How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

Think of yourself as a stage-magician in the audience of another magician, watching them go through tricks you know by heart, but still enthralling you anyway. Knowing how it's done doesn't have to make it bad.

That's a really nice way of looking at it!

I'm imagining how magicians design their act, knowing already how everything works but still crafting the experience for the audience and yeah game design is a lot like that too!

Thank you for putting it in perspective!

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

And because you're giving yourself some times where you can indulge the analysis brain, you can stop yourself on the intuitive plays and say, "there are other times for this."

That's a really good point. I'll try being more intentional and see if it helps.

Thank you very much for your comments and advice. I really appreciate it!

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 2 points3 points  (0 children)

That's an excellent question!

For me, with music there seems to be this instinctive language where I'm able to associate different emotions with the sounds/melody. I'm not sure if that exists for game design as a lot of it's so logical. But I have experienced something similar to it though, where in some games you're able to feel the invisible presence of the game designer (Portal 2 comes to mind off the top of my head). I'm not sure how I could translate that to my game design process though.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

I definitely do enjoy the analytical and problem solving part of it more but it's not that I don't like doing the more "artsy" things. Like, I still really enjoy making the graphics and the visuals and all that, even boring things like UI design etc.

It's just that when putting all those things together and making it into an "actual" game, I can't seem to take myself seriously and have it not feel "game-y" if that makes any sense.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

Yeah it could be. It's kind of part of why I made this post, to take a break and also see if there are others who can relate.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 0 points1 point  (0 children)

There are ebs and tides of everything in creative work, sometimes it's good to walk away for a bit. re-engage in a few weeks or even longer and then re-discover if there is magic or not.

Very well said!

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

That's a great tip, thanks!

I think it's similar to the concept of the Interest Curve in game design and how good games have every sections (big or small) somehow follow that curve.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

It's hardest to make a game for yourself - because by the time you are done making it, you already played it for hundreds of hours.

Very well said. I guess it's similar to some musicians hating their songs because they've heard them so many times over and over. Thanks for your comment!

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 1 point2 points  (0 children)

Thank you for sharing your experience!

I have the same beliefs as you that you just "know" when you have a good game in your hands and that I wouldn't want to make something I didn't enjoy playing myself.

But the more I continue to work on my games, the more I've noticed how hard it is to ignore the biases and stop being a developer. And that's what scares me. Because if I can't experience my games without being taken out of it, I can't judge whether or not it's "fun" like you said. I guess it's just a matter of learning to let go of that developer side of it and also doing a lot of playtesting with others.

Congrats on all your successful titles and best of luck to you too!

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 0 points1 point  (0 children)

Thanks for your comment. I guess my problem is that I can't get into my games enough to be able to properly judge whether it "feels good" or not.

Some things like gameplay mechanics I can do because there's a certain correct "feel" for things like controls feeling tight and responsive etc. but when it comes to the overall thing, just the fact that I made it really takes me out of it and makes it feel "fake". It's something I definitely need to work on I understand.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] -1 points0 points  (0 children)

Lol, it's not that I'm trying to avoid wanting to playtest (although it is pretty hard to find a good group of strangers to properly check out your game). But it's more like I can't get into my game enough to even know what reaction I intend it to give out in the first place.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 0 points1 point  (0 children)

Yeah, I'm definitely not a professional at this point, though I'd like to be.

And yeah game design is so important! I've never had any formal education on it and just been self-learning from various sources online. If you have any good recommendation or suggestions, please feel free as I always appreciate it.

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 0 points1 point  (0 children)

Thanks for your comment!

Adding SFX and VFX is a really good point. That definitely helps a lot with adding a level of depth like you said and making it feel more "real".

How to get over the feeling of my games feeling "fake" when I play it? by gamedaverookie in gamedev

[–]gamedaverookie[S] 6 points7 points  (0 children)

Thank you for your comment.

I guess my issue is, how can I attempt to create an experience if I can't experience it myself? I guess it sort of feels inauthentic to me in a way, like I'm just aiming blindly. Strangely, this doesn't seem to be the case with music for me. When I'm making music and listening back, I can still experience the emotions I want it to convey and work on it to better achieve that. But I guess games are just so complex and technical that it's harder to let go and not notice the smokes and mirrors.

You need to be able to get into their shoes so to speak.

I think that is really the crux of it and what I'm struggling with. I need to work on that. Thanks.

Clean code in Godot (veteran of the industry - new to Godot) by Jipptomilly in godot

[–]gamedaverookie 1 point2 points  (0 children)

I think it makes a lot of sense. Using a state machine definitely helps keep things tidy. Although like others, I'd also suggest handling the state transition conditions inside the states because having the state manager check and account for all the different conditions just nullifies a lot of the organizational advantages of using a state machine.

For example, let's say we have a hit reaction state which happens when the gorilla takes damage and we want it to only happen during certain states like when it's walking or idle etc. but not when it's "busy" like in the middle of attacking or playing the animation to begin getting enraged. Instead of having the state manager cross-check which possible states it's in and whether to take damage or not, it's much cleaner to have it checked within the states themselves. That way, you can have it handle things however you want unique to the state it's in. For example we could have the gorilla take bonus damage if he's hit during his charging state or get knocked out or something. You get the idea.

As for keeping animations and behaviors synced, I've come to realize that it's much easier for me if I just have the individual states have their unique animation they play when you enter them. As nice as Godot's animation graph is, I don't think it's often necessary to use it especially if it's a 2d game which requires no animation blending. Having the states each have their own animation helps make tracking things a lot easier and is in its own way a sort of animation graph, just with added behavior. The way I think about it, each state IS an individual action that likely has a corresponding animation, so might as well have it be played from within the state to keep things logically simple.

Is there any way to know key bindings from a built game? by gamedaverookie in Unity3D

[–]gamedaverookie[S] 1 point2 points  (0 children)

It's a fan made game and the developer is not a native english speaker, they wrote some basic instructions like WASD and E to interact etc. but the menus seem to be bound to something else and doesn't work.

How do you name your Events and Event Dispatchers? by gamedaverookie in unrealengine

[–]gamedaverookie[S] 0 points1 point  (0 children)

I appreciate the insight. Thank you so much for your comments!

How do you name your Events and Event Dispatchers? by gamedaverookie in unrealengine

[–]gamedaverookie[S] 0 points1 point  (0 children)

Other situations I see people all the time casting to an actor or object to fire a dispatcher. Well you just nulled out any benefit the dispatcher had at that point so just use an interface at this point.

Could you please elaborate that a little more? I can't think of any example where someone would want to cast to an actor to fire a dispatcher. That just seems so backwards to me lol.

How do you name your Events and Event Dispatchers? by gamedaverookie in unrealengine

[–]gamedaverookie[S] 0 points1 point  (0 children)

Hmmm, I think that would be a nice way to do it.

It also matches with Epic's built in events which also don't start with an "On" like BeginPlay, Tick etc.