best wishes to all!

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