Q: How long have you been working on this project? 🐱

Karl Zylinski
15 Nov 202304:00

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

00:00

😄 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

The term 'Project Development' refers to the process of working on a creative or technical project, which in this case is a game. The speaker mentions how the project started as a small experiment in May and evolved into a more serious undertaking by September. This term is central to understanding the timeline and evolution of the speaker's work.

💡GDC (Game Developers Conference)

GDC stands for Game Developers Conference, an event where professionals in the game industry gather to share knowledge and showcase their work. The speaker mentions being on a plane home from GDC when they began experimenting with their project, highlighting the influence of this conference on the inception of their game.

💡Odin and Rail Li

Odin and Rail Li appear to be tools or software used by the speaker in their game development process. The speaker mentions trying these out on the plane, which led to the creation of a small walk cycle. These tools are important as they represent the initial experimentation phase of the project.

💡Pixel Art

Pixel Art is a form of digital art where images are created at a pixel level, often used in video games. The speaker mentions creating pixel art for a sprite, indicating the artistic style chosen for the game. This choice of art style is a key aspect of the game's visual identity.

💡Rubber Duck Debugging

Rubber Duck Debugging is a method of problem-solving where one explains their thought process out loud, often to an inanimate object, to clarify their thinking. The speaker refers to using streams as a form of rubber duck debugging, where talking through their work helps them solve problems. This concept highlights the speaker's approach to overcoming challenges during development.

💡Streaming

Streaming refers to broadcasting live video content over the internet. The speaker uses streaming not only to share their work but also as a way to discuss and solve problems in real-time. This practice allows the speaker to engage with an audience, receive feedback, and use the stream as a motivational tool.

💡Full-time Development

Full-time Development means dedicating all working hours to a specific project. The speaker transitioned to full-time work on their game in September, indicating a significant commitment and focus on the project. This shift is crucial in understanding the progress and intensity of the development process.

💡Prototype

A Prototype is an early version of a project that demonstrates core mechanics or features. The speaker references the oldest gameplay footage they have, which represents the initial prototype of the game. Prototyping is essential in game development to test and refine ideas before full production.

💡Level Design

Level Design refers to the process of creating the environments and challenges within a game. The speaker mentions working on the first level and having more levels planned, indicating the importance of structuring the game's content. This concept is key to understanding the game's progression and player experience.

💡Shipping a Game

Shipping a Game means completing and releasing it to the public. The speaker's goal is to ship a short game by January, underscoring their timeline and objectives. This term is critical to understanding the speaker's milestones and the pressure to meet deadlines.

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

play00:01

Peter is asking how long you've been

play00:03

working on this project uh or how long

play00:06

have I been working on this

play00:07

project uh it's bit hard to tell

play00:10

I in May I I was on a plane home from

play00:15

GDC and I was just trying to trying out

play00:17

Odin and rail Li on the plane you

play00:20

know passing time sort

play00:23

of so I made a silly little walk cycle

play00:26

with the

play00:28

cat and it could move back and forth on

play00:30

the screen and I and I P put some pixel

play00:33

art in a Sprite on the plane he did very

play00:36

silly things and then I just had that

play00:40

little tiny tiny project and then I just

play00:43

over time like oh and and I think I

play00:45

showed

play00:46

this before but I have it on my Discord

play00:50

server here

play00:51

somewhere

play00:53

uh this is the oldest oldest gameplay I

play00:56

still

play00:58

have uh of my game

play01:00

game so this is how this is probably

play01:05

in May or June or

play01:08

something but I was had I was just doing

play01:11

this a bit in the weekends back then but

play01:13

I've since September or something I've

play01:15

been working on this every

play01:19

day uh yeah I think middle of September

play01:22

maybe must middle of August I don't

play01:26

know um sometimes it's been going quite

play01:29

fast so essentially I've been working a

play01:31

few months on it full time um it's been

play01:35

going quite fast sometimes sometimes I

play01:36

gotten stuck in swamps of just

play01:40

like thinking too much and rebuilding

play01:43

stuff and

play01:44

whatever

play01:46

um speed is very much going up and down

play01:49

I think I have this problem where

play01:50

sometimes when I work in teams with

play01:52

people I can go and use them as rubber

play01:56

ducks and sort of pick up the ball again

play01:59

but when I walk to toally alone I get a

play02:01

bit sometimes that I'm get a bit stuck

play02:03

in doing something in the bad way and

play02:05

there's no one there to tell me like hey

play02:07

stop that so one reason I actually do a

play02:10

bit more streams these days is not that

play02:12

I always think that I

play02:14

have it's not that I always think that I

play02:16

have

play02:19

uh sometimes you know I have something

play02:21

very fun like oh I'm going to stream

play02:22

about this or I'm going to make a video

play02:24

off off stream uh about this but

play02:28

sometimes I use the stream as sort of a

play02:30

rubber duck even though I'm there's no

play02:31

one commenting I can I just probably

play02:34

explain a bit what I'm doing this is

play02:36

sort of

play02:38

using people on the internet as my

play02:41

rubber ducks to talk

play02:43

to but then I noticed now that people

play02:45

actually watch and it's they ask very

play02:47

nice questions so it's more than rubber

play02:48

ducks that's

play02:50

perfect that's perfect and now we need

play02:54

we have a

play02:55

relative no not here but on the

play02:58

renderable

play03:00

uh

play03:01

num

play03:03

R

play03:07

and um my goal is to try to ship some

play03:11

kind of short game in January or

play03:13

something

play03:14

so right now I'm just trying to get

play03:17

everything working like I can like I

play03:19

want to and then I will try to I already

play03:23

have more levels after this one uh but

play03:27

I've got come back to that this first

play03:30

level and trying to rework some

play03:33

U

play03:36

stuff

play03:40

uh yeah maybe I should you Peter says

play03:45

that he just talk to himself when he get

play03:46

stuck maybe I should start talking to

play03:47

this one when I get stuck it can be like

play03:50

here's the microphone say

play03:55

something oh okay be like that

play03:58

then

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相关标签
Game DevelopmentIndie GamePixel ArtSolo ProjectCreative ProcessGDC ExperienceOdin LanguageRubber Duck DebuggingLive StreamingGame Progress
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