You CAN make a game without coding (and here’s how) - DEVLOG 21

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  • čas přidán 19. 07. 2024
  • Patreon: / pointandclickd
    Can you make a game without writing any code at all? Well, yeah, you can actually. Here’s how I’ve discovered the joy of visual scripting in Adventure Creator, and how you can too.
    The discord: / discord
    My Twitter: / pointandclickd
    Dexter Stardust on Steam: store.steampowered.com/app/16...
    The AC tutorial: • Adventure Creator Tuto...
    #devlog #gamedev #indiegames
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Komentáře • 26

  • @pcd
    @pcd  Před 2 měsíci

    You can now wishlist my game on Steam! steampowered.com/app/2967630

  • @c0dexus
    @c0dexus Před 2 lety +7

    I'm a software engineer, I've been programming for over 30 years and I also use Adventure Creator. I'm making games in my free time, so if I can focus on the fun creative parts rather than do more coding at home, that's 100% a win in my book.
    Great video, I hope your channel will inspire more people to make games even if they don't know programming!

  • @mattczak
    @mattczak Před 2 lety +2

    I love getting a notification that you’ve got a new video up-great as always! I feel the same way about visual scripting being pretty zen. Having banged my head against C# enough to feel good about the basics-enough to make basic gameplay happen painfully-it was such a relief to move to AC and Playmaker, and much more in tune with the way my brain works. I do think I got a lot out of the struggle with C# though, and I feel comfortable taking occasional peeks under the hood of Unity to tweak something or figure out what’s going wrong.

  • @CreativeSteve69
    @CreativeSteve69 Před 2 lety +3

    Thanks for taking your time to create this new series. Also would like to say it's great to see ya getting more comfortable being in front of the camera now and you got a soothing voice as well. I've been self-learning myself Unreal Engine and recently picked-up the adventure game toolkit on sale last month. I'm also a visual learner n finding node-based programs to be more at ease on my eyes than code.

  • @JoelHadd
    @JoelHadd Před 6 měsíci

    That's fascinating! I've had similar zen-like experiences in Pure Data, a visual programing language for making music. There was still a learning curve to it, but it didn't take all that much time before I was creating things for my own purposes, and problem-solving my way through challenges.
    Where as learning CSound, a text-based coding language for making music--which I set out to learn at one point--was much more daunting, and it felt like it would take eons of time, if ever, before I would be able to use it creatively or even understand the basics--though I know CSound is a powerful tool, and there are musicians and programmers who can exploit that power creatively.
    This is a great series. I'm really enjoying following your journey through making this game. I appreciate your approach and attitude of enjoying the process, and the insights you are sharing along the way. It's inspiring! Thank you.

  • @yorkipudd1728
    @yorkipudd1728 Před 2 lety +1

    Thank you very much for taking the time to do this series. You've done a cracking job with the art! I've had a similar journey and wasted a lot of time and you've convinced me that my brain, a similar code sieve, will be able to manage this plugin.
    See you on discord mate.

  • @nivekmartin9600
    @nivekmartin9600 Před 2 lety +2

    With other Unity tool assets like 2D Toolkit, Dialogue, visual scripting (like playmaker/Bolt), there really is no excuse to "I can't make games because I don't know how to code" is an overstatement now. Of course, it's not the end all be all, but to start, there is no greater time to make games than now.

  • @Sadtape
    @Sadtape Před 2 lety +1

    i must have gone through a similar path attempting and all those game engines and hitting a wall with each one. Really connecting with each of these videos. Excited to revisit that walkthrough you did once I start putting together my own game.

  • @renanbp
    @renanbp Před 2 lety

    Thank you so much for that review! It convinced me to move on with my game idea. I'm also a visual learner. :D

  • @Helthurian
    @Helthurian Před 2 lety

    Blueprints in UE4 we're like this to me. It's awesome that you can certainly make a low to moderately high complexity game without code now.

  • @bendux
    @bendux Před 2 lety

    Have you ever thought about making a podcast? You have such a pleasant voice. Great video!

  • @media_dept
    @media_dept Před 2 lety

    Nice one Ads. 😍 I've been weeks off Unity just because I realised I need to figure out my action lists on paper. I have a game coming that's hopefully not too much for the protagonist over many scenes. But to learn the trade I've first created a character with 100s things to do in one scene. I'm not saying I'm wise. At all. 😲

  • @zfsachsag
    @zfsachsag Před 2 lety

    Being a die hard fan of the old lucasarts games, it’s great to see a video like this! I have a question, say when you are ready to push your game out on a platform like steam - would it be easy to? If I remember correctly unity takes some of the cut yes?

    • @pcd
      @pcd  Před 2 lety +1

      I think you only have to pay Unity when you earn in excess of $100,000 a year from sales.

    • @zfsachsag
      @zfsachsag Před 2 lety

      Ah gotchu. Love your videos, really appreciate how much time you’ve put into the tutorials!

  • @leokhorn
    @leokhorn Před 2 lety +2

    I guess it depends on your definition of "coding", but... as far as I'm concerned, you've never stopped coding 😀. It just looks different, but all the logic remains and you'll still encounter the same challenges as someone coding in text. Ah well, if that's all that kept you from coding, huzzah! Welcome to the fold.

  • @RoeZers
    @RoeZers Před 2 lety

    In my game i also used to have these huge actionlists but even with a tiny puzzle that takes about 20 player actions to complete this started to become really annoying to play test. I am wondering how you test your game?
    I decided to split up all my actionlist and make very clear distinction between an action list and a cutscene and I started using objectives for each action a user has to complete.
    After that i created a Testing menu in the game which allows me to easily set objectives to completed and when you complete an objective it automatically adds/removes items from your inventory, setup things in the scene, etc. So when i complete an objective in the game i don't use the action 'objective->set state' but rather an 'action list: run' and call my 'objective X completed' actionlist asset. This way my testing window AND the game call the same actionlists which makes testing really fast and reliable.
    My testing window now also contains a list of all the scenes so you can quickly 'teleport' between scenes and it also has a list of all the cutscenes in the current scene which you can click and they will play, this last one makes it sooo much faster to put together certain cutscenes that happen further on in the game.
    I am now also in the process of using the Unity Testing Framewortk to run my entire game from beginning to end so i don't have to keep clicking through it myself every time i make a change.
    Good luck on your adventure of creating an adventure game, really cool to follow someone who has the same dream!

    • @pcd
      @pcd  Před 2 lety

      This sounds very thorough! Currently I’m just testing things by switching variable states to “true” and checking “carry on start” for certain inventory items.

    • @RoeZers
      @RoeZers Před 2 lety

      ​@@pcd I used to do that as well but i got really tired of doing it over and over again, I kinda like my approach now with the objectives and the testing menu but i'll have to see how this works once I add more puzzles. I find myself keep doing the entire game over and over to find that perfection like you were talking about. I sorta don't want to add more puzzles until I have this first one completely perfected, yet my friend who does the art keeps pushing new animations, backgrounds and items :)

  • @MindstalkerMedia
    @MindstalkerMedia Před 2 lety

    I wish I could start my first adventure game but the thing is...I´m no artist. Where is the toolkit to help me with creating artwork / background for my game idea?
    Art style should be fitting and that´s nothing you can do by getting assets from all over the interwebs together.
    Sadly, I can´t think of any toolkit/software that helps me building my backgrounds / scenes in terms of graphics (like different backdrops and stuff you can add in and move around until you´re happy - like a park and some trees, benches, bushes and so on as props...)

    • @kittenloveer1625
      @kittenloveer1625 Před 2 lety +1

      Have you thought of learning how to do pixle art? I am an artist so I might be biased but in general I've found pixle art to be a lot easier (though time consuming) than regular digital art. Check out some of the videos on CZcams and practice a bit. Hope you're game is going well! Good luck!

  • @user-kp2dj2zx6v
    @user-kp2dj2zx6v Před 2 lety

    I do kinda know how to code BUT I don't know HOW TO DRAW... Can you please make a video on how to go around that

    • @kittenloveer1625
      @kittenloveer1625 Před 2 lety

      Check out some of the other awesome channels on CZcams! I recommend using pixle art if possible as (I at least) find it a lot easier (especially for animation!). That being said, all art still takes practice and dedication. Good luck with your game!

  • @gosubtotheogaloo
    @gosubtotheogaloo Před 2 lety

    0 likes. What a miracle

  • @adamaze2920
    @adamaze2920 Před 2 lety

    and without your own art😃