Start small, my first game I did in under two weeks. I gradually worked up to being able to make bigger games. Dedication is a skill you can train like any other
@@Kabanchik85 Well, a year went by! How'd it go? Just today I'm starting this Game Dev journey, so I was wondering how much progress can be made in a year.
@@lu6831 A lot have changed, but I still have a lot to do. I got a lot better with graphics API's, written my little primitive OpenGL PBR renderer and writing Vulkan clustered deferred renderer at the moment in my spare time, using GPU compute and trying to make something modern. As a main activity I'm still grinding towards UE4 game of mine, it's hard to keep consistent pace because at some point you start to question yourself again what you do and why, and sometimes it may look pointless, but in general almost every day after work and at weekends I spend a few hours working on it. Luckily with my background the main problem for me is not the skill at this point, but to find the right motivation and always keep the final picture in my head. In terms of the engine I use I got all the major systems running to form the base of my game, it's message queue, allowing me to decouple a lot of glue code you have to write in a game, modular utility AI framework, which in general avoids the AI framework that engine provides, because after experimenting with it I decided to do something that will serve my purpose better, editor utilities/generators to automate asset placement and content tasks in general, and a bunch of minor things like input handling/blocking/overriding system and so on. Right now the biggest problem is to assemble levels and manage materials, and assets in general. At some point I ran out of tasks that were obvious and 100% needed for the game's foundation, so I had to start making test level and pushing it to see what immediate needs will emerge and if I need some additional subsystem or if the concept is not good at all. So in general some progress was made, it's of varying quality and quantity in different areas, but it's there. You just have to push, no matter what, always pushing is what makes it all happen. I have a lot of colleagues trying to make a game but most of them stop, or slow down considerably and eventually stop, because they consider things to be hard or not worth the effort or anything else. It's something akin to a trap, so you just have to start and find the way to motivate yourself, find the feedback loop short enough to motivate you with some results here and there, but with some things you will have to grind, it's kind of a Dark Souls experience, once you made something that was in progress long enough, you will see the pattern and it'll be easier to overcome the next major challenge. If you feel comfy and lazy, just push yourself again, or make the environment push you. Just push and never stop. It'll take you very far.
Its so inpiring to see you grow as a person, you are the definition of "never give up", staying disciplined over years in game development, thats a great quality that one can dream of, with the godot 4 I hope you make even better stuff. Thanks for making games and delivering content to us.
They disqualified you without telling you? What a bunch of depressed losers. I would have gotten in contact with them, and forced them to sit there for 10 hours, watching me remake the game faster than I had previously. What a joke.
This is amazing. I dream to be like you. To be able to complete at least one game is a lot of dedication.
Start small, my first game I did in under two weeks. I gradually worked up to being able to make bigger games. Dedication is a skill you can train like any other
@@Miziziziz Thank you. I wish you all the best. Hope to come back in a few years with something to show too.
@@Kabanchik85 Well, a year went by! How'd it go?
Just today I'm starting this Game Dev journey, so I was wondering how much progress can be made in a year.
@@lu6831 A lot have changed, but I still have a lot to do. I got a lot better with graphics API's, written my little primitive OpenGL PBR renderer and writing Vulkan clustered deferred renderer at the moment in my spare time, using GPU compute and trying to make something modern. As a main activity I'm still grinding towards UE4 game of mine, it's hard to keep consistent pace because at some point you start to question yourself again what you do and why, and sometimes it may look pointless, but in general almost every day after work and at weekends I spend a few hours working on it. Luckily with my background the main problem for me is not the skill at this point, but to find the right motivation and always keep the final picture in my head. In terms of the engine I use I got all the major systems running to form the base of my game, it's message queue, allowing me to decouple a lot of glue code you have to write in a game, modular utility AI framework, which in general avoids the AI framework that engine provides, because after experimenting with it I decided to do something that will serve my purpose better, editor utilities/generators to automate asset placement and content tasks in general, and a bunch of minor things like input handling/blocking/overriding system and so on. Right now the biggest problem is to assemble levels and manage materials, and assets in general. At some point I ran out of tasks that were obvious and 100% needed for the game's foundation, so I had to start making test level and pushing it to see what immediate needs will emerge and if I need some additional subsystem or if the concept is not good at all. So in general some progress was made, it's of varying quality and quantity in different areas, but it's there. You just have to push, no matter what, always pushing is what makes it all happen. I have a lot of colleagues trying to make a game but most of them stop, or slow down considerably and eventually stop, because they consider things to be hard or not worth the effort or anything else. It's something akin to a trap, so you just have to start and find the way to motivate yourself, find the feedback loop short enough to motivate you with some results here and there, but with some things you will have to grind, it's kind of a Dark Souls experience, once you made something that was in progress long enough, you will see the pattern and it'll be easier to overcome the next major challenge. If you feel comfy and lazy, just push yourself again, or make the environment push you. Just push and never stop. It'll take you very far.
@@Kabanchik85
Miziziziz: start small
Everyone: I started making a game engine
I lost it all when he showed that middle finger gently.
Breh you got so good that they kicked you outta hackathon
I'm nau a fan :D
Really inspiring ! Thanks for showing us your efforts and results.
The "Shadowless" concept is really good and it's so inspiring to see how far you've come🔥 keep up the good work ❤️
all your games have this eerie feeling and i love it
damn, can't believe this dude made celeste
what? he did?
@@musikalniyfanboichik he did... 3:16
trolled ecksdee ecksdee xdx dxd xdxd
@@mirtilo yeah i watched the video till the end, lol
instablaster.
Nice! That's fun to see how different are every game :p
Very cool to see your creative journey from the beginning to where you are today, cheers
Aren't you afraid that Mozart will copyright claim on this?
"see you in 2021" already excited.
Gettin' close :o
dude, I'm crying 5:56
Yooooo kudos finishing loads of games. Did you make all the music by yourself? Pretty good imo
I recognise those music loops, Soundation. I used to use that too.
This man is very creative
How did you learned it and what language did you use?
watched a lot of tutorials, mostly by Brackeys, and used C# with Unity
thanks sweetie and good luck in the future ^^
@@coolboy9979 What a sweet sweetie mcsweetface he is
Its so inpiring to see you grow as a person, you are the definition of "never give up", staying disciplined over years in game development, thats a great quality that one can dream of, with the godot 4 I hope you make even better stuff. Thanks for making games and delivering content to us.
Oh shit boy, we gettin close to the next round of this!!
very inspiring
I am from the future. You did well.
Its 2021 baby !!!
Bullet Maze was Super Hot before Super Hot was super hot.
Why did you suddenly choose to try Godot?
Godot had a small download size and it wasn't as performance-demanding is Unity meaning Godot ran better on his PC than unity
1. shadowless, a kenshi-esq strand-like game
What is between you and symphony no 40
ok, the music of shadowless is very good
The "Its The Room" game link on your website is broken so I can't play it :(
Sup man it's 2021
how old were you when you made your first game?
18
shadowless ----- > has a lot of shadows
Hackathon judges be like
Every successful game developer: blah blah blah made for ludum dare
Wow the judges really did that? What asses
They disqualified you without telling you? What a bunch of depressed losers. I would have gotten in contact with them, and forced them to sit there for 10 hours, watching me remake the game faster than I had previously. What a joke.
see you in 2021 xd hi
Oh shit you made Celeste?? Jk