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Showing posts from September, 2024

Should you juggle between multiple game dev projects?

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I think the majority of indie devs juggle multiple projects, and for good reason. I want to talk about whether this approach is beneficial or not. You often hear people saying you should focus on one thing at a time, but I believe that what's right for one person isn't necessarily right for another. Humans are naturally inclined towards multitasking, not in the sense of doing two things simultaneously, but in the sense of breaking up your day to work on different things. You might spend a couple of hours on one project, then switch to another for a bit, and so on. First, let’s look at the issue of starting too many projects and how it might impact your ability to actually finish a game. A common trap is starting something new, working on it for a few weeks or months, then dropping it for a shiny new idea. I’ll admit, this has happened to me occasionally, but usually for reasons not related to the allure of a new project—sometimes life just gets in the way, and you have to reduc...

Why I’m Participating in This Year’s Spooktober Jam

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  Before I explain why I made this decision, let me give you some context about last year’s Spooktober Jam. Participating in this jam has become a tradition for me—this will be my fourth time taking part. However, this time around, I’ll be taking on a different role. While I’ll still lead the project, I won’t be handling the programming. Since I don’t have much experience with the Godot engine, I’ll focus on what I’m best at: production and narrative design. The idea for the narrative of this game came to me last year, right after finishing our entry for the previous Spooktober Jam. I thought, “What if we did a twisted version of the classic fairy tale Hansel and Gretel, but with a humorous twist similar to  The Addams Family ?" And that's when the idea for  Cook or Be Cooked  was born. At first, I shelved the idea because I had other projects and personal matters to focus on, but the concept kept resurfacing in my mind—how the story should unfold and how the visuals...

Switching from Unreal Engine to Godot: Why I Made the Change

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  It’s been about a month since I wrote a post explaining why I chose Unreal Engine 5 to develop my game. Now, after several frustrating months of trying to overcome engine-specific barriers, I’ve made the difficult decision to switch to Godot. It’s a bit embarrassing to admit this after all the time I spent learning Unreal, but some issues with the engine, particularly with 2D development, made it impossible to continue. I want to clarify that I’ve been learning Unreal Engine for a few months, mostly for 3D game development, which Unreal excels at. There’s no doubt that for 3D, Unreal is one of the best engines out there—if not the best. However, when it comes to 2D games, the situation is entirely different. Unreal Engine has so many issues handling purely 2d games that make the engine impossible to use. Let me try and explainthe roadblocks I’ve faced over the past few months to better understand why I’ve decided to switch. Camera Bounds The biggest challenge I encounte...

Why Indie Games Aren't Smaller AAA Productions

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 This topic has been on my mind for months, but I was never motivated enough to fully explain why indie game development is vastly different from smaller AAA (or AA) productions. While, on the surface, it may seem like indie developers can borrow techniques from AA-AAA studios, the reality is entirely different. Having worked in both AAA and indie teams, I can confidently say that the only true similarity is that both create video games. But first, let me clarify what I mean by "indie game development." I'm referring to small teams, often fewer than five people, or solo developers, who work with little to no budget—unlike AA or AAA productions, where budgets can reach several millions. AA games, are indeed smaller versions of AAA productions, sharing many of the same workflows and resources. Now, let’s focus on why indie developers can’t simply borrow strategies from AA or AAA studios. The Small Business Analogy To put it simply, being an indie developer is like running a...

What Gamescom Taught Me This Year As An Indie Developer

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 ​It’s been a while since I last updated my devlog, and a lot has happened over the past few weeks. First, I had the incredible opportunity to attend Gamescom this year, where I was given a booth to present my game. Shortly after returning, I faced some personal and family issues that required my attention. Despite these challenges, I’ve had time to reflect on my experience at Gamescom, which I’ll share in this post. Now, let’s get into the nitty-gritty of my experience from Gamescom this year and whether it’s worth participating as an indie developer. First, let me clarify what I mean by "indie developer." This term is used quite broadly these days. An indie developer could be someone with no budget, working alone or with a small team, or it could refer to a team working on a AA game with a budget of $10 million. In my case, I’m referring to indie developers with little to no budget, and I’ll discuss what value Gamescom can offer for developers like us. Gamescom Steam Festiv...