Development of Snack Chads
Snack Chads is out in public, and now it's time to talk about all the lessons learned during its development. This one was TOUGH, so let's dig in!
Posts about my learnings and experiences with game development in Godot.
View All TagsSnack Chads is out in public, and now it's time to talk about all the lessons learned during its development. This one was TOUGH, so let's dig in!
As the games get larger and more advanced, the amount of topics I can cover without writing for days on end becomes more limited.
So this time, let's take a look at my implementation of the state machine for the ghosts, how I learned and utilized Godot resources, and how the game's story mode works.
Cheese Chasers is out, and with it comes a development post! This is the game that took the most time to develop, that taught me more than the previous games altogether.
Let's take a look!
My experience with learning 2D art, and especially animation was tough. It was a demotivating process that turned out to be very rewarding with patience, sleep and some mercy for myself. In turn, I am now very eager to learn more.
I remade "I need to go" not due to lesser feedback, but due to my own dissatisfaction and gentle need to keep my games up to a certain standard, even if they are just learning experiences.
Follow along through my process of realizing this, and further improving the game.
Developing this game proved to be the biggest challenge so far. Not only on a technical level, but an artistic one too. Here's how I dealt with it, and how the game came to be.