dreammelter
dreammelter
Head in the Clouds
173 posts
☁ 2D & 3D Studies, Illusts, and Game Dev ☁ ☼ current status: moonlighting | portfolio
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dreammelter · 7 months ago
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....trying to figure out if I want to keep my blog here or play somewhere on the wild web.
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dreammelter · 11 months ago
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....really wanna draw again.
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dreammelter · 1 year ago
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I think it's done?
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My sister says I should add some letters, which I was gonna do at first... but I kinda like the empty blocks now.
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Got started on that Father's Day project I was supposed to do last year.
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dreammelter · 1 year ago
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Made some small adjustments today... prolly gonna leave this as it is and move on lol
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I keep playing with the length of his hair... guess the good news is it never has to stay one length for the series.
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dreammelter · 1 year ago
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Got started on that Father's Day project I was supposed to do last year.
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dreammelter · 1 year ago
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I keep playing with the length of his hair... guess the good news is it never has to stay one length for the series.
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dreammelter · 1 year ago
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Oh right! I updated my website a little bit, too. It'll prolly be another year before I even bother with the page again. Very busy these days 😅
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dreammelter · 1 year ago
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Found a new drawing brush today! I miss making art 😌 I'll really have to start dedicating a day to it or I'll go mad lol.
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dreammelter · 1 year ago
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why can u never find the perfect tool for the job
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dreammelter · 1 year ago
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AH YEAH.
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dreammelter · 1 year ago
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i am very tempted to jump into the Minecraft Bedrock editor just to see what it's like but I have an exam to prep for, then a website to clean up...
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dreammelter · 2 years ago
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Speedrun Workshop Postmortem
I wanted to make a more detailed postmortem as I cleaned the project files up but I'll keep it simple today… If I take any longer, I'm sure to give up on it. (The year is ending so there's a lot of prep/wrap-up going on in other areas I'm responsible for. 🙃)
What I'll cover:
What was the project about? It's goals? It's products?
How did I approach it?
How did things change and why?
What did I like most of what I completed?
What did I wish I could complete?
What did I learn? (A LOT. But maybe make a more definitive list.)
What would be my tips/advice for next time?
(Project deliverables are up on GitHub.)
The One Day Workshop
I only vaguely remember what spurred the project and apparently don't have any journal entries for it either… so here's the gist of it!
My sister worked with City of Las Vegas/Strong Future to help teach some Office 365 basics. In July, she decided to start a small tech biz (now defunct) that offered more technical training. If I remember correctly, she asked if there was anything I'd like to offer, so I figured I could cover programming, 3D art, and game development. (I really just wanted an excuse to play with the things I liked lol.) The team at Strong Future took an interest in hosting the game development class, but they only had a small budget for it at the time. So we decided to host a workshop for middle and high school students on Nevada Day.
The idea was to introduce students to the process of game development as well as some careers and resources. Since the workshop would only last 5 hours, the students would follow along with the recreation of an arcade-like game. I originally wanted to require students have some experience with code since we'd be jumping right into a project. We decided to leave it open to those without it, though. I figured I could do a quick intro to scripting and wouldn't sweat it too much since students could either type-along or drag-and-drop the files.
The workshop had an additional constraint: the computers in the lab wouldn't be able to install any additional software, so I'd have to use a portable or web-based game engine. I've long held onto a list of game engines and dev resources, so finding one wasn't an issue. What was interesting, though, was seeing how some of them have changed over the years… Godot Engine was the first one that came to mind and the one I was sure I was going to go with, but I took a look at my old list anyway. Cocos2D was my second choice since I'd be able to use JavaScript and I was considering it for a future web project, but it required more setup and research than I was interested in bothering with. (The modern Cocos editor requires an install.) Defold, like Godot, doesn't require an install but I didn't want to write in Lua. (Read: I didn't want to relearn how to write Lua. I only have three months.) Game Maker, Construct, GameSalad, and GDevelop were some others I considered for their web versions and/or visual programming features, but I didn't want to force the students to sign up for anything.
So Godot it was. 😎 Long Live Open-Source.
We also named the workshop "Speedrun" some weeks later.
Expectation
The workshop needed three things: a prototype to remake, some slides, and a collection of resources the students could use and refer to later. I was also advised to create a printed handout students could follow along with.
There would also be 20 students at most.
I wanted to break down the five hours as such:
1 hour talking about the industry, careers, and development concepts
3 hours walking through the prototype
1 hour letting the students tinker and build their own levels
(I wrote a couple of different outlines with timestamps closer to the end of the project, too.)
I wanted to teach the students game dev was all about problem solving (and IID.) I'd pose a question or scenario, then walk them through the implementation. Once we built the base game, the students could use the extra resources to add to it however they pleased.
I also split up the 3 months of development time of this project:
1 month to get up to speed with Godot 4 and create a game prototype
1 month to polish the prototype and write up the written materials
1 month to polish the materials, practice the presentation, and prepare for the workshop day
Reality
So I ended taking two months trying to prototype. I briefly talked about it in the "mini postmortem" I included in the class handbook… In short: I tried out different game ideas to see what I could actually implement by the end of the first month. The second month rolled around so I started moving the desired game mechanics to a clean file… just for them to start falling apart. That's when I settled on just making a simple platformer. I used all of September and half of October putting the platformer prototype together, leaving two weeks to put the remaining documents together. Ended up skipping the handout, since I couldn't decide what to put on it… I had a couple different versions of the to-do lists I used to track progress of the game that I could use, but I wasn't sure just how much detail should be included for each task to actually be useful. I didn't complete the handbook in time for class either, so I spent an extra two-three days writing that up…
Dragging and dropping the scripts and resource files from the prototype came in super handy. Because, contrary to my expectation, 4 hours was not enough time to even get past the setup of the player character and tile map. I did not account for students who might not have had any experience with editors of any sort (and forgot to give them an actual tour of the engine. OTL) It wasn't the perfect presentation of "game dev as problem-solving" I hoped for… it was a scramble of remembering what to click and do next. I think the problem-solving sentiment still floats around in the docs and presentation… somewhat. But if there's anything I regret, it's that failure to effectively lead the students through the recreation of the prototype game. We were all pretty exhausted by the end. They said they learned a lot but I hope it didn't crush their interests in building games. 😭
I did spend about an hour and a half covering the industry and such (to my surprise. I wasn't sure I was going to have enough to say, but alas… we did. And it was just a debrief of the topics themselves.) I was also lucky that the students who came in later showed up at opportune times, when it was easy to get them up to speed.
I didn't complete the prototype, but we didn't get very far with the game in-class, either. Guess there's a bit of grace there… I was so worried I end up with a class full of students who were already so comfortable building games in the virtual worlds they hang out in. (But I only had one student who was actually enrolled in a game development program and he was just starting out. All of the students were.)
Reflections
All of that said… I think seeing the reality of how this went down was enlightening. When I get ideas they tend to be overly idyllic and lofty, so it was good to see the gritty, incomplete, and even a little ugly side of this. It was a nice reminder of how much effort goes into creating something that's really good. I mean… the burnout I got after rushing to get this together was 0/10… but the respect I gained for the craft went up 1000%. And seeing how much is available online: from support groups to free tools, the future of game dev will always be bright and exciting.
Part of my screw-up with the approach to teach the development part could have been alleviated if I knew we'd only tackle such a small scope in that time… I obviously couldn't have known how much we'd get through, but a back-up plan beyond "use the premade resources to speed things up" might have been useful in this case. Maybe I could have an alternate "lesson route" where I scaled back most of our goal.
Then again… I probably would've known this ahead of time if I actually practiced the full presentation with someone, rather than the dry run I did alone. 🤔 (One of those expectation vs. reality things.)
Favorite Things
I remember making my first digital game in Flash (though I have this sneaking suspicion there was something I used before it?) Godot's scene-structure was very reminiscent of it. I also liked that it meant you could structure you game basically as the way you see it, making it easy for students to conceptualize.
I also love that you can make tools for the engine using the same language you do to write gameplay code. The coin tool is probably my favorite thing, even though it's incomplete.
Wishes
I'd actually like to figure out what's going on with the double jump animation (which was working at first.) The player can double jump, the conditional block holding the animation just doesn't fire. (I think. I'd have to check the code again.)
It'd also be cool to get the coin tool to work properly in-editor.
Lessons Learned
You won't be able to fit absolutely everything into a project and you probably shouldn't try. 😆 Don't let your brain lie and say you can. Dipping into the longer list of "Nice to Haves" after finishing the "Must Haves" feels nicer than having a long list of "These things were supposed to be in the game--"
Conclusion
I'm gonna be 100% honest, I'm not sure I'd try to build a platformer on my own again. Maybe something closer to a visual novel, sure, but anything more than that? I'd probably enlist the help of some friends. (Especially a gameplay programmer. I'll stick to tools…🫠)
It's a stark position from the one I held as a teen building (fragments of) games… maybe it was the rush to get something together and the burnout that followed. Maybe it was the fact I was building something outside of my initial intention, so I didn't have the same "emotional attachment" I would for something more personal. I do primarily think it was the time constraint and the pressure to make something that I thought would be satisfactory for the students to start with. Sure, I can perform under pressure, but I can't say I do better work under it. And frankly, the pressure is only more bearable with a team, which I didn't have lol.
However, the most important thing is that I completed enough of what was required for this endeavor that I could see it as a success. It's not a smashing or career-changing one, but it's just big enough to be a meaningful experience. (For me and for the handful of students who made it.)
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dreammelter · 2 years ago
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Oh right, what I meant to come around here and say was:
GET READY
I just completed what actually turned out to be a pretty huge project to undertake in 3 months. For me. (Creating a gamedev workshop for beginners.) I learned a lot, but the students who made it told me they learned quite a bit too! I'm working on getting the handbook of resources completed for them as promised, but other than that... I can finally close out the project.
(I'll probably do a proper postmortem/blog entry about it some other time. Maybe draft it up while I'm preparing the files for archival...)
For me to jump into that endeavor, however, I've had to sideline a bunch of important things I was doing prior:
GXCREW
Studio Refactor (just. reorganizing my whole life in general)
Website Update
So I'll be getting back to those very soon. Nov/Dec will likely be spent on the Refactor, since I do still have university work and a different website project for my sister's business. Once the Refactor is complete, I should have a clearer roadmap for everything.
I do want to make more posts around here cataloguing my adventures... I used to do it long ago (on a different site) but stopped after some years. (Got tired of writing about ideas that never came to be lol...) I've also been thinking about making studio vlogs for YouTube. I do record here and there, so we'll see if I can turn those clips into anything. 😄
That's all for today! Gotta finish up this workshop handbook by tomorrow night and I'm still a ways away.
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dreammelter · 2 years ago
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it has just occurred to me i literally spent an hour and a half talking about the game industry and game development and it wasn't even in great detail....
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dreammelter · 2 years ago
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Missing them again. 😔
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dreammelter · 2 years ago
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dreammelter · 2 years ago
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...think i should get back to making stuff like this again
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i wish the affine filter would let me fix the mirror angle but i will accept this and move on
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