Behind the Scenes of Bad Ref (GMTK 2023)
We built a game in a single weekend! While it’s been a few months since we created this project, I wanted to take you on a journey of the development of our GMTK Game Jam submission: Bad Ref.
Thoughts and behind-the-scenes stuff of Co-Op Mode.
We built a game in a single weekend! While it’s been a few months since we created this project, I wanted to take you on a journey of the development of our GMTK Game Jam submission: Bad Ref.
Have you ever worked on a project where build times were slow, lower environments took awhile to edit, or you didn’t have a local setup to use at all?
Let’s look at some handy techniques for troubleshooting issues in your game’s GDScript code. Whether you are getting strange behavior, weird errors, or the game straight up isn’t doing anything, I hope this post will give you some pointers on getting to the bottom of code problems in Godot.
You’ve been working on your game for weeks, months, maybe even years, pouring your heart and soul into it. When you’re “heads down” in the weeds of development, it’s sometimes easy to lose track of the bigger picture question: will people even like this game? Especially when you are working on the game alone.
Sprite sheets are a common asset in any 2D pixel art game. Godot’s built in AnimationPlayer node makes it fast and easy to animate characters in Godot games.
Do people still use Knockout these days? Heck yes, people do! Knockout is great.
Here's a screencast on YouTube where we create a simple online multiplayer game from scratch with HTML, CSS, vanilla JavaScript and Firebase.
If you are in the early days of working on a game or starting to think about working on a game, I want to help you answer the question: Should you build a dedicated editor for yourself?
Does this sound like you? (It definitely sounds like me!)
Let's break down the technical stack of Danger Crew. We built this game with React, then wrapped it with Electron to package for Steam.
The Danger Crew Battle Demo is live! I’ve been working on it for a few months and am super excited to share some behind the scenes details of the project.