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So big news, GameMaker have invited me to join their stand at Gamescom in Germany next month! I'll be showing off PokeyPoke for most of the week in the indie area. So if any of you happen to be there, feel free to come meet me and chat!

This puts a deadline on my new demo build for PokeyPoke. And therefore I need to accelerate the pace at which I work on the game. This might mean fewer tutorial videos from me (although potentially more devlogs) over the next few weeks. I will still be consistently live-streaming every Friday (and perhaps other days too) as I continue development of the game.

A few folk have asked if the Turn Based Series is over, perhaps I used some confusing language in episode 8 in which we tackled the most difficult aspect of the system but I want to confirm it is absolutely not over and there is still plenty of things to add.

Once that series *is* done though I'd like to have a proper think about what I'd like to do next. I've talked before about how I find project "series" like the turn based system to be quite draining, and highly punishing when new versions of GameMaker keep coming out. I'm also more and more wanting to try new things. New engines, broader topics, game design content, etc. If you have thoughts on what you'd like to see, or what you have enjoyed seeing from me in my more recent content, please let me know! While my channel and patreon is founded on the back of solid GameMaker tutorial content, I'm finding that niche to be constraining and honestly, I've been doing almost exclusively that for almost ten years now. And so I hope you will welcome me broadening the scope of what I create!

I'm glad that response to my devlog series has been positive, as I really want any excuse to work more on PokeyPoke and see it ever actually get finished. Let me know what you all think about what I do and what you'd like to see from me. =)

-S

Comments

Anonymous

How about covering some of the supporting aspects around game development e.g. - How to track and organise a world, characters, levels, dialogue etc. - Good ways to manage your time and stay focused, trying to avoid burn out - General advice on acquiring assets you can't produce yourself e.g. music, sound effects, fonts, tools/plugins, and the copyright/credits considerations - Getting your game out there, i.e. social media, getting a publisher (or not), which platforms to release on, when to release even?

Anonymous

Based on gamemaker’s announcements earlier this year, I find it tough to want to continue with existing projects knowing that they are revamping major aspects of the ide let alone changes to functions etc. So I definitely understand why it’s similarly tough to want to release new teaching content when the system is in the midsts of overhauls. That said I think it would absolutely be really cool if talked about other aspects say level building or pixel art animating :)