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!
@@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.
@@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.
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.
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!
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.
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.
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.
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
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.
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
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.
'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!
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.
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.
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!
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
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
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.
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.
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.
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 :)
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.
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'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
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.
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.
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!
Solid advice - practical, actionable, and effective. Very goal oriented. Thank you for putting this out there, this road has been really helpful to me.
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!
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
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!
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.
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)
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.
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.
hey man just wanted to say this video is still out hear wafting fat waves of inspiration. I've just begun to learn and will be doing my best to follow this didact
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
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
"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
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.
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.
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.
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
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?
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
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
"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
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.
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.
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?
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.
Good ideas. You really had me at "Another thing that's fun is numbers for some reason".
For some reason I thought this was going to be a joke video but ended up getting inspired. Great video, thanks!
Same
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
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.
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
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.
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
'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!
I come back to this video so often, you did a fantastic job.
Just reiterating what others are saying, because it's true: Great video! No wasted time, straight to point, simple to follow instructions. Well done!
This is like the most simplest and on point video. I wish I had this video long back! seriously best tips!!!!
I think this is the best advice among hundreds on youtube - big thanx mate.
man i clicked this video expecting a 5 minute intro, then you hit me with the facts in 2 seconds wtf, great video btw
A video straight to the point. You earned a sub Mr.
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).
This is why you cant skip in a miziz video. It is 0% bullshit, 100% content. Good job man.
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! 👍
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.
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.
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!
Dude I appreciate your channel so much and I'm glad I've discovered it, your explanations are very simple and informative, thank you
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
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
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
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
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.
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.
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.
2:38
maybe circles appear on the screen -
and you have to click them
to the beat
Accidently made osu lmao
no bullshit, no 15 second intros, no meandering unrelated bullshit and good advisory content.
great video.
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 :)
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
Thanks for honest, direct and quick advises!
Very useful advice! Thank you!
Instantly in my top 5 favorite channels. No bs. Love it.
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.
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'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
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?
see thiis is advice that helps me get back to the flow and tackle DEVELOPING games
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.
This is by far the best advice out there for people starting game development
I really appreciate the pace of this video. Awesome work!
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!
Solid advice - practical, actionable, and effective. Very goal oriented. Thank you for putting this out there, this road has been really helpful to me.
That's great. I've done the video part to death, towards a big game. This was needed.
"I recommend Brackeys" TT
Zero BS, 100% substance -- I love it!
Today i finished my first game Jam, and i can testify to the motivation and joy of doing one.
Highly recommended.
Straigggggghhhttt to the point even I wasn't ready for it. Thumbs up for you, my dude!
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.
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.
At first I thought it was a click bait... oh boy, I never was so wrong... good, short and precise.
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!
So refreshing to see a video without some bullshit intro. Honestly, I haven't stumbled across one in years.
Wow , a TH-camr who provides actual information not water in the ears about how programming is awesome and easy
Already been said a billion times but, straight to the point and very informative!!
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
FINALLLY GREATEST TUTORIAL/HOW-TO VIDEO EVER
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.
I love how to the point and low key you always are
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!
great video, i probably wont take this exact approach but im certainly taking notes.
Stumbled upon you,will try. Thanks
You are 100% right! I learn something today!
Now this is one helluva video/tutorial. You earned my sub.
Sheesh I subscribed halfway through the vid. Straight to the point
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)
I wish every video was this quick and direct.
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.
Not a single second wasted on bull. We need more people like this. Commenting for the algorithm.
Thank you for making this video, the way you made it is something that I wish was more common.
Love how you just jumped straight into it
Straight to the the point. Thank you.
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)
Your voice when your on camera feels so much more natural, when you do voice overs I tune out.
375 seconds of pure steps to get into game development.. really loved it!
Wow ... That Straightforward-ness ... Is amazing.
I would give my firstborn child for this to become the standard way to deliver information on this platform. No nonsense in sight
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.
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.
hey man just wanted to say this video is still out hear wafting fat waves of inspiration. I've just begun to learn and will be doing my best to follow this didact