Wonder about a competition where 1 person had X hours straight, and the other had X hours spread across a bunch of days. See how having regular breaks vs not having to get into/out of the zone every day would affect dev.
too much variables... persons has tons of differents ideas... even with the same basic line... one can make a complex and faster than other, just by the base idea already, and if put another line, invert totally the outputs
@@viniciusschadeck4992 I too, love to totally invert the outputs of my idea lines, which are located on the green sneeze just backwards of the uncontrollable wet.
@@dovahkiin456 it helps, not are a silver bullet. But you can't put a large amount of people in certain stuff as make games for study of how devs deals with those stuff in really large amounts. That is why, clean values is better to people take out from researchs. Really away from bias people wroted articles over almost not connected researchs... papers, articles, researchs, science is a huge mess where only few people get the right way that improve human live, others live in it as a parasite.
That's why I estimate my tickets like scotty does in TOS: quadruple the time you think it takes and then bargain with the customer to half and kablam, you still end up with twice the time you think you need which is often enough
Well, this experience shows how bad planning, unknown factors and a tight budget affect a project :) If you had used a technology you know in and out the first two issues would have been greatly reduced already (less setup time and almost no surprises). But great that you managed to pull it off in the end, even though it was stressful (which - again - did not come from avoiding crunch but from sailing through uncharted waters to arrive at a very specific point in time with a completed project).
Having been a software engineer for 12 years now, I can tell you with confidence that there's no such thing as accurate estimates in software engineering. Whenever you estimate something add 20 or 50% on top of it because you'll probably end up going on tangents, fixing weird bugs and refactoring stuff you didn't think of so your thing can work.
There's a name for this concept of managing your projects: Project Management. There's classes for this in colleges, and it's valuable for businesses. I took a class on it and I still suck at it
I was about to comment the same thing!! Glad someone else just found this vid recently too haha. It's experiences like this that remind game devs why producers are such an important part of the industry
@osnefere not much because the borrow checker hates me :( i know, as you say, it's likely safer but it takes so long try making a linked list for example WHILE pleasing the borrow checker i.e. using 'safe' Rust im not even sure it's possible...
@osnefere It's not a good idea for a first language. Its benefits are that it's fast, and it forces you to be very careful and 'safe' when handling memory. If I was you, I'd go the usual ways for first languages. Python or, if you're a bit brave, C.
@osnefere Ok but it's still not a good idea to start there. In the back, Rust DOES mutate. Because that's how computers work. It's just hidden from you, because you can commit mistakes. So to START programming it's important, in my opinion, to do as the computer does, and later learn all those tricks and languages that avoid showing it to you. That's why I recommend C. C works just like how computers work.
Just for you wondering were he went, he graduated high school recently so I’m pretty sure it’s college. He also still constantly uploads on his second channel.
My usual journey when making a game: I have a idea -> I make the base of the game (Setup SDL, the Makefile and a Basic Prototype) -> I lose motivation -> I have another veeery good idea and then this cycle repeats
I dont even get to the base/prototype, I spend an entire week making and setting up all the "back" stuff, optimizing my code -> I can do it better -> back to optimizing code -> repeat. Set up a 'pooling' system, set up classes and objects that will be used in to setup both an enemy or the player, etc etc. then quit lmao... start again
Do you think you'll use similar strategies to avoid crunch for future games? I have a tendency to crunch so I can't tell if it's just a bad habit or I just prefer it at this point lol
The main reason why there is "crunch" is because large businesses want you to do unpaid overtime, in most cases it has nothing to do with actual product you are developing.
@@No-cg9kj yeah this is what I noticed talking about many professionals who earn more than me, I asked them how many hours they do and after some basic math it ends up that all of us, are on equal (close to a minimal) wage, its so absurd and nobody is talking about it.
So the game was made with crunch but you just wanted to not crunch? Good old scope creep can never go away. Either way it's cool to see you trying out kaboom and javascript for this game. It reminds me of a mix of Bouncedown and Doodle jump.
Well, this shows how bad is it to choose your deadlines before knowing about the project that you will do... Like most of the publishers do out there. If you already had the idea of the project, you could have planned how much time and resources you would need based on the project constraints (like learning the library, creating music and assets, and also everything else). Here you had to force your milestones to confirm to the previously stipulated times, even if it's unreasonable. That's not (a good) planning. Of course, sometimes we have projects in which the deadline are defined beforehand and you have to figure it out (usually reducing the quality/scope of your deliverables), but those should be the exceptions, not the rules... It's BAD planning that causes the crunch. Unfortunately, in the industry, usually those who do the planning are not the ones who need to crunch when the time comes, and are all to eager to set short deadlines to shine more... For indies, them yeah, sometimes is the own developer who loses track of time. That's not anything to be embarrassed. It's no easy task to organize a project and that's even harder when you have no experience with what you are doing. There are techniques to be learned, but that's as hard as any other part of creating your game (although is arguably the more important part). If you crunch, try to always look back and see what you should 've done differently. It will get better
We may get mad for youtubers not posting for a while. But the real reason is, is because they want to make the best content. When I think of a content creator I think of polymar ❤
I've been making a game without crunch for about 2 years. It has been taking a lot of time, and I'm still laying foundation, but I've been completely safe from burnout and demotivation.
Kenshi is a pretty amazing example of a pretty successful (albeit small) studio committed to not giving into crunch and focusing on the quality of their product. Kenshi 1 took like 12 years to fully come around, and Kenshi 2 has been in progress for a while, and while I absolutely loved the first, don't want them to try and rush out another product. The community as a whole seems to support their slow and steady pace where on their website, states the amount of holiday time and 32.5 hour work weeks
At 2:35 what is the website you use to plan out your tasks? Its so organized and really aesthetic, I think it would make documentation and scheduling more approachable for my team and I if we had a more polished tool to help us. Im really glad you made this video. Crunch is such a huge stressor in the world of game development. Kudos to you for making something so fun and attempting to defy the toxic pressure that is crunch :') Sounds like you were still stressed by the end, but regardless, you did something cool. You've inspired me to try doing this on my own projects. I've got a game that im working on for fun over summer break, and Im limiting myself to a few hours of work a day to prevent burnout, and I've been able to make a ton of progress despite the short work hours since Im not overwhelmed or overworked.
Looks like a calendar app, but another good well-known project management tool would be something like Trello. BUT there's an open-source alternative that's wallet and privacy friendly called WeKan! You can even host it on your own network. That's what I'm planning to use. Otherwise...a highly visible whiteboard? :P
Got an ad for managing burnout and stress at the end of this video. Didn't know what this was about or why it's being recommended btw, but good work to the yt ad people (also pretty video)
Probably copy-pasting the same line took slightly less time? When you've got 2h, every second counts lmao (also his hard coded variables cause me an unreasonable amount of pain)
First: Can You Make a Game With No Crunch? Second: my favourite game dev job* Third: I Made a Game Illegally *the title I remember **just typing this because this appeared on my homepage
First 4 days: I'm working on my own pace First hour of Friday: I'm rushing Last hour: I completed a starting screen, sound effects, a gauge, oh and I even experimented with screen shake.
so he used time management to not crunch but ending up crunching due to not having enough time. as a coder you should know there’s always variables mr. polymars
protip: use VisualStudio Code + WSL for Windows 10/10. That way you can have your 'server' & your client running on the same actual PC w/ the server running in the WSL virtual linux box. Plus side, it is literally all developed & supported by windows/microsoft, it has never let me down for an extended period of time & they are great with supporting it. Just make sure you have virtualization turned on in your BIOS (this only applies to nerds like me who turned it off because I turn off everything I dont use for security reasons, but sometimes I forgot that when I go to use something that needs "X" on).
Just in case you were wondering a negative can’t be under a square root, and therefore you must use an imaginary number. The answer would be i square root 1.
Actually that is not quite right since sqrt(-1) * sqrt(-1) could either be seen as sqrt(-1)^2 = -1 as well as sqrt((-1) * (-1)) = 1, both of which are valid calculations. So the definition of i via a square root of -1 is not quite correct. It's much better to view i as being a value pair of R x R, where it represents the coordinates (1, 0), which makes it possible to be used in complex number calculations.