Hey everyone, we’re back with another sweet tale of student success! Today, we’re hearing from Damon Bolesta, and his experience creating his very first game – Donut Boy.
So Damon… tell us about the boy behind the donuts. How’d you get into game development?
And now for the donuts behind the boy… You’ve got a pretty unique and quirky concept behind your game. Where’d you get your ideas?
The story of the game itself sort of just fell together. I knew I wanted a common collectable (like coins or rings), and donuts came to my mind pretty quickly. I then thought: “why would there be donuts scattered around everywhere?” Which obviously led me to conclude that there had been a catastrophic explosion at the local donut factory.
I used cropped images of actual faces as the players mainly because I didn’t know how to create animations at all when I first put them in (the game was actually called Face Game for most of development). A lot of individual game ideas came from either early games of my childhood, or just things in my life. For example, the idea to have a bubble weapon came from Milon’s Secret Castle for the NES, where your main weapon is bubbles. I was playing frisbee one day when realized that a frisbee could be a funny weapon.
I had also been using Photoshop for quite a while, but never for creating pixel art. I’m not the best artist, so doing the art was probably the hardest and most time consuming part of making this game. In the beginning, I was sure I was going to either use pre-existing assets, or use single-colored tiles. But I’m really glad I decided to do it on my own, because I got a little better each day, and by the end of it, not only was my actual artistic ability a little better, but I knew how to create tilesets and spritesheets for animation.
I had been using Logic Pro X for many years to create little pieces of music, so I was very familiar with it already. One of my favorite parts of making this game was creating the music for it, so I hope that people enjoy the music!
It’s great to see how you brought all of those different tools together to create your game – and having heard the music, I think that it creates a great atmosphere for Donut Boy as he vanquishes all of his obstacles (seagulls, cats, and zombies…) in his mission to save the town. Did you have any obstacles that you needed to overcome in order to get the game up and running? And more importantly, how did you conquer them?
The biggest obstacle I had to overcome was definitely own lack of discipline. I started this game in February of 2016, and by the spring of that year, I had a nice little prototype put together. But I wasn’t positive what direction to take it in, and the flurry of ideas I had kept making development more and more intimidating. Realizing that some ideas would take possibly more than a year, and it wasn’t even guaranteed that the ideas would work, and I wasn’t even sure which of several ideas I wanted to work on… it basically killed my motivation to work on the game, and I soon stopped working on it completely.
As time went on, I started to forget how certain things were programmed, and how things were put together. I entered a really bad cycle of being intimidated to work on it, which made me not work on it, which made me forget more, which made it even more intimidating to work on it again. So I gave up on it. I had convinced myself that maybe game development wasn’t for me.
But one day in about October of that year, I decided that I had to finish what I had started, even if it turned out to be completely terrible. I forced myself to begin the agonizing three-week process of reviewing my code, relearning the fundamentals of Phaser, re-familiarizing myself with the documentation, and referencing back to Pedro’s videos to get me back to where I had left off.
This process was tremendously painful, but equally helpful. It was a good exercise in discipline, and through it I was able to develop a work habit that only got stronger over time, and that was crucial in helping me make consistent progress, and eventually complete my game.
Thanks for your honesty there, Damon – it’s great to remind people that struggling with game development and motivation is normal, but that it’s possible to get through it. You mentioned that re-familiarizing yourself with our courses played a role in keeping you on track. Could you tell us about which of our courses took you from rookie to patisserie-inspired platformer pro? How did they help you to create Donut Boy?
I took The Complete Mobile Game Development Course – Platinum Edition. It was great because each Module of the course has you complete a very simple game, each of a different genre. So not only did I learn about Phaser itself, but I learned about general programming tricks and techniques that are frequently used for a variety of different types of games. Different mechanics that I was familiar with from a players perspective, were shown from a programmer / designers perspective, which resulted in a lot of lightbulb moments for me.
I actually haven’t even completed all of the Modules – since I knew I wanted to create a platformer, by the time I had completed the first 7 Modules, I felt that I had learned what I needed to create the game I wanted. I was able to just continuously expand upon the groundwork that I created with the course and turn it into something that was uniquely mine. The Module format was really helpful in this respect, because I could learn exactly what I wanted without having to sit through the stuff I wasn’t as immediately interested in.
So now that you’ve fixed the Dough-Nutter 4000 and helped save the townsfolk from death-by-sugar coma, what’s next? Do you have any new games in the works?
I actually have already created a new game since I released this one only a month ago! I was so used to working on Donut Boy almost every day for the past few months that I felt a little lost without a project to work on. So I entered a Game Jam on itch.io (where Donut Boy is hosted) where the objective was to create a game in just 3 days.
I was feeling really well-practiced, so I took a stab at it and ended up creating a little game in one weekend. It’s called Final Flowers, and it ended up getting voted as the 4th most Fun game out of the 155 other games that were submitted to the Jam, so I felt really good about that.
And there you have it, folks! A huge thanks to you, Damon, for such a detailed and honest look into your development process.
Think that you’ve got what it takes to prevent the town from overdosing on sugar? Play Donut Boy here.
And if you feel like graduating from town hero to almighty saviour of planets, check out Damon’s latest game, Final Flowers.