> LEd is based on my personal experience creating Dead Cells and making game jams.
Cool, they made Dead Cells which gives this instant cred as opposed to yet another gamedev tool from someone who never managed to ship a game because they decided to just make gamedev tools.
Countless times though, talented people need stimulation to finish something. Tools provide that. Indie games take years to make too, many of the best ones 4-7 years, entering "early access" as essentially finished products.
Authoring tools give someone with a diverse set of skills time and space to figure out something, usually in the context of originality. It is also a rehearsal for the successful game that may very well be done in a fury in six months at the end of seven years.
I agree: sometimes, making tools during a game dev process gives you a LOT of insight on what is going wrong in a project. Happened many many times to me :)
I think we get stuck building tools as a form of procrastination because gamedev is so hard and open ended. If you find yourself building tools instead of getting on with what you set out to do, you’ll probably come up with justification like your comment, but scrutiny will reveal it’s just procrastination.
Maybe jig would be a better description. They are more focused on the workpiece and the outcome, a part may have multiple steps that it undergoes and a jig assists in its production.
Cool, they made Dead Cells which gives this instant cred as opposed to yet another gamedev tool from someone who never managed to ship a game because they decided to just make gamedev tools.