Q: How long have you been working on this project? 🐱
Summary
TLDRIn this engaging script, Peter recounts his journey with a game development project that began with a simple walk cycle animation during a flight home from GDC. Initially a weekend hobby, it evolved into a full-time endeavor starting around August or September. Peter discusses the challenges of solo development, such as getting stuck in thought processes without team feedback. He also mentions using live streams as a means of self-reflection, akin to using a 'rubber duck' for debugging. With a goal to ship a short game by January, Peter is currently focused on refining gameplay and planning future levels.
Takeaways
- 😀 Peter started working on the project in May, creating a simple walk cycle animation during a flight back from GDC.
- 🛫 The initial project was a small, casual endeavor done during weekends, with the first gameplay dating back to May or June.
- 🔧 Since around September, Peter has been working on the project full-time, with periods of rapid progress and occasional slowdowns.
- 🤔 Peter sometimes gets stuck in 'swamps of thinking too much,' indicating moments of over-analysis and rebuilding within the project.
- 📈 The project's speed fluctuates, with Peter attributing some of the progress to working with others, who act as 'rubber ducks' to help him think through issues.
- 💬 Peter mentions using live streams as a modern version of the 'rubber duck' debugging method, even if there's no active commentary from viewers.
- 🎮 He aims to ship a short game by January, focusing on getting everything to work as desired before moving on to additional levels.
- 🔄 Peter is revisiting the first level to rework some elements, indicating an iterative development process.
- 🗣️ Peter considers talking to himself, like Peter suggests, as a method to overcome getting stuck during solo work.
- 🎥 The transcript reveals a candid insight into Peter's development process, struggles with solo work, and the use of external inputs for problem-solving.
Q & A
When did the speaker start working on their project?
-The speaker started working on their project in May, as they were on a plane home from GDC and began experimenting with Odin and rail Li.
What was the initial activity the speaker engaged in for the project?
-The speaker created a simple walk cycle with a cat character using pixel art on a Sprite during their flight home.
How did the speaker describe their project's progression over time?
-The project started as a small weekend activity but has since grown into a full-time endeavor since around September or August.
What is the speaker's current work pace on the project?
-The speaker's work pace varies, sometimes moving quickly and other times getting stuck in 'swamps' of overthinking and rebuilding.
What challenges does the speaker face when working alone on the project?
-The speaker finds it difficult to get unstuck when overthinking or working in a suboptimal way without the presence of team members to provide feedback.
How does the speaker use streaming as part of their work process?
-The speaker uses streaming as a method to explain their work, which serves as a form of 'rubber duck' debugging, even if there are no active comments from viewers.
What is the speaker's goal for the project?
-The speaker aims to ship a short game by January and is currently focused on getting all aspects of the game to work as desired.
What is the speaker's approach to dealing with being stuck on the project?
-The speaker has considered talking to themselves or using a microphone to verbalize their thoughts, similar to the 'rubber duck' debugging method.
How does the speaker describe the unexpected benefit of streaming their work?
-The speaker initially used streaming as a personal debugging tool but found that viewers also provided valuable questions and feedback.
What is the speaker's current focus in terms of game development?
-The speaker is working on getting the first level of the game to a satisfactory state before moving on to additional levels.
What does the speaker mean by 'rubber ducks' in the context of their work?
-The term 'rubber ducks' refers to a debugging technique where explaining a problem to an inanimate object, like a rubber duck, helps to clarify one's thoughts and identify issues.
Outlines
😄 Early Beginnings of a Game Project
The speaker, Peter, discusses the inception of his game project, which started casually in May during a plane trip home from the Game Developers Conference (GDC). He experimented with Odin and rail Li, creating a simple walk cycle for a cat character using pixel art. This initial project was a small side project that he worked on during weekends. The speaker mentions sharing the earliest gameplay footage on his Discord server, dating back to May or June. He reflects on the fluctuating pace of development, sometimes getting stuck in overthinking and rebuilding aspects of the game.
🔄 Full-Time Development and Creative Struggles
Since around September, Peter has been working on the game project full-time, with the pace of development varying. He admits to sometimes getting stuck in creative ruts, especially when working alone without the benefit of team discussions or 'rubber duck' problem-solving techniques. To combat this, he has started streaming more frequently, using the act of explaining his work to an online audience as a form of self-reflection and problem-solving. The audience's engagement and questions have added value beyond his initial intentions for streaming.
🚀 Goal Setting and Future Plans
Peter outlines his goal to release a short game by January, focusing on getting all the desired features working as he envisions. He mentions having additional levels planned but is currently revisiting the first level to refine gameplay elements. The speaker also humorously considers talking to a microphone or a 'rubber duck' as a new strategy for overcoming creative blocks when working alone.
Mindmap
Keywords
💡Project Development
💡GDC (Game Developers Conference)
💡Odin and Rail Li
💡Pixel Art
💡Rubber Duck Debugging
💡Streaming
💡Full-time Development
💡Prototype
💡Level Design
💡Shipping a Game
Highlights
Peter began working on the project in May, experimenting with Odin and rail Li during a flight.
Initial project development involved creating a simple walk cycle animation with pixel art on a plane.
Peter's project started as a weekend hobby but transitioned to full-time work since around September.
The oldest gameplay footage dates back to May or June, showcasing the project's early stages.
The development pace fluctuates, with periods of rapid progress and moments of being stuck due to overthinking.
Peter mentions the challenge of working alone, lacking the feedback that team members provide.
To combat isolation, Peter uses live streaming as a method to explain his work, simulating the 'rubber duck' debugging approach.
The audience's engagement and questions have turned live streams from a solitary exercise into a valuable feedback mechanism.
Peter's goal is to ship a short game by January, focusing on functionality and level design.
He plans to revisit and rework the first level after developing additional levels.
Peter considers talking to himself as a method to overcome being stuck, similar to using a 'rubber duck' for clarity.
The transcript provides insight into the iterative nature of game development, with constant refinement and rethinking.
The importance of community and feedback in the development process is emphasized through the use of live streams.
Peter's project demonstrates the evolution from a simple animation to a more complex game over several months.
The transcript highlights the personal and flexible nature of solo game development projects.
Peter's experience underscores the value of persistence and adaptability in creative work.
The project's growth from a casual weekend activity to a full-time commitment reflects a deep passion for game development.
Transcripts
Peter is asking how long you've been
working on this project uh or how long
have I been working on this
project uh it's bit hard to tell
I in May I I was on a plane home from
GDC and I was just trying to trying out
Odin and rail Li on the plane you
know passing time sort
of so I made a silly little walk cycle
with the
cat and it could move back and forth on
the screen and I and I P put some pixel
art in a Sprite on the plane he did very
silly things and then I just had that
little tiny tiny project and then I just
over time like oh and and I think I
showed
this before but I have it on my Discord
server here
somewhere
uh this is the oldest oldest gameplay I
still
have uh of my game
game so this is how this is probably
in May or June or
something but I was had I was just doing
this a bit in the weekends back then but
I've since September or something I've
been working on this every
day uh yeah I think middle of September
maybe must middle of August I don't
know um sometimes it's been going quite
fast so essentially I've been working a
few months on it full time um it's been
going quite fast sometimes sometimes I
gotten stuck in swamps of just
like thinking too much and rebuilding
stuff and
whatever
um speed is very much going up and down
I think I have this problem where
sometimes when I work in teams with
people I can go and use them as rubber
ducks and sort of pick up the ball again
but when I walk to toally alone I get a
bit sometimes that I'm get a bit stuck
in doing something in the bad way and
there's no one there to tell me like hey
stop that so one reason I actually do a
bit more streams these days is not that
I always think that I
have it's not that I always think that I
have
uh sometimes you know I have something
very fun like oh I'm going to stream
about this or I'm going to make a video
off off stream uh about this but
sometimes I use the stream as sort of a
rubber duck even though I'm there's no
one commenting I can I just probably
explain a bit what I'm doing this is
sort of
using people on the internet as my
rubber ducks to talk
to but then I noticed now that people
actually watch and it's they ask very
nice questions so it's more than rubber
ducks that's
perfect that's perfect and now we need
we have a
relative no not here but on the
renderable
uh
num
R
and um my goal is to try to ship some
kind of short game in January or
something
so right now I'm just trying to get
everything working like I can like I
want to and then I will try to I already
have more levels after this one uh but
I've got come back to that this first
level and trying to rework some
U
stuff
uh yeah maybe I should you Peter says
that he just talk to himself when he get
stuck maybe I should start talking to
this one when I get stuck it can be like
here's the microphone say
something oh okay be like that
then
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