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Did I complete my 30 day game making challenge?

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    Hi, my name's Mark and I am 
    making a video game about magnets.
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    So in the previous episode of this series, I was 
    set something of a challenge from a professional
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    game designer: to make a minimum viable product. 
    Or MVP. Which is basically a fully functioning
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    game, with everything that makes a game a game, 
    except the whole game can be extremely condensed.
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    And what's more I have to make this MVP under 
    a very strict deadline. I've given myself
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    30 individual days to make a fully featured game 
    with five complete levels. So how did I get on?
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    Well, you're gonna have to 
    keep watching to find out.
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    Okay, so before I jumped into Unity I 
    thought the best idea would be to make
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    a plan. How am I gonna spend these 30 
    days? And so this is what I came up with.
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    I'd spend the first five 
    days working on the character
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    and the magnet. The absolute basic stuff.
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    Then I'd have five days to make level one.
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    Make all the level architecture and 
    the game mechanics and stuff like that.
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    Then I'd have 15 days to make levels two, three,
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    four, and five, with the assumption 
    that I'll get faster as time goes on.
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    That leaves me five days for meta elements 
    like a pause screen and saving and loading,
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    as well as polishing and bug fixing.
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    I think that's a pretty good plan and I can't 
    think of anything too important that I've missed,
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    so let's crack on!
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    Spoiler alert: I, uh, I 
    missed something important.
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    So it's day one and it's time to do 
    something that I've been wanting to do
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    for a very long time: give my game some graphics. 
    I am sick of my game being a white rectangle
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    jumping around some blue squares. It’s time 
    to give my game some character and some life.
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    Now I was really pleased with the response to my 
    pixel art in a previous episode of this series,
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    when I showed you my old Picross game. So I 
    decided to do pixel art for this game too,
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    which has the added benefit of being pretty fast 
    to produce. So in a matter of hours I had made
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    a character, who is now a boxy orange robot. 
    A magnet with a slightly unnerving face. I
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    might remove that. Some key gameplay elements 
    like an electromagnet and a button. And
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    some background decoration and some floor tiles.
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    Day two and I started a new project in Unity and 
    started working on the character. I pulled across
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    a bunch of code from my prototype, but with the 
    aim of refining it and rewriting it for this
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    MVP. For example the prototype never had any 
    animation, so time to figure out how that works.
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    Which I realised… it was going to be kind of time 
    consuming to make a full run cycle for this robot,
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    so I decided to cheat and just kind of cut 
    its legs off and replace it with a wheel.
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    A bit cheeky but with some nice dynamic poses 
    and some particle effect it looks pretty nice.
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    Day three and it was time to put the magnet into 
    the game. Now I wanted to develop my own magnetism
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    system. I’ve been using the built-in point 
    effector in Unity, which is cool but does have
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    some limitations. Unfortunately I'm not a strong 
    enough coder for this to really work - my system
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    was good but had loads of bugs and weird edge 
    cases, so I decided to cut my losses and scrap
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    most of it. But I could reuse some of the code 
    to make a nice juicy system where the magnet
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    subtly tilts towards nearby magnetic sources.
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    Day four was all about magnet states. So I now 
    have a red magnet that's attracted to blue stuff,
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    a blue magnet that's attracted to red stuff, a 
    gray sleepy magnet that's attracted to nothing,
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    and a way to switch between 
    them with a button press.
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    And then day five was all about picking 
    up and throwing the magnet. And this was
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    another case of my pixel art making things 
    more complicated. How do I make the character
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    pick up and hold a magnet, and make it look 
    good with these pixel art arms? So I cheated
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    again: I cut the robot's arms off and just have 
    these floating hands to pick up the magnet.
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    But, again, if I put some little 
    arms on with a line renderer,
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    and use a springy hinge 
    joint for holding the magnet,
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    I think it actually looks pretty cool. There's 
    a lot of charm and character here. And so
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    in the first week I now have the character and 
    the magnet moving around an empty environment,
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    and it looks pretty good. So I'm happy with 
    that, and it's almost time for level design.
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    Though, first, I had to take a quick week off 
    to work on the Metroid Dread Boss Keys video.
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    I am still trying to run a YouTube channel here.
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    Okay, now it's time for some level design and
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    the idea for the first level is that it kind of 
    just introduces you to the concept of a magnet,
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    and has some nice simple scenarios and 
    challenges to test you on those basic skills.
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    Now in order to actually design the 
    level I made, what I consider to be,
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    one of the greatest purchases of 
    my entire life. It’s a whiteboard!
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    This thing is amazing. This actually isn't even 
    the one I purchased - I purchased this absolutely
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    huge one but it's screwed to the wall downstairs. 
    But it was so good I bought another one just to
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    have next to my computer. It’s not just great 
    for level design but also for to-do lists and
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    pseudo code and doodling ideas. I use 
    it every day, it's the best thing ever.
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    So the way I actually did this was to draw 
    out a small scenario on the whiteboard:
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    perhaps just a magnet to pull down 
    a weight, which opens up a door on
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    a pulley system. And then take a photo 
    of it, erase it, draw out another one,
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    and repeat. Then put all the photos onto my 
    computer and arrange them in a way that I thought
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    flowed quite nicely, and had a nice 
    sort of casual incline of difficulty.
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    I could then draw the full… this made much 
    more sense before I realised how tight the
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    frame was going to crop in. I could then draw 
    out the full thing on the whiteboard and, uh,
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    remake it in Unity. And so that's what I did for 
    the first day: I made the level architecture using
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    the tile map, and I designed and drew and coded up 
    the first mechanics, like the weight and pulley,
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    this crusher thing that can destroy 
    your character, and an electromagnet.
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    I then wasted an entire day trying to 
    make a really complicated enemy using,
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    like, a finite state machine AI 
    system, which was absolutely overkill
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    for this project. So then kind of, again, cut my 
    losses and just made a really simplistic enemy.
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    basically like a Goomba that can move left and 
    right and you can bop it on its head to kill it.
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    By that point I had made most of the 
    level so I kind of just went like…
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    ‘done!’, uh, time for polishing!
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    So I used Unity's 2D lighting system to 
    give the game a bit more depth and visual
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    interest. I had those floor tiles from before 
    but it would be really tedious to put down all
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    of the floor tiles in the right positions. 
    But here comes Unity with the assist again,
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    with its experimental rule tile system. You 
    basically teach Unity how your tile map works
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    and now you can just draw it on and it puts down 
    the tiles in the right places. It's an amazing
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    system. And I also played around with Cinemachine 
    which is this built-in camera system that can do
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    really powerful stuff like have it track the 
    player in a really nice way, and then subtly
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    transition to a zoomed out static framed shot of 
    a puzzle room, before following the player again.
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    And then finally I just needed to add in a few 
    more elements to make the level actually work like
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    checkpoints so you don't need to go all the way 
    back to the beginning when you die, and a way to
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    respawn the magnet if you chuck it into the 
    spikes. To illustrate this I used a chunky green
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    pipe as a sort of winking homage to my favourite 
    video game series of all time: Flappy Bird.
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    So now I am on to the big 15 day sprint of 
    making levels two, three, four, and five. But
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    over the weekend I had an idea for a puzzle. 
    Now I'm gonna have to be a little bit vague
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    about how the puzzle works, not because I'm like 
    super precious about my level design, but because
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    I need to get feedback on these puzzles at 
    some point and that's not gonna work if you
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    already know the solution. So forgive me while 
    I kind of dance around it a little bit. But I
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    drew the level idea out on the whiteboard, 
    and then remade it in Unity. And then
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    realised that there were loads of problems 
    and ways to cheat it in Unity so I had to
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    work on it over and over again, and kind 
    of iterate on the idea until it worked.
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    But I am really proud of it. It was a lot of fun 
    to make and I think it is a pretty cool puzzle. It
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    works on a lot of that stuff I talked about in my 
    puzzle design video of using assumptions to lure
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    the player into realising that there's basically 
    an impossible catch to the puzzle, forcing them
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    to think in a more lateral way to come to the 
    actual solution. The puzzle itself is a single
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    screened puzzle chamber with lots of moving parts 
    and complexity. I just really enjoyed making it.
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    And what's more, to make the puzzle work I had 
    to design some brand new game mechanics like
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    a laser beam that you can block with the magnet, 
    which ended up inspiring some new puzzles about
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    lasers. And I also had to make this plug 
    and socket system where you can transfer
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    power from one block to another, 
    which itself inspired some new
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    puzzles. And those new puzzles led to new 
    game mechanics which led to new puzzles on
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    top of that. I mean puzzles were just 
    coming out of my butt at this point.
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    But I did have a problem. You see, level 
    one was just a single scene in Unity: a
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    long continuous stage with all of the elements in 
    the world at once. And so I tried to do that for
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    level two by having the puzzle chambers 
    all in a single scene and then, you know,
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    I’d put in, like, little corridors to 
    link them up. But this was a bit unwieldy.
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    I mean that is a lot of stuff in memory at 
    one time. My hierarchy in Unity was getting
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    way too messy. And, I think, worst of all 
    it was really hard to move things around.
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    Like if I suddenly decide that actually the fourth 
    puzzle room is quite easy and so should go in the
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    second place, it would be a nightmare to 
    shift all of that around. It’s just it's
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    just not worth it. So I came up with a new plan: 
    instead of having five, big, individual levels,
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    the idea is each level would be a series 
    of small scenes all connected up via doors.
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    So a level might be three of these 
    puzzle chambers, with a number of
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    interstitial levels that might teach you the 
    game mechanics that you'll need in the puzzles.
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    Or provide some platforming as a sort of light 
    palette cleansing in between the tricky puzzles.
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    It would be a lot more work but I think it is 
    the right way to go and I'm pretty excited.
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    But I need to take time off from 
    development again to make the
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    previous episode of Developing, which I 
    mentioned in this video… how does time work?
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    And this is where things 
    started to go pretty wrong.
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    So I came back to work on the game and I made 
    one of these little interstitial levels. A
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    small tutorial, teaching you how the laser beam 
    mechanic works. But then I needed to stop again
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    because time was running out for the year, so I 
    needed to make the accessibility roundup for 2021.
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    And as soon as that was done, I had to 
    transition immediately into making the
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    video on The Forgotten City, because I 
    was just kind of running out of time.
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    So it's now been a full month since I last 
    worked on the game, but I tried to put in
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    another day's work. I made some new levels 
    that are basically replacing level one: you
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    know ,teaching you about picking up the magnet and 
    throwing it. But then I had to stop for Christmas.
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    I worked for one day after Christmas but then 
    had to stop for New Year’s. And now it's 2022
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    and I worked on the game for a day, 
    and did a little bit of level design.
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    And I tried to work on the game for 
    another day. I put in these little
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    screens that tell you which buttons to press, but 
    that's literally all I did that day. And then I
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    had to stop again to make the Invisible Choices 
    video… and this just isn't really working, is it?
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    You see, every time I stop development 
    to go work on a YouTube video, I
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    lose a lot of momentum, and it's really hard 
    to pick it back up again. Especially after
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    a month out, basically I took 
    all of December to make videos.
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    I think what makes it even harder is that 
    my systems for making the game are pretty
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    messy. Like my code and my tools in Unity… 
    they're just a bit shonky. I've got loads
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    of little bug fixes and last minute patches and 
    these things where it has to be set up in just
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    the right way for it to work, which makes even the
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    most simple and easy levels more tedious and 
    time consuming to design than they should be.
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    So I've lost my momentum I've got tools that 
    make things more tedious and time consuming
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    than they should be, and it's just sapped all 
    of my motivation for this MVP. And I've done
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    20 days of game development at this 
    point, but the thought of doing
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    10 more… like another 50 percent of that 
    work again is, just, I don't think I can
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    do it. Like, it sucks, but I feel like 
    I should probably just end it here.
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    But it's not the end of the world, because the 
    MVP totally paid off! Like, the exercise did
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    exactly what it should have. By giving myself 
    that deadline and that super specific goal,
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    I got myself out of that analysis 
    paralysis rut. I made decisions,
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    I made content, I discovered what I really 
    like about the game, which is making these
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    single screen puzzle chambers. I also came up 
    with loads of ideas for how to improve the game
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    in the future. For example, having really robust 
    and reliable and intuitive level making tools,
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    so I can churn out content much 
    more easily and more comfortably.
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    And perhaps most importantly of all, I have 
    made something now that I can give to people
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    to play to get some feedback on. Remember, I’m 
    the only person who has ever played this game!
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    I need to give it to some other 
    people to see what they think.
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    So it's time for operation “Git ‘er dun”.
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    Just spend a few more days putting together the 
    last finishing touches to make the game work,
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    to make it playable, so that I can 
    upload it and get some feedback.
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    So day 21. It's time to radically cut the 
    scope of the game, from like 35 scenes
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    down to about 14. Much more manageable. And so 
    I spent that day just working on the final level
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    designs that I would need to plug the gaps, 
    and have it work as a full functioning game.
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    Day 22 and it was finally time to put in some 
    audio, some music and sound effects. And,
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    whoa! I should have done this way earlier. 
    This actually adds so much character and life
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    to the game: even something as simple as a button 
    coming on and off, if you have a simple sound
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    effect with it, it just works so much better. I 
    will remember this in future: put sounds in early.
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    And day 23, I crawled to the finish 
    line by polishing up a little bit,
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    fixing some of the most egregious bugs 
    that I knew about, and putting in a very
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    scrappy, lazy pause menu for resetting 
    the puzzle and quitting the game.
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    And now I'm done, right? I mean, 
    it's a bit messy, it's a bit broken,
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    there's lots of bugs and glitches that I 
    know about. But I can't do any more. Like
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    it's over. It’s done. I've gotta just 
    get it out there. It's the end. Right?
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    Well that was kind of the original 
    plan: this video was going to be
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    about me making the MVP across 30 days. 
    Or now 23 days. And then the next video
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    was going to be about me 
    getting feedback on the game.
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    But I got a bit excited, you know! Because I 
    finished the game it’s, it's playable, it's ready
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    for people to try. And som, you know, I gave it to 
    my wife to play and her feedback was not… great!
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    MRS GMTK: Why am I up here? 
    Mark, I think that's broken.
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    MRS GMTK: There's too many 
    buttons, I don't like it.
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    MRS GMTK: I would say the jump is a 
    bit… you go a bit all over the place.
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    MRS GMTK: Like I've got it now, so you 
    don't need to hammer home the point.
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    MARK: It's quite tedious…
    MRS GMTK: It’s really tedious.
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    This is really tedious, Mark.
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    MRS GMTK: *Annoyed cry*
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    MRS GMTK: I think I'm a bit tired…
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    But she did give me some very good advice. 
    She said: you want feedback on this game,
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    but you want people to tell you about the 
    game as a whole and about the puzzles. You
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    don't want people getting bogged down in all 
    the little bugs and glitches and annoyances
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    and frustrations. So maybe just spend a couple 
    days fixing those up before you release the game.
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    So I begrudgingly agreed. So day 24, fix up all 
    of the annoyances that my wife discovered. And day
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    25, okay, you know I am, like, a better programmer 
    at this point so I should try and make a better
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    magnetism system. Yeah, that actually looks 
    a lot better, let's put that in the game.
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    Now I am done, though, right? Well 
    I gave the game to my dad to play
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    and he discovered a whole bunch of bugs 
    that I had never seen before. Like,
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    you shouldn't be able to throw that switch off 
    the screen, that's going to break things. And, oh
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    no, shouldn't be able to do that. That’s, that’s, 
    that's wrong, that's a disaster. So day 26, fix up
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    all of those bugs. And day 27, if I'm doing this 
    I might as well do it properly. So I added in a
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    save and load system so you didn't lose all your 
    progress if you quit the game. And a better pause
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    screen that is less ugly and stops you from 
    quitting the game with a single button press.
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    But now I really am done, right? Well I gave the 
    game to my brother to play and he discovered a
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    bunch of ways to essentially cheat the puzzles 
    and skip the solutions. So day 28 fix all of
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    those problems. Oh and I left the game with my 
    brother and he gave the game to my eight-year-old
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    nephew who managed to break the game in ways 
    that only a child can break it. So day 29
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    fix all of those bugs. And day 30 
    polish, finish, compile, upload.
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    So in the end I did get to 30 days, and 
    that's because in my original plan I had never
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    considered play testing. I mean 
    I'm not a complete idiot: like the
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    point of this was that after I finished the MVP 
    I would throw it out to the world for feedback.
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    But I now see the value of giving the game to 
    a very small, select group of trusted people
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    to see how they play the game, and see what bugs 
    they run into, and what assumptions they make that
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    I never did, and to then fix and tweak 
    the game based on those play tests.
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    Better to get those problems out of the way now 
    as part of the development process, than after
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    giving it out to thousands of people on the 
    internet. But it is finally that time! The
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    minimum viable product is now done and I have a 
    playable demo for the world to play. Or, at least,
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    a very small, tiny fraction of the world because 
    I'm giving this demo exclusively to my Patrons on
  • 20:16 - 20:20
    any tier for the first month of its 
    release. And I'll also give it to
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    some designers and developers, including 
    Oliver who set me this MVP challenge.
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    Because as it turns out, the MVP 
    was a brilliant idea. I just kind of
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    screwed it up. So if you want to do one of these 
    yourself, here is my three pieces of advice.
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    Number one, it's got to be pretty 
    much your singular focus for the
  • 20:42 - 20:45
    duration of the project. 
    You can't go off for a month
  • 20:45 - 20:50
    and make a bunch of YouTube videos and expect 
    to keep up that same level of motivation.
  • 20:50 - 20:55
    Two, you have to factor in play testing. 
    Give yourself at least five days
  • 20:55 - 20:59
    to give the game out to various 
    people see what their feedback is
  • 20:59 - 21:03
    and tweak and adjust and fix the 
    game based on those play tests.
  • 21:03 - 21:10
    And three, you don't actually need loads of 
    content for this. It's not about generating stuff
  • 21:10 - 21:16
    and getting the game built, it's really about 
    seeing what the game feels like, and plays like,
  • 21:16 - 21:25
    as a complete whole. The way I see it, a prototype 
    is a way of testing the viability of a mechanic,
  • 21:25 - 21:32
    but an MVP is a way of testing the viability of 
    that mechanic within a larger game structure. So
  • 21:32 - 21:40
    you want to see: is it working? Is this the right 
    direction? Is it fun? And, ultimately, that's up
  • 21:40 - 21:46
    to you now. Or at least people who give me money 
    every month. So, please, if you are a GMTK Patron
  • 21:46 - 21:52
    go download the game, see what you think, leave me 
    some feedback, and then next month on Developing
  • 21:52 - 21:58
    we will look at that feedback, see what you 
    think, and decide where to take the game next.
  • 21:58 - 22:12
    Thank you so much for watching 
    and I'll see you soon.
Title:
Did I complete my 30 day game making challenge?
Description:

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Video Language:
English
Duration:
22:27

English subtitles

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