questions in Indie Game

#Devruary As an [AS]-autistic game dev, my fixation on the content itself never wanes, so burnout comes from repeated failures. I usually cope by making an offshoot of it (art, video, or blog post) to remind me that I can see something through.
#Devruary Worst bug I have to deal with is an annoyingly common one: misplaced visual elements. It can persist even if the code for it produces no errors. I then have to figure out what to add to fix it without throwing off the existing non-error code.
#Devruary As a Ren'Py dev, the two things that could always break my games are (1) building a new feature incorrectly and (2) messing with the "screens" file too much!
I have since adopted a new game making rule: if it ain't broke, don't try to fix it.
#Devruary Biggest two dev mistakes I remember making so far are (1) not backing up my games when switching computers and (2) not testing my games in a browser before uploading them as web builds. Thank goodness I've broken these habits!!
#Devruary For me, the game will be ready to package and distribute when I can run it in a browser and spot zero issues. I find so much as one error, I delete the package, fix the error, and build it again.

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Credits to the song creators
: @Matidia
@ClanYagami
@JadeJohnsonIndustries
@LSPECTRONIZTAR
and other people from YouTube.
1#Devruary If I had to name a feature that took longer for me to get working than I expected, it would be the achievement and gallery systems. Had to format them multiple ways, so I'm SO glad that they finally work!
#Devruary The tool that saves me the most time as a VNDev is VSCode Editor. It lets me edit multiple scripts at once, and color-codes their chain of command which makes it easier to spot mistakes.















