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Three things that inspired me to finish my game

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    Hi, my name is Mark and I am - 
    still - making a video game about
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    magnets. So it's been a little while 
    since we last spoke but in that time,
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    three things have happened to me that 
    have inspired me to get off my butt
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    and finally start to bring this game to the 
    finish line. So, here's what happened...
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    Okay so the first thing was definitely the 
    response to the demo I put out at the end of
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    the previous video. I put out a demo to address 
    some of the most negative feedback I'd received
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    on my minimum viable product. So people thought 
    the character controlled like junk? Well, I spent
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    a month making a much better character controller. 
    People thought the mix of platforming and puzzle
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    solving was a bit confusing. So I stripped 
    out the platforming and focused exclusively on
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    puzzles. People thought the game wasn't magnet-y 
    enough, so I gave the magnet a face, the power
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    to change polarity, and made sure every single 
    puzzle was inherently based around magnetism.
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    And all of those changes received pretty good 
    feedback, but I think the best response came
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    to the design of the puzzles themselves. You see, 
    I spent a lot of time just kind of working on the
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    craft of puzzle design, specifically to get more 
    of those 'aha' moments. I've spoken about those
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    before: basically when a player feels stumped by 
    a seemingly impossible puzzle and then suddenly
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    sees the twist at the heart of the conundrum and 
    is able to make the logical leap to solve it.
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    And so did I achieve that with this new demo?
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    Well I think I'll let these let's 
    play videos speak for themselves:
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    HARRY: Okay what is this? So when this button 
    is down I want to be here. So how do I do that?
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    I don't know. I'm thinking. This is what the 
    robot does when he thinks. He just swings the
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    magnet back and forth. Ah! Did you hear that? 
    That's the sound of me maybe figuring it out.
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    Oh that's so smart. Oh my 
    goodness, it was worth it!
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    MARK: So that made me feel pretty confident that 
    I was on the right path with my puzzle design.
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    But it also just felt awesome to 
    have made this thing, these puzzles,
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    put them out into the universe for people to then 
    find them, play them, and have a strong positive
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    emotional reaction to a thing I had made. To have 
    noises come out of their mouth. It was almost
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    like casting a magic spell on people. It felt 
    really cool, it's not something I've done before.
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    And it inspired me to, you know, make more 
    puzzles and package them up in a finished
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    game. It inspired me to get off my butt and 
    finally bring this game towards the finish line.
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    And so I... didn't, and instead stopped work 
    on the game entirely for a month to make
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    a completely different video game, 
    which ended up being Platformer Toolkit.
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    Look, I had this idea for an interactive 
    video essay and if I have an idea to do
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    something and I'm excited about the idea, it's 
    really hard to not just focus on that thing
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    intently until either I burn out or the thing is 
    done. And so that's what happened with Platformer
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    Toolkit. But it was also the second thing 
    that inspired me to finish my game. You see,
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    Platformer Toolkit was very much inspired 
    by this whole series: I wanted to take my
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    experience of making a platformer character 
    and share it with people in an interesting,
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    interactive video essay. But also the 
    development process of Platformer Toolkit was
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    massively informed by everything I've 
    been talking about on this series.
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    So I made quick and dirty prototypes of 
    some of the key mechanics. I made a minimum
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    viable product with most of the systems turned 
    on but only a fraction of the content. And I
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    released demos early in order to get feedback, 
    which would help the development process.
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    Following these steps allow me to speedrun the 
    game development process and get Platformer
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    Toolkit up to the same point as Untitled Magnet 
    Game, but in the space of a few weeks rather
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    than a few months. But then I went further with 
    Platformer Toolkit and actually finished it.
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    You see, the game jam was fast approaching and I 
    realised that I need to either finish this thing
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    now or it will never get done. Snd so I did. I, 
    you know, completed the development process of the
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    game. I learned a lot about how to finish video 
    games - definitely more on that towards the end
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    of Developing - but I also saw just how good it 
    feels to take a creative project and finish it.
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    I mean, for one thing, you get to put it out into 
    the world for people to enjoy. Platformer Toolkit
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    has been played by almost 100,000 people and 
    the comments and reviews have been wonderful.
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    You also get to flush this thing out of your brain 
    and stop thinking about it all day, every day,
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    for weeks and weeks on end. And also you kind of 
    get permission to move on and do other things.
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    And I realised that I want all of this for 
    Untitled Magnet Game. Like as much as I'm enjoying
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    working on this game - it really is an absolute 
    joy - I don't want to be making a video game about
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    magnets for the next 10 years of my life. I want 
    to get it done and then move on to other games,
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    in other genres, with other art styles, and 
    solve other design problems. And so I felt
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    inspired to get off my butt and bring this game 
    towards the finish line. And then I just didn't.
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    Instead I worked on the game jam and another 
    video and then just kind of procrastinated.
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    But then there was thing three that inspired 
    me. Okay, so soon after I had started working
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    on Untitled Magnet Game I started seeing 
    clips for a game called Elechead. This is a
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    2d platformer about a robot who throws an 
    object around in order to solve puzzles.
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    That's pretty close to what I'm working on 
    - doesn't feel great! And so when the game
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    came out, even though it's exactly the sort 
    of thing I would normally love to play,
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    I just didn't play it. Because, you know, partly 
    out of spite. Partly out of jealousy - the game
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    was getting amazing reviews. And partly because 
    I didn't want to sort of accidentally steal
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    any of the ideas. But then a few weeks back 
    I finally gave in and played the game. And,
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    yeah, it's great. It's really good, it's well 
    designed, deserving of the great reviews,
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    and different enough from what I'm 
    working on for the two games to co-exist.
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    But it was also hugely inspirational for me. And 
    this is going to sound like a bit of a backhanded
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    compliment, but I was impressed that the game 
    had gotten such good reviews - reviews I agree
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    with - despite the fact that it doesn't have an 
    epic storyline. It doesn't have state-of-the-art
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    graphics. And it doesn't have millions of puzzles 
    - in fact, the game is very short. It's only a
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    couple of hours long. But what it made me realise 
    was: I think in my head, Untitled Magnet Game was
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    kind of impossibly large. Too big for me to 
    think about ever finishing it. But then I look
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    at a Elechead, and that level of scale and scope 
    and ambition actually does feel attainable. If I
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    think of Untitled Magnet Game as having a similar 
    number of levels, and a similar sort of storyline
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    to something like a Elechead, that is something 
    I could actually do. That is something I could
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    finish. And so I felt inspired to get up off of 
    my butt and bring this game to the finish line.
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    And this time I actually did do some work 
    on the game! And in the last month or so I
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    have done so much work that has brought the 
    game so much closer towards being finished.
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    So what I really mean when I talk about 
    bringing this game closer to the finish line
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    is there's a lot of stuff in this game that is not 
    finished, not finalised, not properly implemented,
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    or just not implemented at all. It's just in my 
    brain or in a notebook. These are things that
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    I've been leaving for another day or putting on 
    the shoulders of future Mark. And this process
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    is about saying: today is another day. I am 
    future Mark. And it's time to get cracking.
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    So first things first, there is of 
    course the character - but I'm actually
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    really happy with that now. I think that is 
    pretty much final code and final animations
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    and final sprites. I'm happy for that to 
    be the character in the complete game.
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    But the magnet needed a lot more work. So what 
    I finally decided to do was split the magnet
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    into three distinctly different characters. So 
    this is the first one you'll meet in the game:
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    he's called Max, he is a basic red magnet and 
    has no special abilities. Which is probably why
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    he looks a bit miffed. Then you'll meet Maggie, 
    and she has the power to switch polarity and swap
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    places with her sister Meg. And so it's like two 
    characters on the same magnet. And then finally we
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    have Magnus who is a big chunky boi. And the fact 
    that he's so big means that instead of him being
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    attracted towards magnetic sources, he is the 
    magnetic source and stuff attracts towards him.
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    Now this took a lot of time for me to implement 
    into the game. Lots of design work and problem
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    solving and iteration. Until I realised that 
    the solution had been staring me in the face
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    the entire time. You see, back in the MVP, 
    every magnetic object was its own bespoke,
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    uniquely-crafted thing. Which was kind of dumb. 
    So in the end I made a generic magnetic panel
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    which can be resized and placed pretty much 
    anywhere you want. You can put it on the ceiling,
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    or connect it to a moving block, or a weight and 
    pulley system, or put it on these swinging gates,
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    or put it on the tip of a magnet. Make 
    it invisible and now you have your own
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    personal magnetic field to play with. That 
    should lend itself to some really cool puzzles
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    about manipulating the shape of the world. And 
    with that I finally have the cast of characters
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    for the final game. You'll meet them throughout 
    the experience, one by one, then maybe they'll
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    come together for puzzles. Maybe you'll chat 
    to them and have a little banter with them.
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    I don't know that's still for another day. 
    Bad Mark! But can't do everything today.
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    Another thing I did was finalise some of 
    the core mechanics in the game. So I built
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    a better moving block with these little lights 
    on it to show you where it's moving. I also
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    built a magnetic block that can be made into 
    any size you like. For this I built a system
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    where you can split up the sprite into different 
    bits, put the corners into different places,
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    and it automatically tiles the edges to match. 
    And then I put this out on my discord and everyone
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    went 'Mark this already exists, it's called 
    nine slicing, and it's been in Unity forever'.
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    And so I felt like a bit of a doofus for 
    wasting so much time. But I'm glad I found
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    nine slicing because it's been hugely useful in 
    so many things I've been working on since then.
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    I also brought the laser beam back from 
    the MVP, and gave it a bit of a facelift.
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    I've also been learning a bit more about shaders 
    in Unity which I used for the laser beam and this
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    computerised display for the laser receiver. 
    Shaders are amazingly powerful: very cool,
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    very complicated. I feel like I'm only scratching 
    the tip of the iceberg- that is a mixed metaphor
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    there. I feel like I'm only scratching the... 
    surface of shaders. That's how words work. I
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    also made a ridiculous conveyor belt, again using 
    the generic magnetic panel, and spent way too long
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    bug fixing a thing where I can make it change 
    direction. And a few other mechanics as well.
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    Another thing I have been putting off and 
    putting on the shoulders of future Mark
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    has been sound effects. I know just how 
    important sound design is to making a game
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    feel alive and polished and complete, 
    but it's very easy to just put it off
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    until the future. But it is the future! The 
    future is now baby! And it's time to put in
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    some sound effects. So these are some of 
    my favourite ones that I have put in...
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    *Door Creak*
    *Drill Whirr*
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    *Laser, Musical Notes Rise*
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    *Clang*
    *Suction Pop*
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    I also put in some placeholder 
    music, just to kind of give the game
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    a bit of a different vibe. But in terms of the 
    actual soundtrack, that is again another future,
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    future Mark thing to figure out. I've had a few 
    people reach out to say 'hey, I'm a composer,
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    I could make music for your game'. And thank 
    you for that - I'm just not quite ready for
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    that conversation yet. So at some point in 
    this series I will do a much more public
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    call out for composers for me to 
    hire. Until then, please be patient.
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    Another thing that I have been 
    sitting on for a long time has been
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    backgrounds. So in both demos I just have a really 
    basic checkerboard tile effect in the background,
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    but people have said that's a bit boring. And 
    I agree. If you look at other platformers and
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    puzzle games they have these amazing images in the 
    background that really give these games a sense of
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    place. And so I wanted something like that for 
    my game, but I couldn't quite figure out the best
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    way to do it. I mean, I needed something that was 
    visually interesting and evocative and colourful,
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    but at the same time it needed to be easy for 
    me to make with my pretty limited art skills,
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    and also didn't distract too much from the 
    more important puzzle elements. Luckily,
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    I figured out a nice solution. So the first 
    thing was not to do with the background at all,
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    but actually those puzzle elements. I 
    boosted the 2 pixel black border to a massive
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    4 pixel border which I think makes everything 
    look better and more chunky and fun, but also
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    helps them to pop off of the background. 
    But in terms of the background itself,
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    well I found this image on Google from OpenGameArt 
    and thought it looked pretty sweet. Threw a shader
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    on it and chucked in the background of my 
    game, and yeah I was really happy with it.
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    But I was also inspired - that's kind of the 
    theme for this video - I was inspired to make
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    something similar for myself. I mean, it looks 
    pretty easy to achieve. It's just some basic
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    shapes in silhouette with, you know, the colour 
    grading from back to front gives it that sense
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    of depth. And so this is what I came up with: I 
    built a number of background plates. So this one
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    is some buildings off in the far distance. This 
    is the back wall of the factory with some windows.
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    And then light comes streaming in through the 
    windows. I've got some random pipes moving around.
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    Some boilers. Some objects hanging from the 
    ceiling. And some objects more in the foreground.
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    Put them all together on different layers, and 
    have them move at different rates, and baby
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    you got yourself some parallax. I then played 
    around with shaders and post processing to give
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    it a more interesting vibe. So I put on a gradient 
    overlay to give the space a bit more shape,
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    and push it further into the background. I also 
    put on a really harsh bloom which gives a retro
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    pixel banding effect to all of the gradients. I 
    put on some colour adjustment to add some colour,
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    and then a split tone effect and... this is 
    looking pretty good! I finished it off with
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    some little bits of movement: some random dust 
    particles, some steam coming out of these boilers,
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    these gauges with moving needles, and flickering 
    lights. Put it all together and it now looks alive
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    and polished, and I'm really happy with this. I 
    think this looks really cool, and best of all it's
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    really modular - so I could swap out the boilers 
    for a different object, change all the colours,
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    and now I have the background for world two. And 
    then world three and four and five and so on.
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    The final thing I wanted to achieve in 
    this development sprint was to nail down
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    the transitions between levels. So in the first 
    MVP, people thought it was weird that you leave
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    behind the magnet from stage to stage. And in 
    the second demo, people thought it was weird
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    that when you collect the key it just sort of 
    instantly boots you back to the hub. So I had
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    to build a new system that made a bit more 
    sense, and made sure that the character and
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    any magnets in the scene all went to the 
    next level. And so this is what I built.
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    *Pulling cork* *Pop*
    *Sucking sound*
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    Okay, so it's a bit silly - but I think it's 
    fun. I think it will be really satisfying when
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    you've finished a hard puzzle for this to be 
    the ending. And it goes on nicely to the next
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    stage where we see a little title card 
    for the name of the level, and then the
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    character pops out the pipe on the other end. 
    That should make each level feel more eventful
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    and should give more of a sense of place to 
    this whole factory that we're moving through.
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    And so with all of that, the game 
    really feels much much closer
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    towards being complete. It might not look hugely 
    different from what you've seen in the past,
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    but with these steps I've taken, I've 
    ticked off some really big things that
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    the game has needed. Like finalising the 
    magnets and chucking in sound effects.
  • 17:28 - 17:30
    And so while I've got many, many 
    months still left ahead of me,
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    some really cool things have been 
    finished. And that feels really motivating.
  • 17:37 - 17:42
    So what is left to do? Well, I've got to figure 
    out some kind of context or story for the game,
  • 17:42 - 17:48
    and some kind of story giving mechanism as well. 
    I also need a name for the game. It can't be
  • 17:48 - 17:53
    Untitled Magnet Game, that joke has already 
    been done. Gotta do the soundtrack. And...
  • 17:54 - 18:02
    oh yeah, the big one, content! Gotta build lots 
    and lots and lots of levels, which of course is,
  • 18:02 - 18:05
    you know, the biggest thing in the game. And 
    it's going to take, you know, months for me to
  • 18:05 - 18:11
    do. But I feel like I've got a really good base 
    to build them on now, and so I can really focus
  • 18:11 - 18:18
    my time and attention on just making loads of 
    levels. And so that is what we're doing next!
  • 18:18 - 18:24
    And so here's my challenge to myself: I won't 
    come back to make another episode of Developing
  • 18:24 - 18:30
    until I have made... 30 puzzles for this 
    game. And then we'll see if they're any good
  • 18:31 - 18:35
    and how many more I need to make after 
    that. Thank you so much for watching,
  • 18:35 - 18:40
    thank you to anyone who gave feedback on the 
    second demo, and thank you for your patience
  • 18:41 - 18:47
    while I'm working on this game. Obviously a lot 
    of my GMTK video making time is spent scratching
  • 18:47 - 18:53
    my head over bugs in Unity, but I think it'll 
    be really worth it. I'm really enjoying making
  • 18:53 - 18:59
    this game and I think just being a game developer 
    is going to make me a better video game critic,
  • 18:59 - 19:05
    analyst, whatever the hell I am. So thanks 
    for watching and I'll see you again soon!
  • 19:05 - 19:08
    I don't know how long it's going to take me 
    to make these levels. But I'll see you again.
  • 19:08 - 19:13
    Probably. Yes I will! Yes of course, we're gonna 
    finish this game. Let's do it. Let's get it done.
  • 19:13 - 19:19
    Finish the game! Finish the game! 
    Finish this video, somehow! Uh... stop
Title:
Three things that inspired me to finish my game
Description:

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Video Language:
English
Duration:
19:19

English subtitles

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