[FEEDBACK] How Yahtzee Created Unique Worlds in Starstruck Vagabond | GameMaker Memoirs
Hey folks!
We're trying something new with GameMaker via a potential new sponsored video series here on Second Wind, and we're interested in your feedback before moving forward!
As you know, GameMaker has been a great partner for Second Wind for going on two years now, and we're looking to expand on that partnership with a new dedicated video series in which we explore games made with the engine, sharing their unique stories, development challenges and design philosophies.
While this series would be sponsored, we want it to be something you would have watched anyways on the channel like any of our other works.
Give it a watch and let us know what you think!
Thanks, and have a great rest of your Tuesday!
Nick Calandra
Editor-in-Chief
How Yahtzee Created Unique Worlds in Starstruck Vagabond | GameMaker Memoirs (YouTube)
Comments (25)
I feel you need to be more transparent about the video's sponsorship. I'm glad you put it in the description, but few read the description. The content was good, pitched at the right level, and a short declaration in the video would not have changed my experience. Openness builds trust with you audience. Both F.R. and D.D. both depend on the hosts trusted, unbiased, expert status.
Great idea, love to see Second WInd trying out awesome new stuff!
I liked it. At first I wasn't sure. I thought maybe the subjects were a bit broad and not particular enough, but I realized that was just because I followed the Dev Diary series and already knew all of this. (And I did get GameMaker because of that series.) The format is very nice and well-produced.
I'm down for something like that.
Loved it, found it interesting and informative. Yes , more like this with other published game maker Devs on their success with the engine, and perhaps what they found tricky with it?
The more getting into the weeds on GameMaker the better.
Was a nice watch, but I'm wondering what the "identity" of this series is. This one seemed to be a very surface-level "here's the game, here's a basic look at what inspired it, here's a few aspects that went into it, and a funny story or two." It feels like it's more built for people who've never heard of the game before, and there wasn't really a lot connecting the procedural generation to GameMaker in specific. I understand there's only so much depth you can go into in 7 minutes, so I think this series would definitely benefit from some extra runtime to go over a few more details for those that know the game, and for those that might want to start implementing something similar for their own projects. (I think the old Dev Diaries had a really strong balance of this - I still remember tangents like Preflight Panic's "ba-ding!" or the rhythm game's how-to-make-a-walk-cycle.) Very much looking forward to seeing this series find its footing, and I wish the absolute best of luck!
I like the format, leaning into the "interviewing" format might help it flow in a bit more discussion oriented manner. As far as guests, might be worth reaching out to Tom Francis and the Suspicious Developments team; they got their start with a couple successful Game Maker games before moving into more complex game engines.
As someone who made their own Indie game (HACK.BAK) in Gme Maker as a direct result of their sponsorship of Second Wind, I'd love to learn about more games made in the engine. Or if it's in the cards, share my own experience.
I enjoyed this - as a fan of the previous DevDiary serieseseseses, FR, SR and an on-again-off-again hobby coder I find it really enlightening to hear Yahtz's thoughts on his own work and the challenges and solutions in game design.
It was interesting for me but I also "know" all of the participants and the game. Not sure how I would have felt about it if it were just a game (and developer) I don't know. (Also, I'm not entirely sure I when Yahtzee thinks procedural generation is bad vs. okay but that's at best a SemiRam topic.)
I really enjoyed this. I love the looks under the hood. I'd love an episode where Yahtzee and Jm8 really dissect a lot of the decisions made in starstruck vagabond.
Like the debugging a use case idea and Jess voice over is a good contrast to Yahtzee's. However, i would like more cuts to the GameMaker interface to show what development and debugging this topic entails, like around 04:45
I liked the video, and found it very informative. My one critique is that it felt a bit weird at the start with Yahtzee speaking as if he was answering a question that wasn't asked until later. I understand it was a quote from further in, but it still felt a little off. Please keep these coming.
Much of the Second Wind talent is credited in the title or on the video description, but this one I had to dig through the credits before I found out who wrote and narrated it.
More please. I like the showcasing the unique bridging between the creative action and the technical considerations that come with making games. It's a peek behind the curtain. Would love to see it repeated with other popular games.
I really like this format
Didn't quite land for me. Felt like a midpoint between coding tutorial and interview, without the interesting technical details of the former or behind-the-scenes stories of the latter.
I was wondering if some people - specifically those who know more about programming - would feel that way. Would a look at the relevant part of the code (e.g. n the video or in a link to a doc) have changed something for you?
I love videos like this, peeking behind the curtain, as it were. I love learning how people problem solve with developmental processes.
Yeah, this is a solid video. Absolutely would have watched it regardless of branding. Keep them coming!
Haven't watched it because vacation with the family, but I am down for more technical content. I have little to no knowledge of game making but I'm fascinated by the subject, and a companion piece to the devheads pod sounds lovely.
I watched when it was first posted, and I liked it quite a bit. Both Yahtzee and Jess were engaging and brought insight into the game making process, and Jess did a great job with the script and her reading of it. I would suggest one thing: have a guest explain how you’d begin. I would love to create a new game, but the last computer I programmed was the Timex Sinclair 1000, and that’s not a joke. I wouldn’t know where or how to start, so a little explanation would be good. I hope this helps.
Yup, great feedback. We want to get people interested in trying it themselves, so we'll keep that in mind going forward.
Such a good idea. Love seeing these "in the weeds" dev videos.
