00:00
00:00
Newgrounds Background Image Theme

Someone gifted MetalSlayer69 supporter status!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

What was your greatest challenge when developing your game, and how did you overcome it?

444 Views | 5 Replies
New Topic Respond to this Topic

Title explains for itself.


Crazy? I was crazy once.

BBS Signature

Honestly, the greatest challenge I've faced in the past when developing games was trying not to give up when a) the going got tough (e.g after realizing I coded myself into a corner) or (more often) b) the going got boring, when I lost the drive to continue the project (typically after the initial 2-3 week long "honeymoon phase".


I didn't overcome them. Sounds pathetic but real life isn't a TV show. At least, not mine.


Slint approves of me! | "This is Newgrounds.com, not Disney.com" - WadeFulp

"Sit look rub panda" - Alan Davies

BBS Signature

problem: clunky bloated interface that was a resource hog

solution: switch from Unity to Godot


and let my friend handle 90% of the development

BBS Signature

So far getting two sliders in the options menu. One for music and one for sound effects. It was mostly a pain because of the way the GDevelop handles volumes so had to make a work around so some sounds don't be too loud


Look at him spin

BBS Signature

At 7/30/23 05:28 PM, Prismisho wrote: Title explains for itself.


Lack of free time. Due to IRL getting in the way, I have a full-time job, AND a part-time job and while it is a pretty comfy place to work at on both counts, I just lack the sort of free time to produce my own assets/ take photographs of places and sit down for any extended period of time to really go into a code frenzy.


I don't let that get in the way, though. It's hard work, but little by little, I'm getting things done.


PS: Commenting your code helps great for when you boot up the ol' computer and ask yourself 'what was I doing here last time?'


PU PI PI PU PI PIII

PU PI PI PU PI PIII

BBS Signature

At 7/30/23 05:28 PM, Prismisho wrote: Title explains for itself.


Every iteration of the overworld map I made for Forest Shack 2 was always lacking in some sense. The more atmospheric versions just failed to give the player agency on where to go, while the ones that gave the player enough vision on where to go looked bad, having no atmosphere no matter how much I tried to pretty them up.


I managed to fix that by trying design after design, until I improved my knowledge to the point that I could go back to the more atmospheric versions, but implementing some new mechanics that gave the player foreknowledge of what might await them.


It was a huge headache during this last year of development, but now the player could make meaningful decisions without sacrificing the atmosphere while traveling from encounter to encounter. 🐀👍


A rat peddler, peddling his ratty wares.


Looking for playtesters for a pixel art dark fantasy game, but apparently not enough to spam the news about it!