Game Dev - Jan and Feb 2024 Summary
a year ago
The month went quite well for the most part, though there was a week or more where I got little done. I did start keeping a loose journal of my progress.
One recurring thing is dumb solutions being the right ones. I talked about this last time I think, but one example was I was struggling to get raycasts to work right. I think there was some confusion about how global vs local coordinates are calculated. In short, it would shoot off at weird angles. After spending what felt like hours trying to fix, I set it to shoot infinitely forward, and had a child of a generic node and used the look_at command. This worked perfectly every time.
February was a month of nothing much. I was mostly lazy, and what little work I did do didn’t really pan out.
So, while I’ve not achieved much, late January.and early February marked the continued collapse of AAA gaming, while a number of indie and middle market games were surprise smash hits. The big one being Palworld, a game made on a budget of $10,000 and from a team where most of the people had never made a game before.
There’s a lot that could be said about it, but for the purposes of this post, it’ll suffice to say there’s a feeling of positivity and optimism when it comes to indie games. That as long as a game is good and has an audience, you could find success.
One recurring thing is dumb solutions being the right ones. I talked about this last time I think, but one example was I was struggling to get raycasts to work right. I think there was some confusion about how global vs local coordinates are calculated. In short, it would shoot off at weird angles. After spending what felt like hours trying to fix, I set it to shoot infinitely forward, and had a child of a generic node and used the look_at command. This worked perfectly every time.
February was a month of nothing much. I was mostly lazy, and what little work I did do didn’t really pan out.
So, while I’ve not achieved much, late January.and early February marked the continued collapse of AAA gaming, while a number of indie and middle market games were surprise smash hits. The big one being Palworld, a game made on a budget of $10,000 and from a team where most of the people had never made a game before.
There’s a lot that could be said about it, but for the purposes of this post, it’ll suffice to say there’s a feeling of positivity and optimism when it comes to indie games. That as long as a game is good and has an audience, you could find success.