"Is It Good Enough?" - Surviving 3 Years of Development: Project Feline Indie Game Devlog #31
Developing games sounds like a dream job, but it’s not all fun and games. This devlog episode explores some of the many hardships faced, be it practical or psychological, when working to ship your first game.
In my six months away from YouTube I've had a lot of time to think about what it means to make a game and to make devlogs. Everywhere I look people are doing amazing work on an almost daily basis. However, I find that devlogs have a way of making us developers look almost perfect, and I think it can have a negative influence on how other developers begin to value their own work. I've certainly felt unhappy with myself over the years for not being able to pump out AAA-quality games every day. But as it turns out, it's completely normal to struggle and for things to take way longer than estimated. This video was a bit of an experiment for me to be more candid as to what the actual process feels like to go through, rather than just a feature showcase. I hope you enjoyed the video!
To any game devs who may be watching, what sort of problems do you face? Let me know in the comments!
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Get Project Feline (Prototype)
Project Feline (Prototype)
Anime-style parkour action!
Status | Prototype |
Author | Raymond Cripps |
Genre | Action |
Tags | 3D, 3D Platformer, Action-Adventure, Anime, Female Protagonist, Parkour, Sci-fi, Singleplayer, Third Person, Unreal Engine |
Languages | English |
Accessibility | Configurable controls |
More posts
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- Designing Characters With Soul | Project Feline DevlogJun 28, 2024
- Conversation with Project Feline developer Raymond CrippsApr 24, 2024
- Designing Enemies | Project Feline DevlogApr 13, 2024
- Now on Discord!Mar 03, 2024
- 100K Subscriber Special Q&A!Dec 20, 2023
- Thank you for 100K subscribers on YouTube!Nov 29, 2023
- "Your Combat Sucks" | Devlog #38Nov 17, 2023
- Staying Motivated | Devlog #37Sep 25, 2023
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