Experimenting, Failing, and Learning: My Road to Making Better Games
It’s been a long time since I felt that good about my game development journey. I’ve learned a bunch of new stuff in Unreal Engine and Dialogic/Godot over the last couple of weeks that keep me focused and motivated.
As I mentioned in my previous devlogs,
I’m focusing on two projects to get myself accustomed to new engines and tech.
Let me give you a quick breakdown.
Rogue Shifters
I’ll start with Rogue Shifters. This
project is basically a precursor in terms of learning and technology for
Parallel Pulse. I want to develop a full-blown visual novel in Dialogic,
creating systems close to what I’m going to need for Parallel Pulse. Initially,
I wanted to mimic the exact same approach by having multiple bubbles on the
same screen. It seems that making this type of setup would need a lot of code
implementation, making things extremely hard for me to proceed with my game.
The solution is simple, and I can pretty much do it with workarounds, having
only one bubble at a time within the screen. It’s not what I wanted, but the difficulty level
increases by X10 if I go with multiple bubbles. I probably
shouldn’t stress myself too much about it, and I have a lot of people telling
me they prefer only one bubble at a time because it’s easier to read. To my
knowledge, the only engine capable of doing something like this efficiently is Ren’Py, which this year incorporated an easy bubble system.
Exploring Dialogue Bubble Presentation in Dialogic 2
In terms of assets, I have the basic
poses for the two protagonists and the basic roster, but I’m missing a few
important ones. It’s not clear to me how I want them to be presented visually.
That being said, I’m still polishing the assets, such as upscaling, cleaning,
and outlining the characters. Also, I’m missing the majority of the background
images, but I don’t see this being an issue since I
don’t have a lot of locations. When I wrote the script back in 2022, I wrote it
with economy in mind to save on assets. I’m a little bit concerned about the
animations since I’m not that familiar with tweens in Godot, but that’s why I’m
making this project: an opportunity to learn
the engine and familiarize myself with Dialogic. I don’t have a clear timeline
for this one, but it could be ready in a few months if I focused myself
in it. A rough estimation for this one is Q1 of 2026.
Project Edenfall
This is a fairly ambitious solo
project since it’s the first time I’m making something as challenging as this
one. It includes making 3D models, levels, a combat system, and a dialogue
system in Unreal. I’m trying to build my stack in an
efficient way, so that I can build my next games using
this one as a base. I’m surprised how many
things I’ve learned in the last couple of weeks, and what’s most important is that I encountered issues I would never have imagined, such as
finding proper animations, fixing fingers, and debugging the system. This
project motivates me the most right now because I
always wanted to make games in Unreal Engine, especially 3D with a blend of 2d
visual novel style. I don’t have a timeline for this one either, and I’m not even sure if I’ll manage to finish it: level design is my
weak point and dialogue systems in Unreal Engine can be
fairly complex, but similar to Rogue Shifters, this project aims
to help me learn the engine to make better games in the future.
Retargeting Animations from GASP
Objectively, the biggest issue I have
with this project is the lack of vision and direction. It’s not like I have a
clear view of what I want to make, but I’m expanding based on what I can make
and what’s possible with my current level. For example, I started experimenting
with 2.5D environments to make a sidescroller
only to realize this wouldn’t be possible given the lack of proper assets, let
alone the complexity in terms of level design. The original idea was for the
player to navigate the 2.5D levels in sidescroller mode, then have an RPG
visual novel style to interact with NPCs and get missions. I decided to change
it to a hack-and-slash arena game where you take on missions via a map, clear
the arenas, then interact in VN style with the rest of the character roster.
This seems way more intuitive and fits the tone of the game. The reason I took
this turn was because creating landscapes and materials in in full were easier to make given the existing pipeline.
Conclusion (of this post)
To wrap things up, I finally feel like
I’m moving in the right direction again. Both Rogue Shifters and Edenfall are
teaching me different things: one helps me refine my
storytelling and systems, the other pushes my technical limits in Unreal. It’s
not about finishing them fast but about building the foundation I need for the
games I really want to make. For the first time in a while, I feel confident
that every hour I put in brings me closer to that goal.
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