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    <title>DEV Community: Cedric Marcellin</title>
    <description>The latest articles on DEV Community by Cedric Marcellin (@tuskat).</description>
    <link>https://dev.to/tuskat</link>
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      <title>DEV Community: Cedric Marcellin</title>
      <link>https://dev.to/tuskat</link>
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    <item>
      <title>Coming back to my game-dev hobby after a burnout</title>
      <dc:creator>Cedric Marcellin</dc:creator>
      <pubDate>Tue, 21 Jul 2020 03:43:04 +0000</pubDate>
      <link>https://dev.to/tuskat/coming-back-to-my-game-dev-hobby-after-a-burnout-3bkp</link>
      <guid>https://dev.to/tuskat/coming-back-to-my-game-dev-hobby-after-a-burnout-3bkp</guid>
      <description>&lt;p&gt;The &lt;a href="https://tuskat.itch.io/road-to-dakar" rel="noopener noreferrer"&gt;game is available on itch.io&lt;/a&gt;. it's Free, on Mac, Windows and Linux. &lt;br&gt;
&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/4uZWamo5OOc"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;h1&gt;
  
  
  Before we start
&lt;/h1&gt;

&lt;p&gt;The focus of this article is &lt;strong&gt;burnout&lt;/strong&gt;. &lt;/p&gt;

&lt;p&gt;I do not speak about a lot of technicalities behind the game, unity or code, but if you have questions about these, I'll be more than happy to answer. &lt;br&gt;
I'll also make a post mortem on the game later.&lt;/p&gt;

&lt;p&gt;I don't want to say "You do this, you think that" because everyone will have different ways of going around burnout, and it's a topic with very personal nuances for every individuals. &lt;/p&gt;

&lt;p&gt;I want my perspective to help you, but it's still just my perspective, nothing is absolute in what I say.&lt;/p&gt;

&lt;p&gt;Everyone got their own way of doing things, and I want to respect that. &lt;/p&gt;

&lt;p&gt;Also if you have tips on overcoming burnout, feel free to share them :)&lt;/p&gt;
&lt;h1&gt;
  
  
  The burnout part
&lt;/h1&gt;

&lt;p&gt;I make games in my free time as a hobby.&lt;/p&gt;

&lt;p&gt;After working on &lt;a href="https://dev.to/tuskat/what-i-ve-learned-from-my-2nd-game-teddy-s-crew-2dpc"&gt;Teddy's Crew&lt;/a&gt; I took a break. &lt;/p&gt;

&lt;p&gt;Of &lt;strong&gt;4 months&lt;/strong&gt;. &lt;/p&gt;

&lt;p&gt;It wasn't so much linked to the game itself, I loved working on it. &lt;/p&gt;

&lt;p&gt;It's just I had some work related issues and other things running in parallel, add you know...the entirety of 2020.&lt;/p&gt;

&lt;p&gt;My brain made that weird parallel between game development and pain.&lt;/p&gt;

&lt;p&gt;I had a lot of resistance to overcome and I'll tell you what I did to overcome it.&lt;/p&gt;
&lt;h1&gt;
  
  
  Getting back to it
&lt;/h1&gt;
&lt;h3&gt;
  
  
  I accepted that I needed rest.
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2F6t21jb3szdqx1zxm6ydf.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2F6t21jb3szdqx1zxm6ydf.gif" alt="No energy"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I tried to force myself back to it many times, and then blamed myself for not succeeding in doing so. &lt;/p&gt;

&lt;p&gt;It's very counter-productive, and only put me further away from doing what I wanted.&lt;/p&gt;

&lt;p&gt;I had to accept that for the moment, it was a no-no, &lt;br&gt;
and I tried to figure out &lt;strong&gt;why&lt;/strong&gt;. &lt;/p&gt;

&lt;p&gt;I Let my mind wander, did some meditation, &lt;br&gt;
started to make daily diary entries, &lt;br&gt;
and slowly tried to figure out what my brain is being reluctant to say.&lt;/p&gt;
&lt;h3&gt;
  
  
  I used to care about what people say, now I care more
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2F9s345h1yqlev18zq7h8a.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2F9s345h1yqlev18zq7h8a.gif" alt="Alt Text"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;That's the main thing my brain wanted to say. &lt;/p&gt;

&lt;p&gt;Ideally, you shouldn't care too much about negative comments,&lt;br&gt;
lack of feedback, or the feeling that no matter what you post on the internet it get thrown into the void, never to be noticed again.&lt;/p&gt;

&lt;p&gt;But I did. I still do. Depending on where my ego is sitting it goes from "Lol it's okay :')" to soul-crushing. &lt;/p&gt;

&lt;p&gt;I can't help it. &lt;/p&gt;

&lt;p&gt;I share what I do for a reason, and the act of sharing often feel pointless when absolutely no reaction come out of it.&lt;/p&gt;
&lt;h3&gt;
  
  
  Did I ever solve that?
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Fz7173hcicqwksmo1gnge.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Fz7173hcicqwksmo1gnge.gif" alt="Alt Text"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;No. And I won't. I think. I tried.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;But&lt;/strong&gt; the thing there's reaction to what I post. &lt;br&gt;
There's pretty always has been, and a lot of them are positive. &lt;/p&gt;

&lt;p&gt;I need to actively acknowledge them. &lt;br&gt;
I need to shift &lt;strong&gt;focus&lt;/strong&gt; on them.&lt;/p&gt;

&lt;p&gt;Be it a friend of a friend telling me "That article inspired me to make games" or someone sending me screenshot of their high score on my game.&lt;/p&gt;

&lt;p&gt;Or just that one guy who put a 5 star review because he saw you've updated the game with their feedback in mind.&lt;/p&gt;

&lt;p&gt;I need to stay closer to reality, &lt;br&gt;
and not let my brain create a &lt;strong&gt;narrative&lt;/strong&gt; &lt;br&gt;
where everything I do is worthless.&lt;/p&gt;
&lt;h1&gt;
  
  
  Ok that's cute and all, but how do you get back from a burnout?
&lt;/h1&gt;
&lt;h3&gt;
  
  
  Smaller projects
&lt;/h3&gt;

&lt;p&gt;The second obstacle to making game was that I had 2 projects that took me 6 months to produce. &lt;/p&gt;

&lt;p&gt;With that in mind I'd just assume everything I do next would need the same amount of time, blood, sweat and tears.&lt;/p&gt;

&lt;p&gt;So after watching &lt;a href="https://youtu.be/5-iST0a69cI" rel="noopener noreferrer"&gt;How to Become a Really Good Game Developer In Under a Year&lt;/a&gt; by &lt;a href="https://youtu.be/5-iST0a69cI" rel="noopener noreferrer"&gt;Miziziziz&lt;/a&gt; I realised &lt;strong&gt;I do not have to&lt;/strong&gt;. &lt;/p&gt;

&lt;p&gt;Setting hard limit like "One Hour, One Day, One Week" or 5 levels max simplify a lot of things for me.&lt;/p&gt;

&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/kwgnc08BOYE"&gt;
&lt;/iframe&gt;
&lt;br&gt;
I did a very tiny game in a couple of days. &lt;br&gt;
Was enough to learn a lot about unity, &lt;br&gt;
and was enough to get back into some sort of &lt;strong&gt;momentum&lt;/strong&gt;. &lt;/p&gt;
&lt;h3&gt;
  
  
  Smaller checkpoints
&lt;/h3&gt;

&lt;p&gt;Another really good tip I got from another youtuber, &lt;a href="https://www.youtube.com/watch?v=8ou9IrUXI0c" rel="noopener noreferrer"&gt;Jonas Tyroller&lt;/a&gt;, is that you &lt;a href="https://www.youtube.com/watch?v=8ou9IrUXI0c" rel="noopener noreferrer"&gt;can finish your game...&lt;strong&gt;multiple times&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The TL;DR is to imagine if you had a 2 years project: &lt;br&gt;
instead of working with the intent to only deliver when you are 100% done in &lt;strong&gt;2 years&lt;/strong&gt;, cut down your project into smaller iteration of &lt;strong&gt;3 months&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;1st one could be a one level playable demo, &lt;br&gt;
then 2nd has more levels and mechanics, &lt;br&gt;
and it goes on and on until you are satisfied &lt;br&gt;
or ready to move on. &lt;/p&gt;

&lt;p&gt;That way, in the case you do move on before reaching 100%,&lt;br&gt;
you could still have delivered &lt;strong&gt;a game&lt;/strong&gt; that represent &lt;em&gt;a part&lt;/em&gt; of your original vision.&lt;/p&gt;

&lt;p&gt;It's a shift of mentality that helped me with how to tackle my games from now on.&lt;/p&gt;

&lt;p&gt;I did just that with Road to Dakar, except the first version was after a month of work, and the latest one is 2 months worth :)&lt;/p&gt;

&lt;p&gt;Here's how it looked a month ago&lt;br&gt;
&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/Pluz5f8h_Q8"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;h3&gt;
  
  
  That's all for today
&lt;/h3&gt;

&lt;p&gt;Hope you find all of that useful, and like I said earlier, if you have any tips of yours, feel free to share them down there :)&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>productivity</category>
      <category>burnout</category>
    </item>
    <item>
      <title>What I've learned from my 2nd Game | Teddy's Crew</title>
      <dc:creator>Cedric Marcellin</dc:creator>
      <pubDate>Mon, 24 Feb 2020 15:11:21 +0000</pubDate>
      <link>https://dev.to/tuskat/what-i-ve-learned-from-my-2nd-game-teddy-s-crew-2dpc</link>
      <guid>https://dev.to/tuskat/what-i-ve-learned-from-my-2nd-game-teddy-s-crew-2dpc</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;Brief project recap&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://tuskat.itch.io/teddys-crew"&gt;Teddy's Crew&lt;/a&gt; is an old-school action arcade game developed in &lt;a href="http://phaser.io"&gt;Phaser&lt;/a&gt; 3.&lt;/p&gt;

&lt;p&gt;It's my 2nd game project and it took me roughly 70+ days of work across 8 months.&lt;/p&gt;

&lt;p&gt;It's a simple game where you try to survive as long as possible an endless wave of enemies.&lt;/p&gt;

&lt;p&gt;The game was named Teddy's Crew as a pun with the name of a certain actor. Initially I wanted to have a cast of bears that are descendant of Teddy. Current game have one character : Torb, the fire type bear.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--3HcPW6k8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://img.itch.zone/aW1hZ2UvNTU1NjgwLzMwMTY2NDEuanBn/original/1rcUgn.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--3HcPW6k8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://img.itch.zone/aW1hZ2UvNTU1NjgwLzMwMTY2NDEuanBn/original/1rcUgn.jpg" alt=""&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Before you start reading&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;There is a specific context to this post-mortem: I am developing games as a hobbyist, in my free time, over the span of several months usually, for the sake of it.&lt;/p&gt;

&lt;p&gt;If it's something that you're interested in doing but you've been hesitant in starting, don't let this article deter you. I'd say you're better off reading &lt;a href="https://dev.to/tuskat/what-i-ve-learned-from-my-first-game-r0d3nt-4p0c"&gt;What I’ve learned from my first game | R0d3nt&lt;/a&gt; since it deals more with creating a game for the very first time. &lt;/p&gt;

&lt;p&gt;With that said, I don't write these to discourage people. &lt;br&gt;
I try things, then I make mistakes. I try to learn from them, &lt;br&gt;
then I share my experience.&lt;/p&gt;

&lt;p&gt;What is down there are problems I've faced and solution I wish I had when I faced these.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What went well?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Completion&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The fact that I was capable to "&lt;strong&gt;finish it&lt;/strong&gt;" (again) is success to me.&lt;/p&gt;

&lt;p&gt;Unlike R0d3nt, I started really small, and tried to build up from here, so it was in a serviceable state really early on in development.&lt;/p&gt;

&lt;p&gt;I've made a big part of the art, and I've learned a lot on how to add finish and pizzazz to a game. I do believe it's a more polished product than R0d3nt, even though it's also a smaller package.&lt;/p&gt;

&lt;p&gt;I am very pleased with what I did, and I want you to remember that before reading the next section.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What went bad?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Feature Creep&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The game did start with a simple design : you are a bear, you fight fishes. Then I went and included experience, levels, a combo system, etc...&lt;/p&gt;

&lt;p&gt;I wanted to add a character selection screen, each bear would have their own set of skills, making each character feels like their own mini-game within the game.&lt;/p&gt;

&lt;p&gt;More enemies units were planned, items drop were planned, Boss were planned. Until they were finally chopped off. It's all &lt;a href="https://trello.com/b/qZyOyA85/teddys-crews"&gt;here&lt;/a&gt; for the curious.&lt;/p&gt;

&lt;p&gt;In the beginning, you feel invincible : Of course you're going to do all of that, you see how fast you're going through your task, there's no way you will just not reach the finish line.&lt;/p&gt;

&lt;p&gt;Feature creep is exactly that: a creep. It's not obvious, it's slowly seeping in your mind, telling you "do better, or else", "you can't just stop here", "it's a little bit embarrassing to show this after 8 months of work, isn't it?" and then you hit roadblocks :&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;A feature that just won't work correctly&lt;/li&gt;
&lt;li&gt;A bug that keep reappearing&lt;/li&gt;
&lt;li&gt;The rebuilding time + testing become tedious&lt;/li&gt;
&lt;li&gt;The voice in your head reminding you that it's not "good enough" to be shown just yet&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Each and every minor inconvenience pile up and suddenly working on this passion project become a chore. As you slow down you realise : it's going to be way longer than expected. &lt;/p&gt;

&lt;p&gt;It become harder and harder to justify working on a free game during your free time. It's still work after all. A lot of it too.&lt;/p&gt;

&lt;p&gt;People around you keep giving you input on how better it could be. They don't mean anything bad, most of the time it's helpful. &lt;/p&gt;

&lt;p&gt;It's just that collectively, it piles up fast, and you're suddenly expecting a lot more than anticipated. &lt;/p&gt;

&lt;p&gt;You're not an indie studio doing a 19.99$ game, &lt;em&gt;yet you work like it&lt;/em&gt;.&lt;br&gt;
You're not going to put on the app store, &lt;em&gt;yet you work like it&lt;/em&gt;.&lt;br&gt;
You're not going to make money out of it, &lt;em&gt;&lt;em&gt;yet you work like it&lt;/em&gt;&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;All that passion, all this momentum, all this adrenaline from the beginning is just gone, and it's next to impossible to keep going.&lt;/p&gt;

&lt;p&gt;Work is in the way too.&lt;br&gt;
Life is in the way too. &lt;br&gt;
&lt;em&gt;A lot of things are in the way actually&lt;/em&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;So what do you do?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;You &lt;em&gt;aggressively&lt;/em&gt; cut corner. You wrap the project up, and you move on.&lt;/p&gt;

&lt;p&gt;Remind yourself for next time: you're the one on the driving seat.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;Not every feature you learn to make have to be part of that game. If it makes no sense in that game, &lt;em&gt;drop it&lt;/em&gt;. You already learned how to do it, you'll do it again when it make sense. It's not wasted effort.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Not every input your friends make, no offense to them, have to be valid for that game. You're the only one who know the scope of it. Games always have &lt;em&gt;potential&lt;/em&gt;, they'll always have &lt;em&gt;space for more&lt;/em&gt;, it's up to you to know when it's ok for your game to not be more than it is.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Not every dream ideas you have have to make it for &lt;em&gt;that&lt;/em&gt; game. Games with the strongest identity, they don't have myriad of features, it's a limited amount of mechanics you wrap the game around. Be aware of your game identity, be mindful of the features you want in, and more specifically out of it.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you have a clear idea of what your game is supposed to be, say no to extra features:&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--LbSoHgi1--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://i.kym-cdn.com/photos/images/newsfeed/001/497/040/471.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--LbSoHgi1--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://i.kym-cdn.com/photos/images/newsfeed/001/497/040/471.jpg" alt=""&gt;&lt;/a&gt;&lt;br&gt;
 You have your reason, it's your project, don't let anyone/anything get in the way of your creative process.&lt;/p&gt;

&lt;p&gt;And if you don't have a clear idea of what your game is supposed to be :&lt;br&gt;
Take your time in pre-production. Even for some of the best studios out there, pre-production (design, sketches, ideas draft and whatnot) can be 1/3 of the time spend on the game.&lt;/p&gt;

&lt;p&gt;Speaking of time I have mentioned that I'm embarrassed of the time this game technically took. &lt;/p&gt;

&lt;p&gt;In a "Do what I say, not what I do" fashion I'd like to tell you, and myself : "It doesn't matter". &lt;/p&gt;

&lt;p&gt;You have your reasons, you have your own pace, and you have your own idea. At the end of the day, if you deliver it, count it as a win. It is one. A big one.&lt;/p&gt;

&lt;p&gt;If you have to take your time, then take your f*cking time. &lt;br&gt;
If you want it simple, then keep it simple.&lt;/p&gt;

&lt;p&gt;It's okay. It's more than okay. You've done it. Appreciate it.&lt;br&gt;
And take care of yourself.&lt;/p&gt;

&lt;p&gt;Until next time,&lt;br&gt;
Best,&lt;/p&gt;

&lt;p&gt;Tuskat&lt;/p&gt;

</description>
      <category>phaser</category>
      <category>gamedev</category>
      <category>javascript</category>
      <category>postmortem</category>
    </item>
    <item>
      <title>What I’ve learned from my first game | R0d3nt</title>
      <dc:creator>Cedric Marcellin</dc:creator>
      <pubDate>Mon, 02 Sep 2019 12:51:36 +0000</pubDate>
      <link>https://dev.to/tuskat/what-i-ve-learned-from-my-first-game-r0d3nt-4p0c</link>
      <guid>https://dev.to/tuskat/what-i-ve-learned-from-my-first-game-r0d3nt-4p0c</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;Brief project recap&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://tuskat.itch.io/r0d3nt"&gt;R0d3nt&lt;/a&gt; is a 2d platformer developed in &lt;a href="http://phaser.io"&gt;Phaser&lt;/a&gt; CE edition.&lt;/p&gt;

&lt;p&gt;It's my very first game project and it took roughly 5-6 months (3 in 2017, 3 in 2019)&lt;/p&gt;

&lt;p&gt;It's a game where most of the time 10 to 40 enemies run after you and you have to use the environment against them to even these incredibly unfair odds.&lt;/p&gt;

&lt;p&gt;The game was named R0d3nt because of the amount of enemies the player has to face. Rat flood popped on my mind while looking at 30+ enemies running toward me.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--aExVy2x4--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--aExVy2x4--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-6.png" alt=""&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What went well?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Completion&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The fact that I was capable to "&lt;strong&gt;finish it&lt;/strong&gt;" in itself seems like a success to me.&lt;/p&gt;

&lt;p&gt;If I had a percentage of how finished it would be right now, I'd say it's around &lt;strong&gt;70-75%&lt;/strong&gt; done, but the remaining percent would probably not transform the game.&lt;/p&gt;

&lt;p&gt;It might sound like a filler point, but if you ever want to make games you have to realise &lt;strong&gt;finishing is notoriously hard&lt;/strong&gt;. It's a marathon, and not everyone reach the finish line.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Locked the scope&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A lot of things were planned originally. &lt;strong&gt;Too much&lt;/strong&gt; actually :&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;  wall jumps mechanics&lt;/li&gt;
&lt;li&gt;  melee attacks&lt;/li&gt;
&lt;li&gt;  more units types&lt;/li&gt;
&lt;li&gt;  a final boss&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;When I came back on the project, I &lt;strong&gt;dropped&lt;/strong&gt; anything that was &lt;em&gt;Work In Progress&lt;/em&gt; or &lt;em&gt;wonky&lt;/em&gt;, and made a list of features &lt;strong&gt;needed&lt;/strong&gt; in the &lt;em&gt;Minimum Viable Product&lt;/em&gt; and stuck to that.&lt;/p&gt;

&lt;p&gt;It's something that I thought I did correctly, seeing how much I actually chopped off the game.&lt;/p&gt;

&lt;p&gt;Some feedback led me to realise I could have focused even more on the main selling point of the game, which is to lure/strafe around enemies and use the environment against them.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--jPNevdAV--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-7.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--jPNevdAV--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-7.png" alt=""&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What went bad?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;(In)Consistent development&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;So as you saw above, the game was kind of &lt;em&gt;cut in 2 periods of 3 months&lt;/em&gt; of development.&lt;/p&gt;

&lt;p&gt;That is because I completely dropped the project back in &lt;strong&gt;2017&lt;/strong&gt; and didn't touch it until &lt;strong&gt;May 2019&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;I was initially working on it during a period where I did not have a full-time job : turns out balancing work/life/hobbies was quite difficult for 2017 me.&lt;/p&gt;

&lt;p&gt;I'm glad I've somehow found a pace again : I'm rather slow compared to your usual game dev, but I will work on my games at least on a weekly basis, I've never failed to do so since I started again to work on this hobby.&lt;/p&gt;

&lt;p&gt;Progress is progress, like one of my friend says, so find your own pace, no matter how slow it is, just make it &lt;strong&gt;consistent&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;On my end, every Sunday I go to the same place, meet the same friend, and work on game project : small habits like these can add/restore lost &lt;strong&gt;momentum&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Reception&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;We've recently reached &lt;strong&gt;315+&lt;/strong&gt; views in the last &lt;strong&gt;3 months&lt;/strong&gt;. Plays sessions are roughly around &lt;strong&gt;150&lt;/strong&gt;. I think this is a decent score for a game with barely any exposure or advertisement.&lt;/p&gt;

&lt;p&gt;Feedback about the game were very &lt;em&gt;mixed&lt;/em&gt; : it's definitely one of these "love it" or "hate it" kind of games. It "disguise" itself as an action platformer, but it's more &lt;strong&gt;puzzle&lt;/strong&gt; oriented. Each level has a sure fire solution that do not require much reflexes.&lt;/p&gt;

&lt;p&gt;On some occasion people feedback were aligned with my design intention and it felt &lt;em&gt;amazing&lt;/em&gt;. I had friends trying it and sending me screenshots and videos. It's the little things...&lt;/p&gt;

&lt;p&gt;Then there's the complete opposite where the game would be seen as unfair, &lt;em&gt;cheap&lt;/em&gt;, meh, etc.&lt;/p&gt;

&lt;p&gt;Feedback like this is &lt;strong&gt;important&lt;/strong&gt;, regardless of the messenger &lt;em&gt;tone&lt;/em&gt; and state of mind, because it always contain an hint on where you can &lt;strong&gt;improve&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Just make sure to take a step back and &lt;strong&gt;appreciate&lt;/strong&gt; what you do. It's difficult to not be swayed by people or your own &lt;strong&gt;negativity&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Lore (or lack thereof)&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I have a story, I do. But it's nowhere to be seen in the actual  game.&lt;/p&gt;

&lt;p&gt;I think lore/story is what helps building identity.&lt;/p&gt;

&lt;p&gt;Without any of it, it's much more difficult to immerse people.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--NxWpm-2O--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-11.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--NxWpm-2O--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/https://files.tronica.io/2019/09/image-11.png" alt=""&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Tips for the future?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Pre-production&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The game pitch when I started was pretty much "I wanna do a platformer omg :v".&lt;/p&gt;

&lt;p&gt;I think without proper pre-production, you'll dive into the development without really &lt;strong&gt;knowing what you are doing&lt;/strong&gt;, and so you might ask yourself "why am I doing this" more often than not.&lt;/p&gt;

&lt;p&gt;I do not think you need to spend &lt;strong&gt;too much&lt;/strong&gt; time into pre-production, you shouldn't get too attached to your project when you're a beginner, but I think take enough time to know :&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;  What the game is about.&lt;/li&gt;
&lt;li&gt;  How you want to structure it.&lt;/li&gt;
&lt;li&gt;  What you want the experience to be.&lt;/li&gt;
&lt;li&gt;  What you want the experience to &lt;strong&gt;&lt;em&gt;not&lt;/em&gt;&lt;/strong&gt; be.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;It should be a huge help in the long term because you'll ask yourself a &lt;strong&gt;ton&lt;/strong&gt; of questions &lt;strong&gt;all the time&lt;/strong&gt;, and if you already have prepared answers you'll spend less time &lt;em&gt;doubting&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;em&gt;Dev-logs&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Show your game progress as &lt;strong&gt;early&lt;/strong&gt; as possible. It could be &lt;strong&gt;gifs&lt;/strong&gt;, it could be &lt;strong&gt;videos&lt;/strong&gt;, just try to &lt;strong&gt;show&lt;/strong&gt; your progress.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Play-testing&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I'll be honest with y'all : your game should &lt;strong&gt;not be a secret&lt;/strong&gt;. The moment you have something playable, &lt;strong&gt;let people play it&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Unless it's flappy bird kind of complex with flappy bird level of success, no one has the time/energy to copy your game.&lt;/p&gt;

&lt;p&gt;Even if they did, it's not going to be "&lt;strong&gt;your&lt;/strong&gt;" game.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Codebase&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Start &lt;strong&gt;small&lt;/strong&gt;. Iterate &lt;strong&gt;fast&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Get a starting template you feel comfortable working on.&lt;/p&gt;

&lt;p&gt;Don't feel bad for borrowing from templates/boilerplates.&lt;/p&gt;

&lt;p&gt;There's no point reinventing the wheel every-time you want to make a car.&lt;/p&gt;

&lt;p&gt;However, &lt;strong&gt;understand&lt;/strong&gt; the code you borrow.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What's next for R0d3nt?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;R0D3NT development is discontinued until further notice. If anything had to be done, it'd be a redux or a sequel. I'd lock the game solely around strafing enemies.&lt;/p&gt;

&lt;p&gt;Game would be slowed down, levels/assets would be much smaller to fit screen and let people think. I'd drop the 'reaction' aspect of the game as well.&lt;/p&gt;

&lt;p&gt;Maybe someday you'll see "R0D3NT TURBO" or "R0D3NT II" and think "Woah that's amazing, I wonder what the first one was like".&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.youtube.com/watch?v=VGBfzAbu65Q"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--153GsaWI--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/http://img.youtube.com/vi/VGBfzAbu65Q/0.jpg" alt="R0d3nt PlayThrough"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;What's next for me?&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;I'm currently working on another game. One of the main reason I discontinued &lt;strong&gt;R0d3nt&lt;/strong&gt; was that I had others ideas I wanted to explore.&lt;/p&gt;

&lt;p&gt;Another reason was that I wanted to start fresh and &lt;strong&gt;improve&lt;/strong&gt; on my code &lt;strong&gt;quality&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;I don't really know how to label it yet, I'd say arcade top down action? It'll be "chill" and cute, and this time around I'll be the one making assets.&lt;br&gt;
&lt;a href="http://www.youtube.com/watch?v=JMWYkR1jA-s"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--X4-Oxs6P--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_880/http://img.youtube.com/vi/JMWYkR1jA-s/0.jpg" alt="Teddies Crews"&gt;&lt;/a&gt;&lt;br&gt;
Keep an eye out for details on upcoming game dev related content.&lt;/p&gt;

&lt;p&gt;Best,  &lt;/p&gt;

&lt;p&gt;Tuskat&lt;/p&gt;

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