While making games, I come across all sorts of interesting problems that don't have clear answers. Sometimes these problems have been figured out by other people on-line but I don't search for that sort of thing unless I'm looking for a specific math equation, in which case I usually just ask Mike.
When I finally come to a solution for these problems, or a "good enough" fix, I get tempted to post about what I did online, because it might be an interesting read... But then I imagine someone replying, "Why didn't you just do X, Y ,Z; that's what all the other game developers do." I have this fear that my problem is totally pedestrian and all the other game developers will be laughing at my stupidity because I spent hours solving something the wrong way.
The reality is there probably isn't one true "right" way and a lot of people might benefit from seeing the process I went through to get from A to B... But then I still have that fear that if people actually turn to me for advice, they'll actually be learning the wrong way to do something.
The fear of looking stupid or teaching other people to be stupid is the big thing that holds me back from sharing more about my game development process. I'm not a math or programming genius and I feel like most of my results come from the sheer determination to make something. And that's probably how most games get made, although I still think they have better code and better math.
The problem I've been working on this week is multiplayer camera with free roaming platforming. It becomes clear why games like 4 player Mario and Guacamelee use "bubbles" to float lost players back into the action. I've been trying to avoid that, although I'll likely have some sort of "teleporting" as a last resort. Still, I really liked the bubbles in Guacamelee because I could play with my son and he could keep up with me in bubble form when things got hairy. That alone makes me see how bubbles are a "right" way to do it, because they let you maintain momentum with a dominant player, in addition to solving other quirks.
Beyond that, I've been trying to have a really nice camera system based on "camera zones." Right now it's all actually working really well, until it doesn't. I'm in awe of how most 2D console games don't have noticeable camera flaws... I feel like I'm overcomplicating things.
I'd like to show the game but JohnnyUtah and I are keeping it under wraps so we can have a big reveal when the time comes. It's our biggest team-up ever!