Yeah, no BS - no "Welcome youtubers...." or "Omg here are my 20 thousand sponsors blah blah blah" or "omg memememmee for 1 hour then last 2 minutes -- heres the conent". THANK YOU!
@@priestoffern1608 I gotta say, making games is hard, but criticizing someone for a bad attitude is not bad. At the same time, it really hurts sometimes (depending upon the situation) to hear criticism. Especially if it isn't constructive. Edit: Also, I barely know anything of Yanderedev. I just know it is a game being made because my girlfriend was watching videos on it.
@@deathpresent101 The algorithm can work against good tutorials like this though, there are a lot of 10:01 min long filler videos, 'content' creators, an empty word describing vacuous filler, ballast but no substance. I agree with kilravok, subscribe to see more of stuff like this, whether they make a career out of it or not.
As someone who learned to make games by starting with a bunch of gamejams, then a bunch of week projects and now game-a-month for like a year or two. I CAN'T STRESS ENOUGH how incredible this advice is. Finish games! I love your channel and you are a real breath of fresh air. Thanks for this video!
It's been 1 year since i finished a game. But today i finally joined a Jam and finished making a game in 1 day. It feels amazing. I immediately realized i need to do alot of 1-day game jams, then move to 3-day jams, and slowly increase the time it takes to put out a game.
@NoseKey The way I see it,game jams will help me force myself to learn to work faster,once I figure out how to *develop* a game in a short time,then I can focus on the *design* part.
If you think game jams are useless for game development, you do not understand game development and didn't even pay attention to this video. This video talks about making and finishing games in a small scale, which is all about what game jams are about. They make you work quicker and force you to be productive, which are core abilities on your kit.
I love how, you just tell people to do it. Theres no like, uncertainty about it. Just "yea do all this" atleast for me personally, it gave me a feeling of "I can do this" you dont give people doubt on whether they can do it or not. Love it man.
Excellent advice. If you want to be an indie game dev, programming is no more important than the ability to set realistic goals and finishing stuff. There is sooooooo much more to it than people think.
Holy shit dawg this is the first "How To" tutorial that I've actually found useful. Keep doing what you're doing, cuz what you're doing is pretty damn great!
I am so mad right now. I want him to spend 5 minutes on a joke about something unrelated to the topic or go 10 minutes talking about how other tutorials are terrible.
There was a lot of information so I just broke it down Ok 1st you watch 1-2 tutorials a day for 2-3 months then make a very simple game in 1 hour. Look at the 1-hour game, estimate on how much you can get done in 2 days, make a plan, then make the game Same thing but it's 1 week now, then 2 weeks. Go back to making a game in 1 hour, then 2 days, etc. for a total of 8 games Now time for game design skills. Make 8 small games, ideally in a week for each one, get an idea for a game, make 5 levels and experiment with the ideas/levels. Get feedback from other people. Now It's time to make a full-length game with 100 levels You can add 1 thing to a level then play it then repeat until the level is done or put random mechanics in a level, play it then rearrange it until the level's done. You could also put a bunch of stuff out there then try to beat the level and take one of the solutions that didn't work then make it work.
Thank you for making these videos. I'm not exaggerating when I say they've been a major part of pushing me to finally get work done on my game dev goals.
I really appreciate this point of view. I've really been avoiding learning programming because it is just the antithesis of everything I like and am good at (math was always my worst subject) but it really seems like basic programming is necessary for what I want to do. I tried learning before but it was on weekends while I was working full time and almost nothing stuck. I guess starting April 10th of 2022 I will do my best to follow your advice and learn as much programming as I can per day for 3 months and save the art for my free time.
goddamn this has to be a video that I wasn't that excited to watch as I kept game developing at a later point in my to-do list but this has to be the most well explained video that already makes me want to start working on it because of how rigid and believable the plan is
This seems like good advice for many creative outlets. I've already thought on how I can apply this to so many other things. In gesture drawing class, we start at 30 seconds, then 1 minute, then 2 and usually going to 5 and 10. I never really thought I would scale up this concept to the way you explained. Thanks for the mind blow!
That's actually a really great point! Like I use figure drawing websites that basically do that untill I can get back to classes. It's honestly a good system for learning you just gotta finish what you start
'watch one or two tutorials a day for two months. THEN start making small games' - this sounds like a great way to find yourself getting rapidly disinterested and giving up. Watch 1-2 tutorials a day AND make small 1 week games for two months is going to help you a lot more.
I really loved how precise to the point you were, no bullshit or tangents. Hopefully this will he the thing that gets me onto a game designer road. Thank you!
Finishing games is a super important skill! It took me 10 years to get there because I’m a perfectionist. I would scrap games like crazy when I didn’t get them right. Even if it’s not how you want it. Please just finish it. Don’t get caught in this loop it’s really frustrating.
Yeah! A lot! Actually now I'm working at a small indie studio from my country but we're growing together! I'd learned a lot from those small projects I was creating, and I'm learning much more from my new working experience, specially about the gaming industry, scope of projects etc :)
I'm happy you stressed actually Finishing games to be the most important. Finishing a game project is essential for so many reasons. A finished game is many things, but most of all it's a sense of closure. What that closure is entirely depends on your development goals and experience with making it, but closure non the less. Great video, man. Nice work.
I'm still pretty new to gamedev but I started out with it by first, finding an engine that I like (for me, that was GameMaker Studio 2) and then learning it. I watched a lot of tutorials and then experimented with what I learnt. My first big milestone was making a box move around the screen. Then I challenged myself to make an Asteroids rip-off in 48 hours and then I experimented more and then I remade Flappy Bird in 10 minutes and I just experimented more, made weird prototypes, etc. Now I'm working on my 2nd game that I'm gonna release. Also, when I was first starting out, I Googled a LOT. So this is just my experience/some advice
Great video! I agree, its worth it to understand and know how to make a game, and how to understand how different ideas work with what you know and what you want to expand on. me personally I collect xbox 360 dev stuff, and therefor can see early copies of games that i use to get an idea of how things are done, after a couple years now i love loading up a build of a game and get down into the mechanics and try to replicate them. after i can replicate something, say like a camera that moves with quick time events, i will then get screen shots and try to replicate the environment. doing this i get alot of experience in how devs get it figured out :D
I was legit going to the bathroom because I was expecting the usual intro and channel animation bs but changed my mind when you jumped right into it. I'll wait and finish the video first!
Got this discord group of budding game developers all following this advice. I'm running game jams without themes but based on your time constraints, we just finished our first hour game jam. Thank you for the advice it's really motivated everyone to make games. It's really pushing me to get good too, even though I have been doing this for longer than most, I'm using my own engine which is forcing me to improve faster and put in more work to try and keep with everyone. Looking forward to the next 2 day game jam.
What I like about this video is there’s no flashy title intro. It’s just straight to the point. Now what I really like about it is how you recommend starting small. I think where most aspiring game devs fail is they come in with some big game idea, try to create it while learning which of course is overwhelming leaving them to quit. “Maybe making games isn’t for me” There was an article I read a while back of a study done on some pottery class. Half the class would be graded on quantity while the other would be graded on quality. The half graded on quality took there time, focused on creating just one pot that semester. Essentially the quantity half came out of the class as better potters than the quality half. I’ll bet the first couple looked like crap, but eventually their pots started getting better and more refined. Takeaway: Make a lot of crap pots! Focus on execution not perfection.
Like a lot of all the other comments, Thank you for getting right to the point. It's so refreshing to just get to the information when your trying to get to the game making.
this... this is actually incredible, this might be my new favorite video on TH-cam, I'm gonna watch this every so often to try and keep my motivation up
This is exactly what i needed! Saw this video a while ago on reddit and forgot about it. I want to start making a commercial game really soon and this feels like such good advice
wow, life really got in the way of my game lol but I am about ready to make a small video on it, and I will be releasing all source to my project, all scripts, textures and sound effects I use as well Right now I have built a rather solid BUILD ENGINE (duke nukem 3D) like clone in Godot. right now I have working : Enemy units (right now I got 12 different ones, mostly bug types) all with 8 directional sprite matrix. At certain distances they will chase, you, closer they will shoot at you, and up close they will melee you. They have multiple different attacks, range, physical, get hit animations, sound effects (each effect has 4 sounds that cycle) that drop items on death. (able to hurt each other) I got health, armor and ammo drops of different sizes, breakable barrels that can drop items, exploding barrels, grenades, breakable items such as chairs, desks, tables. I have 2 levels made so far. Got a gold and inventory and item drop system, and right now I am just finishing up the door and key part. My goal with this project, is I want to make a base of a game I can get my kids making levels for. So by creating everything needed to make a game, so that when my kids make their first levels, they can just make a level, copy and paste some enemies in, put some breakable items in, some exploding barrels, a couple doors with keys, some health and armor and ammo drops laying around, without out needing to actually code it yet. Then my plan to teach them coding is first start off with MODIFIYING the scripts we are currently using to achieve what they want, then slowly showing them how to make new scripts and make their own. After my BUILD ENGINE clone, I will be focusing on building a very very simple game that the player controls a rolling ball, and get the kids to make interesting levels using the physics, and use each level to focus on something simple, like one level focuses on making rotating platforms, where another focuses on making bouncy pads to jump high, then another one focuses on pressing buttons to open up paths, ect ect I am very excited to show off the start of my BUILD engine like project.. I never thought I would ever make it this far... It is very rough, and not pretty, as I am focusing purely on functionality, and getting core features working well. I have a lot of weapons, items and features planned, but I am focusing on getting the basics done. Majority of features in this project are things I have learned from your videos. I will share the video probably next week (work getting in the way! >
3:09 So Super Shoot Bros.? This would actually work pretty damn well, I can just see people go flying when getting hit by a grenade, after softening them up with full-auto, which gradually pushes them around more with it's high rate. Probably put in some heavy aim-assist and homing so it's not completely insufferable to be on the receiving end, and have good defensive play options like knocking them out of your line of sight yourself, so you get a moment. Verticality would be a big thing in the map design too, I'd love to see this, tying mechanics to positioning is a good way to create cohesive games.
I know of at least one "3D smash bros" kinda like that, and it is a really neat idea. I've always wanted a Smash Bros game that was in 3D. The possibilities are exciting!
Bit late to the party, but this video made me remember a mod for Team Fortress 2 appropriately named SMASH BROS. You could watch a video from STAR_ titled "TF2: Bone Zone Smash Bros" to see some gameplay. It honestly looks a bit clunky and slow, but then again it's just a mod and not its own game. Building a game from the ground up with this idea in mind sounds like an interesting idea though, people like shooters and smash bros so a combination like that *might* just be the best of both worlds (or it might create something horrible, you never know when combining 2 good things).
@@Azumongo Ooh, I'll check that out! Yeah, it's particularly tricky since getting crowd controlled can be the worst feeling. Maybe there would be some meter that has to fill up before you get staggered at all, allowing for some strafing and running to cover etc. If it's a class based shooter, there could be like a heavy class that is a bigger target, but has a bigger stagger resist meter. Or, if it's an arena shooter, there could be power-ups for that! I really like the sound of the latter, since map-control could be particularly interesting in this kind of game. Edit: When I say stagger, I actually mean knock-back. Perhaps ''back'' is misleading though, maybe you could lob a grenade at their feet and launch them upwards at an angle relative to location of explosion etc.
It really bugs me when TH-cam throws me unsolicited game dev advice, but after seeing this video in my inbox for the third time this week I finally caved in and went to watch it. This video....was really good. I am glad I watched it and I will look back on it the next time I am feeling lost.
My dude, this ignited my motivation! Went off the game dev route after focusing on web tech for a bit. Lost some sharpness in some crucial skill sets, so I was pretty discouraged on catching back-up with it. But this kind of provided me a decent plan to get back to it. Thanks!
This is really helpful. Ive been going insane trying to make games but I just cant get it right, I need structure and a path to progress. Which is exactly what you've given me.
Your speech pacing along with how you treat the subjects made me want to follow you even further, i feel like i watched a 40 min content in a 5 min video, works pretry nicely for me! Thanks for sharing! Keep up the good work.
Well, essentially practicing is the key. The only question is what to practice with, what kind of games? Then there're game jams. Cloning your favorite games is also a very good option as well since you already know how it should be like.
@@Miziziziz I've done them and quite frankly speaking they are very boring. Also, the end result is honestly not anything usable. You almost make a game just to throw it away later. A better method I would suggest is to make custom reusable materials for future game jams. For example, a whole week working on a character controller and perfect the movement to your liking. This is a lot more fun than making a generic platformer. Again, I'm speaking from a viewpoint of someone with programming background. For fresh beginners that might not be true.
@@southoceann it's definitely different for fresh beginners, I didn't have programming experience when I started and just making small simple projects is hard enough. Better to get used to your tools first imo. If you're already a programmer you can skip straight to the experimental stage
Agree with you. I was thinking about and developing a finite state machine who now helps me to have a better base for any game that I want to make. Now every feature that I want to create I'd start thinking how to make it reusable.
Solid advice - practical, actionable, and effective. Very goal oriented. Thank you for putting this out there, this road has been really helpful to me.
Good philosophy for learning to be efficient with your tools and teaching oneself the scope of design. I'll highly recommend this short video to friends :D Keep it up my dude!
Thank you for this. Especially the point about STARTING SMALL is so so important. I just finished my first project in Godot and even though I had(what I thought was) a very limited scope it *still* took me weeks to finish and I almost stopped working on it. I will now follow your advice and make hour, day and week long games to really get down with the engine.
Listen to this guy. I've been into "game development" for more than 10 years, and what slowed me down the most was not having a plan like this. Ofc, 10 years back you didn't have so much information available, but nowadays it's "relative easy" to start developing games and became good at it. Good luck to everyone!
You’ve made my fantasies of being a game maker feel so much more achievable. I thank you from the bottom of my heart because this is my passion n I’ve for so long thought I need millions of dollars and a team of experts. Thank you so much
Coming from Fullstack development this is pretty much just sand boxing and having projects in general. You should as a fundamentalist at heart consistently make projects on the side regardless if you are preoccupied with a production project, good practice, stay sharpening your sword even when you are a pro. In our field, we had senior developers for JavaScript with 10 years experience still pulling out the phone to google base methods from certain APIs. Still mentions to us as students that there is still more JavaScript to learn, its never ending.
If no dev experience: 1 or 2 tutorials a day for 2-3 months (like Brackeys' tutos) Get comfy with tools using generic public assets: Make a game in 1 hour Make a game in 2 days Make a game in 1 week Make a game in 2 weeks Make a game in 1 hour (again) Make a game in 2 days (again) Make a game in 1 week (again) Make a game in 2 weeks (again) Hone your game design skills: Make one experimental game a week for 8 weeks Release a big game: Make a full polished game with a hundred levels in 4 months, get feedback Make a full polished game with a hundred levels in 4 months, get feedback (again) ... and so on TOTAL: 8 + 8 + 1 + 1 = 18 games in 2+2+4+4 = 12 months (+initial tutorial phase)
Careful, i jumped into a gamejam, only to get hooked on the project and a year later, still working on that gamejam game! Not entirely against my will ofcourse, But also not part of my original plans lol. i did quit for a couple months only to pick it up again. (DriftKing 2D on Steam, sorry for the ad.) It's basically a endless random generated racing game.. But i don't even like cars or racing. Just wanted to make a car and have it drive around a bit. Now it's with me for life! People bought the game and i see myself doing a random update 5 years from now when i feel like making a random car again. or a new biome or whatever. Currently working on adding a 3D mode to this 2D game! XD But the verdict is: Pick your projects carefully! Think of the endgame: Your plan was 6 months, but actually.... the game will be on stores for years/life. you're not gonna be done with it in 6 months. Pick projects that last. Anyone interested in a Steam key [Early Access], Just send me a PM anywhere!
@@jambie I hear you, But it really is just for anyone who's interested in specific details. I didn't drop a direct link which i would consider "marketing". :)
Thought this was clickbait, it's actually brilliant. As a super-technical non-finisher (Webassembly, pathing, procedural shaders in WebGL, 3 dimensional physics/collision, procedural level generation, AI, etc. etc. but no finished products because I can't stop chasing the unicorn) I highly recommend listening to this guy.
This is actually very useful advice that I should honestly follow. I have wanted to work as a game designer but life happens, you have to adult, and now I have a well paying job that I kinda dislike (programming can be unfun who knew). But I had a fun game idea that I wanted to flesh out into a proper game. I had a very good game jam that I won in 2019(?). That kinda spurred the life in me but the going is slow af, I have a lot of interests that you could argue distract me from my goal. I want to learn creative things like design, digital art, music etc. So I like that aspect of game design a lot. But then I get hung up by that and stagnate myself. It really is like learning art again starting with the fundamentals. It even makes more sense to iterate on smaller mechanics to get familiar with the interface and c# programming now when I work full-time and my time is limited. Weekends are literally the tiny nugget of joy I can have at the end of a week. Then back to the slog on Monday... Thanks for this advice. People hear it a lot but never follow it. I think I'll try and do that this weekend.
I really like how you just jumped into the point, no introduction
Yeah, no BS - no "Welcome youtubers...." or "Omg here are my 20 thousand sponsors blah blah blah" or "omg memememmee for 1 hour then last 2 minutes -- heres the conent". THANK YOU!
He's trying to save us time on our one year quest 😂 Great video by the way.
He's a Legend!
he should have started the video with a 3 minute segment promoting Raid: Shadow Legends
Whole TH-cam should be like that, and freaking VLOGS should not exists !!
Never ever has anyone gotten to the point quicker.
LockPickingLawyer is pretty good too
praise god for this man
Big ups to Game Endeavour too he just smashes through the concepts then code it’s great.
kliksphilip is also amazing
Watch Blender speed tutorial
They're so fast and on point they have become memes
"Have your friends play it"
Well now you're just being unreasonable
what friends?
I need the docs on how to make friends.
@@presidentmariachi4287 Just show them the sweet anime waifu game you made in only 2 weeks and they'll have no choice but to be your friend.
@@presidentmariachi4287 Sorry, but friends are not implemented yet.
Lmao
Haha dude you're a boss, no nonsense, just get down to it!
Yup, short and concise, everyone loves it.
The new TH-cam meta
Finishing games is a skill that would be very useful to yanderedev.
He's a child who refuses to accept any kind of criticism and thinks everyone has to praise him for making a semi-functional game
I now know that yandere dev us a piece of shit, sorry for being wrong
@@priestoffern1608 pastebin.com/ZVftY1q2 here's what I'm talking about EvaXephon is yanderedev
I now know that yandere dev us a piece of shit, sorry for being wrong
@@priestoffern1608
I gotta say, making games is hard, but criticizing someone for a bad attitude is not bad. At the same time, it really hurts sometimes (depending upon the situation) to hear criticism. Especially if it isn't constructive.
Edit: Also, I barely know anything of Yanderedev. I just know it is a game being made because my girlfriend was watching videos on it.
No time wasted with humorous intro, no shilling sponsors, no lengthy background story reiterating the video title/topic multiple times...subscribed!
"Lengthy background stories" are relevant sometimes
@@christiangonzalez6945 Usually not, though.
Those things exist because some people have made TH-cam there career. It’s not a bad thing.
@@deathpresent101 The algorithm can work against good tutorials like this though, there are a lot of 10:01 min long filler videos, 'content' creators, an empty word describing vacuous filler, ballast but no substance.
I agree with kilravok, subscribe to see more of stuff like this, whether they make a career out of it or not.
As someone who learned to make games by starting with a bunch of gamejams, then a bunch of week projects and now game-a-month for like a year or two. I CAN'T STRESS ENOUGH how incredible this advice is. Finish games! I love your channel and you are a real breath of fresh air. Thanks for this video!
It's been 1 year since i finished a game.
But today i finally joined a Jam and finished making a game in 1 day.
It feels amazing.
I immediately realized i need to do alot of 1-day game jams, then move to 3-day jams, and slowly increase the time it takes to put out a game.
finishing games is a skill that even alot of triple A studios haven't mastered :^)
V A L V E T I M E
Half-life and cyberpunk
yeah it's not like these studios rely on funding that sometimes gets taken away ;)
*Finishing...
Start your sentence with an uppercase letter next time.
@@mikehunt3060 of all the things wrong with that sentence, is that really the best you could do?
Good video, I also think that participating in game jams is a good way to learn to quickly iterate and be creative.
Game Jams are nice to train your problem solvong, not your game development skill.
@@Horzinicla Training your problem solving can also help with game development though
@NoseKey The way I see it,game jams will help me force myself to learn to work faster,once I figure out how to *develop* a game in a short time,then I can focus on the *design* part.
If you think game jams are useless for game development, you do not understand game development and didn't even pay attention to this video. This video talks about making and finishing games in a small scale, which is all about what game jams are about. They make you work quicker and force you to be productive, which are core abilities on your kit.
@NoseKey you havent played a single game out of ludum dare and it shows
I love how, you just tell people to do it. Theres no like, uncertainty about it. Just "yea do all this" atleast for me personally, it gave me a feeling of "I can do this" you dont give people doubt on whether they can do it or not. Love it man.
*There's
"Circles appear on the screen and you move the mouse to touch them"
Osu! gamers:
"It's a platformer but when you jump gravity changes direction"
VVVVVV gamers:
btw it's osu! not Osu!
Last time I saw using a tablet and stylus is the new mandatory.
CLICK THE CICLES
"Numbers that go up and hit a goal"
EA gamers:
I mean most aim trainers are based on this logic. Lol
Ok, I'll try that
We'll see in a year
Update: I tried to make a game under an hour and failed miserably. I'll try again this week end.
@@chronodecker6920 I believe in you
Gl
How is your progres?
how is it going?
Excellent advice. If you want to be an indie game dev, programming is no more important than the ability to set realistic goals and finishing stuff. There is sooooooo much more to it than people think.
Holy shit dawg this is the first "How To" tutorial that I've actually found useful. Keep doing what you're doing, cuz what you're doing is pretty damn great!
Unity
woops. no intro, straight to the point. subscribed!
I am so mad right now. I want him to spend 5 minutes on a joke about something unrelated to the topic or go 10 minutes talking about how other tutorials are terrible.
Same lol
Hons Hon Central also tell us HOW IMPORTANT THIS IS! Oh and keep cutting the camera shots at high frequency because our attention span is so short.
@@decrodedart2688
Heck yeah!
Btw, his channel is amazing. Love watching his videos.
*Woops...
Start your sentence with an uppercase letter next time.
There was a lot of information so I just broke it down
Ok 1st you watch 1-2 tutorials a day for 2-3 months then make a very simple game in 1 hour.
Look at the 1-hour game, estimate on how much you can get done in 2 days, make a plan, then make the game
Same thing but it's 1 week now, then 2 weeks.
Go back to making a game in 1 hour, then 2 days, etc. for a total of 8 games
Now time for game design skills.
Make 8 small games, ideally in a week for each one, get an idea for a game, make 5 levels and experiment with the ideas/levels. Get feedback from other people.
Now It's time to make a full-length game with 100 levels
You can add 1 thing to a level then play it then repeat until the level is done or put random mechanics in a level, play it then rearrange it until the level's done.
You could also put a bunch of stuff out there then try to beat the level and take one of the solutions that didn't work then make it work.
For some reason I thought this was going to be a joke video but ended up getting inspired. Great video, thanks!
Same
In other words, Just do it, just make your game. Just start.
I like your system though. 1, 2. 1, 2. I like the ideas too! 👍
Thank you for making these videos. I'm not exaggerating when I say they've been a major part of pushing me to finally get work done on my game dev goals.
This video is going to be my Bible from now on. I'll let you know how it goes.
Thank you!
it's been a month, how'd it go?
it's been 2 months, did you give up?
It's been three months now, did you make any progress?
It's been four months now, did you stop?
Razzrock no it hasn’t
I really appreciate this point of view. I've really been avoiding learning programming because it is just the antithesis of everything I like and am good at (math was always my worst subject) but it really seems like basic programming is necessary for what I want to do.
I tried learning before but it was on weekends while I was working full time and almost nothing stuck. I guess starting April 10th of 2022 I will do my best to follow your advice and learn as much programming as I can per day for 3 months and save the art for my free time.
goddamn this has to be a video that I wasn't that excited to watch as I kept game developing at a later point in my to-do list but this has to be the most well explained video that already makes me want to start working on it because of how rigid and believable the plan is
This seems like good advice for many creative outlets. I've already thought on how I can apply this to so many other things.
In gesture drawing class, we start at 30 seconds, then 1 minute, then 2 and usually going to 5 and 10. I never really thought I would scale up this concept to the way you explained. Thanks for the mind blow!
That's actually a really great point! Like I use figure drawing websites that basically do that untill I can get back to classes. It's honestly a good system for learning you just gotta finish what you start
Good ideas. You really had me at "Another thing that's fun is numbers for some reason".
You are like a small little ball of motivation shining trough the interweb (it's like the internet but said differently to sound more intense).
Just reiterating what others are saying, because it's true: Great video! No wasted time, straight to point, simple to follow instructions. Well done!
'watch one or two tutorials a day for two months. THEN start making small games' - this sounds like a great way to find yourself getting rapidly disinterested and giving up. Watch 1-2 tutorials a day AND make small 1 week games for two months is going to help you a lot more.
This is like the most simplest and on point video. I wish I had this video long back! seriously best tips!!!!
I really loved how precise to the point you were, no bullshit or tangents.
Hopefully this will he the thing that gets me onto a game designer road. Thank you!
A video straight to the point. You earned a sub Mr.
I think this is the best advice among hundreds on youtube - big thanx mate.
I come back to this video so often, you did a fantastic job.
2:38
maybe circles appear on the screen -
and you have to click them
to the beat
Accidently made osu lmao
Finishing games is a super important skill! It took me 10 years to get there because I’m a perfectionist. I would scrap games like crazy when I didn’t get them right. Even if it’s not how you want it. Please just finish it. Don’t get caught in this loop it’s really frustrating.
man i clicked this video expecting a 5 minute intro, then you hit me with the facts in 2 seconds wtf, great video btw
I've been learning game development for almost 2 years and I have the problem you mentioned, about finishing games :/
But since the begginer of the year I've been participating game jams, global game jam and currently at Godot Wild Jam, I guess it's helping me :D
Klonoa maybe try finishing a small MVP that u can extend to a series of episodes.
How have you been doing now? Have things gotten better?
Yeah! A lot! Actually now I'm working at a small indie studio from my country but we're growing together!
I'd learned a lot from those small projects I was creating, and I'm learning much more from my new working experience, specially about the gaming industry, scope of projects etc :)
I'm happy you stressed actually Finishing games to be the most important. Finishing a game project is essential for so many reasons. A finished game is many things, but most of all it's a sense of closure.
What that closure is entirely depends on your development goals and experience with making it, but closure non the less.
Great video, man. Nice work.
I'm still pretty new to gamedev but I started out with it by first, finding an engine that I like (for me, that was GameMaker Studio 2) and then learning it. I watched a lot of tutorials and then experimented with what I learnt. My first big milestone was making a box move around the screen. Then I challenged myself to make an Asteroids rip-off in 48 hours and then I experimented more and then I remade Flappy Bird in 10 minutes and I just experimented more, made weird prototypes, etc. Now I'm working on my 2nd game that I'm gonna release. Also, when I was first starting out, I Googled a LOT. So this is just my experience/some advice
Great video! I agree, its worth it to understand and know how to make a game, and how to understand how different ideas work with what you know and what you want to expand on. me personally I collect xbox 360 dev stuff, and therefor can see early copies of games that i use to get an idea of how things are done, after a couple years now i love loading up a build of a game and get down into the mechanics and try to replicate them. after i can replicate something, say like a camera that moves with quick time events, i will then get screen shots and try to replicate the environment. doing this i get alot of experience in how devs get it figured out :D
Dude I appreciate your channel so much and I'm glad I've discovered it, your explanations are very simple and informative, thank you
I was legit going to the bathroom because I was expecting the usual intro and channel animation bs but changed my mind when you jumped right into it. I'll wait and finish the video first!
Got this discord group of budding game developers all following this advice. I'm running game jams without themes but based on your time constraints, we just finished our first hour game jam. Thank you for the advice it's really motivated everyone to make games.
It's really pushing me to get good too, even though I have been doing this for longer than most, I'm using my own engine which is forcing me to improve faster and put in more work to try and keep with everyone.
Looking forward to the next 2 day game jam.
i might be late but can i join that discord?
Very useful advice! Thank you!
This is why you cant skip in a miziz video. It is 0% bullshit, 100% content. Good job man.
What I like about this video is there’s no flashy title intro. It’s just straight to the point.
Now what I really like about it is how you recommend starting small. I think where most aspiring game devs fail is they come in with some big game idea, try to create it while learning which of course is overwhelming leaving them to quit. “Maybe making games isn’t for me”
There was an article I read a while back of a study done on some pottery class. Half the class would be graded on quantity while the other would be graded on quality. The half graded on quality took there time, focused on creating just one pot that semester. Essentially the quantity half came out of the class as better potters than the quality half. I’ll bet the first couple looked like crap, but eventually their pots started getting better and more refined. Takeaway: Make a lot of crap pots! Focus on execution not perfection.
man im not used to my youtube content not being bogged down by long intros and monologues for ad revenue. thanks for this. liked and subbed
"I recommend Brackeys" TT
Like a lot of all the other comments, Thank you for getting right to the point. It's so refreshing to just get to the information when your trying to get to the game making.
see thiis is advice that helps me get back to the flow and tackle DEVELOPING games
this... this is actually incredible, this might be my new favorite video on TH-cam, I'm gonna watch this every so often to try and keep my motivation up
This is exactly what i needed! Saw this video a while ago on reddit and forgot about it. I want to start making a commercial game really soon and this feels like such good advice
Instantly in my top 5 favorite channels. No bs. Love it.
wow, life really got in the way of my game lol
but I am about ready to make a small video on it, and I will be releasing all source to my project, all scripts, textures and sound effects I use as well
Right now I have built a rather solid BUILD ENGINE (duke nukem 3D) like clone in Godot.
right now I have working :
Enemy units (right now I got 12 different ones, mostly bug types) all with 8 directional sprite matrix. At certain distances they will chase, you, closer they will shoot at you, and up close they will melee you. They have multiple different attacks, range, physical, get hit animations, sound effects (each effect has 4 sounds that cycle) that drop items on death. (able to hurt each other)
I got health, armor and ammo drops of different sizes, breakable barrels that can drop items, exploding barrels, grenades, breakable items such as chairs, desks, tables. I have 2 levels made so far. Got a gold and inventory and item drop system, and right now I am just finishing up the door and key part.
My goal with this project, is I want to make a base of a game I can get my kids making levels for. So by creating everything needed to make a game, so that when my kids make their first levels, they can just make a level, copy and paste some enemies in, put some breakable items in, some exploding barrels, a couple doors with keys, some health and armor and ammo drops laying around, without out needing to actually code it yet. Then my plan to teach them coding is first start off with MODIFIYING the scripts we are currently using to achieve what they want, then slowly showing them how to make new scripts and make their own.
After my BUILD ENGINE clone, I will be focusing on building a very very simple game that the player controls a rolling ball, and get the kids to make interesting levels using the physics, and use each level to focus on something simple, like one level focuses on making rotating platforms, where another focuses on making bouncy pads to jump high, then another one focuses on pressing buttons to open up paths, ect ect
I am very excited to show off the start of my BUILD engine like project.. I never thought I would ever make it this far... It is very rough, and not pretty, as I am focusing purely on functionality, and getting core features working well. I have a lot of weapons, items and features planned, but I am focusing on getting the basics done.
Majority of features in this project are things I have learned from your videos. I will share the video probably next week (work getting in the way! >
well, any news?
3:09 So Super Shoot Bros.? This would actually work pretty damn well, I can just see people go flying when getting hit by a grenade, after softening them up with full-auto, which gradually pushes them around more with it's high rate. Probably put in some heavy aim-assist and homing so it's not completely insufferable to be on the receiving end, and have good defensive play options like knocking them out of your line of sight yourself, so you get a moment. Verticality would be a big thing in the map design too, I'd love to see this, tying mechanics to positioning is a good way to create cohesive games.
I know of at least one "3D smash bros" kinda like that, and it is a really neat idea. I've always wanted a Smash Bros game that was in 3D. The possibilities are exciting!
Bit late to the party, but this video made me remember a mod for Team Fortress 2 appropriately named SMASH BROS. You could watch a video from STAR_ titled "TF2: Bone Zone Smash Bros" to see some gameplay. It honestly looks a bit clunky and slow, but then again it's just a mod and not its own game.
Building a game from the ground up with this idea in mind sounds like an interesting idea though, people like shooters and smash bros so a combination like that *might* just be the best of both worlds (or it might create something horrible, you never know when combining 2 good things).
@@Azumongo Ooh, I'll check that out! Yeah, it's particularly tricky since getting crowd controlled can be the worst feeling. Maybe there would be some meter that has to fill up before you get staggered at all, allowing for some strafing and running to cover etc.
If it's a class based shooter, there could be like a heavy class that is a bigger target, but has a bigger stagger resist meter. Or, if it's an arena shooter, there could be power-ups for that! I really like the sound of the latter, since map-control could be particularly interesting in this kind of game.
Edit: When I say stagger, I actually mean knock-back. Perhaps ''back'' is misleading though, maybe you could lob a grenade at their feet and launch them upwards at an angle relative to location of explosion etc.
It really bugs me when TH-cam throws me unsolicited game dev advice, but after seeing this video in my inbox for the third time this week I finally caved in and went to watch it.
This video....was really good. I am glad I watched it and I will look back on it the next time I am feeling lost.
My dude, this ignited my motivation! Went off the game dev route after focusing on web tech for a bit. Lost some sharpness in some crucial skill sets, so I was pretty discouraged on catching back-up with it. But this kind of provided me a decent plan to get back to it. Thanks!
the perfect channel, no "heeey guys welcome to this " or " in this video we will ..." just straight to the point... keep up the good work dude
This is really helpful. Ive been going insane trying to make games but I just cant get it right, I need structure and a path to progress. Which is exactly what you've given me.
Your speech pacing along with how you treat the subjects made me want to follow you even further, i feel like i watched a 40 min content in a 5 min video, works pretry nicely for me! Thanks for sharing! Keep up the good work.
Thanks for honest, direct and quick advises!
Thanks man. I want to get into making small games for fun, but even that requires massive amounts of dedication (something I don't think I have)
Today i finished my first game Jam, and i can testify to the motivation and joy of doing one.
Highly recommended.
Well, essentially practicing is the key. The only question is what to practice with, what kind of games? Then there're game jams. Cloning your favorite games is also a very good option as well since you already know how it should be like.
Simple games like platformers, top down shooters, text adventures
@@Miziziziz I've done them and quite frankly speaking they are very boring. Also, the end result is honestly not anything usable. You almost make a game just to throw it away later. A better method I would suggest is to make custom reusable materials for future game jams. For example, a whole week working on a character controller and perfect the movement to your liking. This is a lot more fun than making a generic platformer. Again, I'm speaking from a viewpoint of someone with programming background. For fresh beginners that might not be true.
@@southoceann it's definitely different for fresh beginners, I didn't have programming experience when I started and just making small simple projects is hard enough. Better to get used to your tools first imo. If you're already a programmer you can skip straight to the experimental stage
Agree with you. I was thinking about and developing a finite state machine who now helps me to have a better base for any game that I want to make. Now every feature that I want to create I'd start thinking how to make it reusable.
But I guess even with some programming experience you need to start with the very basics concepts.
You are 100% right! I learn something today!
This is by far the best advice out there for people starting game development
Solid advice - practical, actionable, and effective. Very goal oriented. Thank you for putting this out there, this road has been really helpful to me.
Good philosophy for learning to be efficient with your tools and teaching oneself the scope of design. I'll highly recommend this short video to friends :D Keep it up my dude!
I love how to the point and low key you always are
I really appreciate the pace of this video. Awesome work!
Thank you for this. Especially the point about STARTING SMALL is so so important. I just finished my first project in Godot and even though I had(what I thought was) a very limited scope it *still* took me weeks to finish and I almost stopped working on it. I will now follow your advice and make hour, day and week long games to really get down with the engine.
Listen to this guy. I've been into "game development" for more than 10 years, and what slowed me down the most was not having a plan like this. Ofc, 10 years back you didn't have so much information available, but nowadays it's "relative easy" to start developing games and became good at it. Good luck to everyone!
I wish every video was this quick and direct.
I need to save your tutorials. You actually seem to help and make this seem relaxing. Gonna see where I can go with your content.
this is the perfect video , he jumps to the point , tells you what he did and doesnt take 10 mins to tell you why respect brother
That's great. I've done the video part to death, towards a big game. This was needed.
I'm gonna have to do this, because in the last 2 years I've started what like 5 different projects and none of them are close to finished.
So refreshing to see a video without some bullshit intro. Honestly, I haven't stumbled across one in years.
Straigggggghhhttt to the point even I wasn't ready for it. Thumbs up for you, my dude!
You’ve made my fantasies of being a game maker feel so much more achievable. I thank you from the bottom of my heart because this is my passion n I’ve for so long thought I need millions of dollars and a team of experts. Thank you so much
Straight to the the point. Thank you.
Coming from Fullstack development this is pretty much just sand boxing and having projects in general. You should as a fundamentalist at heart consistently make projects on the side regardless if you are preoccupied with a production project, good practice, stay sharpening your sword even when you are a pro. In our field, we had senior developers for JavaScript with 10 years experience still pulling out the phone to google base methods from certain APIs. Still mentions to us as students that there is still more JavaScript to learn, its never ending.
Stumbled upon you,will try. Thanks
FINALLLY GREATEST TUTORIAL/HOW-TO VIDEO EVER
I've always wanted to make my own games.
I love lighting, physics, level design sound design its soo good.
That was a rocket onset... no BS, no sponsor panels, just great
Thank you for no annoying, lengthy intro which always gives me instant back pain and mounting rage.
Thank you for making this video, the way you made it is something that I wish was more common.
no bullshit, no 15 second intros, no meandering unrelated bullshit and good advisory content.
great video.
If no dev experience: 1 or 2 tutorials a day for 2-3 months (like Brackeys' tutos)
Get comfy with tools using generic public assets:
Make a game in 1 hour
Make a game in 2 days
Make a game in 1 week
Make a game in 2 weeks
Make a game in 1 hour (again)
Make a game in 2 days (again)
Make a game in 1 week (again)
Make a game in 2 weeks (again)
Hone your game design skills:
Make one experimental game a week for 8 weeks
Release a big game:
Make a full polished game with a hundred levels in 4 months, get feedback
Make a full polished game with a hundred levels in 4 months, get feedback (again)
... and so on
TOTAL: 8 + 8 + 1 + 1 = 18 games in 2+2+4+4 = 12 months (+initial tutorial phase)
Now this is one helluva video/tutorial. You earned my sub.
Your voice when your on camera feels so much more natural, when you do voice overs I tune out.
great video, i probably wont take this exact approach but im certainly taking notes.
At first I thought it was a click bait... oh boy, I never was so wrong... good, short and precise.
Love how you just jumped straight into it
Careful, i jumped into a gamejam, only to get hooked on the project and a year later, still working on that gamejam game!
Not entirely against my will ofcourse, But also not part of my original plans lol.
i did quit for a couple months only to pick it up again. (DriftKing 2D on Steam, sorry for the ad.) It's basically a endless random generated racing game.. But i don't even like cars or racing. Just wanted to make a car and have it drive around a bit. Now it's with me for life! People bought the game and i see myself doing a random update 5 years from now when i feel like making a random car again. or a new biome or whatever. Currently working on adding a 3D mode to this 2D game! XD But the verdict is: Pick your projects carefully! Think of the endgame: Your plan was 6 months, but actually.... the game will be on stores for years/life. you're not gonna be done with it in 6 months. Pick projects that last.
Anyone interested in a Steam key [Early Access], Just send me a PM anywhere!
Ok
Yah you definitely seem sorry for the ad
Send me a key fella
@@jambie I hear you, But it really is just for anyone who's interested in specific details. I didn't drop a direct link which i would consider "marketing". :)
@@iiinterpreter Where can i send the key to? (or just add me on other social media like twitter, steam, instagram..) :)
Sheesh I subscribed halfway through the vid. Straight to the point
Thought this was clickbait, it's actually brilliant. As a super-technical non-finisher (Webassembly, pathing, procedural shaders in WebGL, 3 dimensional physics/collision, procedural level generation, AI, etc. etc. but no finished products because I can't stop chasing the unicorn) I highly recommend listening to this guy.
Brilliant, straight to point and no BS.
This is actually very useful advice that I should honestly follow. I have wanted to work as a game designer but life happens, you have to adult, and now I have a well paying job that I kinda dislike (programming can be unfun who knew). But I had a fun game idea that I wanted to flesh out into a proper game. I had a very good game jam that I won in 2019(?). That kinda spurred the life in me but the going is slow af, I have a lot of interests that you could argue distract me from my goal. I want to learn creative things like design, digital art, music etc. So I like that aspect of game design a lot. But then I get hung up by that and stagnate myself. It really is like learning art again starting with the fundamentals. It even makes more sense to iterate on smaller mechanics to get familiar with the interface and c# programming now when I work full-time and my time is limited. Weekends are literally the tiny nugget of joy I can have at the end of a week. Then back to the slog on Monday... Thanks for this advice. People hear it a lot but never follow it. I think I'll try and do that this weekend.
Wow , a TH-camr who provides actual information not water in the ears about how programming is awesome and easy