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Written after the game hit the shelves, "Bubble Man" and "Treasure Hunter"

Written after the game hit the shelves, "Bubble Man" and "Treasure Hunter"

Come and go!

First go to two addresses, interested in friends who have not played can go to see.

Treasure Hunter: Nian: https://store.steampowered.com/app/1235450/

The Bubble Man: https://store.steampowered.com/app/1710930/

There was no water before it was launched, and now it's November, and the two games are on the shelves on October 13 and 29 as scheduled, first of all, thanks to the help of the publisher Gamera Game, which saved me a lot of time. So it's time to sum up some superficial experiences. Well, two games, one relatively hardcore, one relatively relaxed, one for a fee, one free. Finally on the shelves, happy.

Along the way, the development logs of "Treasure Hunter" and "Bubble Man" were cut off.

Software usage time

As of the editorial time of this article, as a frequent/long-term absence from the computer desk, record the software usage/hang-up time.

Gamemaker Studio 2 is used in hours.

The usage time of Aseprite is hours.

Pixel FX Designer is hours.

Smear is hourly.

Give those who come after you a vague concept of time that can be ignored.

Encouragement and complaining

Looking back and encouraging myself, I feel that the technical strength has improved, and now the code is getting more and more comfortable, from the first online small work "Beat Warrior: Nian" to the current "Treasure Hunter: Nian" and "Bubble Man", which have been used for several years Gamemaker Studio 2, more and more comfortable. This year there is also a corresponding official, many of the old problems caused by the engine are slowly being solved, pushing a wave of engines, hoping that the community of GMS2 will become more and more active.

Spit on yourself too. As the engine becomes more and more comfortable, it will be too lazy to plan the logic in advance when the code is built, causing code confusion. When adding functions or blocking some content in the future, it is difficult, and the purpose of the production of the target game is also shaken, and it is wrong to change it. The next game (as if to imply something) can't be in such a hurry.

Own game

The back part of the code of "Treasure Hunter: Nian" is still very messy, after all, it is a continuous growth in learning. Compared with "Beat Warrior: Nian" or more and more feelings. The game has made a lot of effects that could not be done before, and the ability to draw pixels has also improved. Ignore the advantages, criticize your own game design first, as the pace of action games is too slow, need faster speed, stronger yourself and enemies to do. Otherwise, it is easy to get drowsy and it is difficult to get excited. The narrative is a bit sluggish, the story characters have no goals, and there will be different stories when encountering different people and things, but the interval is a little too long, easy to forget, resulting in often being confused. But there can also be players like, thank you very much, look forward to the follow-up works.

Why make games

Someone asked me this question, by the way to answer, because like it, but it is better to make a little money, but if you want to open a group to pull the group, at present, I still feel that the risk of finance, management, and project is three high, and the probability of losing a lot of money is too high, and the loss is not too high.

Where are the points that like to do games

I like to explore different, bizarre game mechanics and find out the charm of inspiration. Often you can see some of me have an idea, on the lack of a program, art such a post, everyone is actually the same, but when they have their own skills, you can step by step, patiently verify their creativity is also a very happy thing, but the refinement or a lot of content of the work or to the peer business / independent team, personal consumption is not very good. It may lead to the quality of subsequent works may also be high and low, I hope you will forgive me.

I also know a lot of people by making games, a person doing games for too long is inevitable to stand still, behind closed doors, so I still like to communicate with all the painters, programs, producers, although the level is average but not autistic, during the epidemic period do not dare to run around, but in Shenzhen welcome to come out together to blow water!

Water a long wonderful paragraph of text, and finally, thank you.

Liujiajun Liujiajun

November 26, 2021

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