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How I make Developing

🕑 Added 2021-12-14 12:00:00 +0000 UTC
How I make Developing

Comments

Will Kommor

This was really insightful, thank you for posting this!! If you find yourself in the "peek behind the curtain" mood again I have something I'm really curious about: how do you go about gathering your normal GMTK game footage? Not in the technical sense of OBS and capture cards and stuff, but more like, do you record footage when you need it to illustrate a point, or do you just amass a library of footage whenever you feel like playing? When recording a game do you feel the need to play through the end of it, or just enough to understand it / have a variety of clips? Do you have a strategy for recording useful content?

David Schleimer

I was going to ask a very similar question. Version Control (VCS), also called Source Control or SCM) is the class of tools software types, including game devs, typically use for "keep backups of the project in various states" as well as taking notes to explain why they made a particular change. EDIT: Another advantage of version control systems is that they typically take up much less space than having the same number of full backup copies. Much, much less space. In addition, most version control systems have concepts used for organizing those backups. Typically called branches and tags. You're likely going to develop similar concepts with your backup naming if and when you release versions of the game. Git is the most widely used version control system, but it's not nearly as popular among game devs, since Git does not handle binary files (referred to as blobs) very well. Game development tends to have a lot of blobs under version control in the form of game assets. Perforce, as I understand it, is the most popular version control system for commercial game development. Unity appears to have support for Perforce and Plastic SCM (which I've never heard of) https://docs.unity3d.com/Manual/Versioncontrolintegration.html I would guess there are third-party Unity plugins available for most of the popular version control systems, including Git. You may find it easier to setup a third-party Version Control plugin than setup up perforce or Plastic SCM. Perforce requires a separate server be running, no idea about Plastic SCM. Git is a so-called Distributed Version Control System (DVCS), which does not require a separate server. Also worth mentioning is Mercurial, which Unity the company at one point used internally and supported (I stopped working on version control and don't know if they still do). Mercurial is a DVCS like git, but is easier to leanr for folks new to version control, and has plugins designed to better handle blobs.

Lionel Nanchen

Hello, about your statement: "Now, I keep backups of the project in various states, so I can go back and recreate certain moments more easily." I don’t know much about Unity and the way professionals handle backups but did you heard of Git (GitHub, Gitlab …) ? It’s a great tool largely used by Dev teams. One of the features it’s that you can commit your work at a certain state and come back to that specific state easily. And it can be easier to use that doing classic backups of your code. I don’t know, maybe Git isn’t the best idea for a game made with Unity but it could possibly be helpful !?


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