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#Devruary Day 10: What's your least favorite part of game dev?
Ngl, although I can do it, coding is the least enjoyable part of game dev to me
Even with visual scripting tools it can be hard... Pictured some code from my game Rivet 
#Devruary Day 8: What engine are you using in your current game? I'm currently working on two different games, for my puzzle game What Was Found at Ravenhill I'm using Visionaire Studio. For the game "You're Not Welcome to Rennville I'm using Construct 2
#Devruary Day 9: What's your favorite part of game dev? As I've mentioned before, I love being able to create my own worlds to explore!
I also really like sound design, it's a fun way to add a lot of detail to the experience.
Our 2024 Advent Calendar has opened! Day 21: @DarkTaurus ![]()
is a great Creator who creates content centered around horror games! Accept the quest and give them a follow to get Coins and a seasonal sticker!
#Devruary Day 18: Which game dev inspires you most?
I'm really inspired by the developers behind No Man's Sky, Hello Games. They never gave up on their game after a failed launch, and made free updates for 10 years turning it into an amazing game today! 
@ColesyGaming ![]()
is a Jolter to Watch, Youtube Guy, Streamer, Family Man, and Podcaster! Follow @ColesyGaming
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before the quest ends on July 8 and you'll get Coins!
#Devruary Day 4: What keeps you making games when it gets tough?
I love creating worlds (just like the games I mentioned inspiring me), so sometimes the motivation is being able to see those worlds come together and explore them myself! 
#Devruary Day 10: How do you usually plan a game dev project?
I often make checklists and sketches on physical paper and white boards, and I also prototype the game.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @ColesyGaming ![]()
to open today's slot on the calendar.
#Devruary Day 16: What feature almost broke your game?
Moving things in pixels per second almost broke our game... When testing the game at 120fps everything moved in double time, so I had to add extra math to each line of code to calculate frame rate 





















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