7 Game Dev Mistakes that DESTROY your Games!

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 182

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  ปีที่แล้ว +22

    💬 Hi there! I'm trying out a new format, watching a video or reading an article and giving you my thoughts, let me know what you think!
    🎮 Wishlist my Steam game! cmonkey.co/dinkyguardians_steamwishlist_gamedevmistakesdestroyyourgame
    🔴 RELATED VIDEOS 🔴
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    • @jmvr
      @jmvr ปีที่แล้ว +3

      I definitely prefer your videos that are quick and to the point. This video seems to be a lot of "sit around and wait for a point to talk about to pop up", which for me means a lot of skipping around to find what you have to say about the topic.
      Of course, I'm also the type of person to look at the Chapter titles to figure out what the topic is about rather than waiting for someone to start talking about it, so for someone like me who has a poor attention span and is looking for tips that are to the point, this type of video isn't for me. Other people may like the video more, but not I.

    • @ltecheroffical
      @ltecheroffical ปีที่แล้ว +1

      It's great, Just keep the tutorials the same.

    • @scorpionkelly4421
      @scorpionkelly4421 ปีที่แล้ว

      Please could you send a link to a video. Where I can add animations to my c# script, It's so boring that I have animations but I can't add them to my script 😢😢I

    • @tobinrysenga1894
      @tobinrysenga1894 ปีที่แล้ว

      I don't hate the format, but you should balance the audio more between your voice and the video voice. I found myself adjusting the volume more than once.

  • @izaan88
    @izaan88 ปีที่แล้ว +101

    Scope/Feature creep is the worst. Especially when you are starting out. When you're an amateur, you tend to have low self confidence in the game you're making. So, you add features, thinking that it'll add "value" to your game and make it fun. Worse if you promote those added features as a primary part of your game, even though the game is fine without those. Then, at a certain point, you reach a critical limit. You won't have time to do everything. There's too much features, too many things to balance out. That's when you have to crunch. Ultimately, you start to hate the game you're making.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +22

      Sadly it's also one of those problems that can't really be taught, no matter how much I try to tell people to be careful about scope creep it's something you only truly learn after you suffer the consequences, that's certainly how it went for me.

    • @izaan88
      @izaan88 ปีที่แล้ว +8

      @@CodeMonkeyUnity I think that's how the majority of developers learn when they starting a new team by themselves. First, they want to make a relatively simple platforming game with many traversal mechanics. Then, they added enemies and combat to vary the pace. Then, they added weapon and attack variety to make the combat interesting. Then, they added weapon durability, looting, and crafting mechanics in order to ensure players try all the weapon types. And it goes on and on... 2-3 years later, they still haven't even finished 50% of the game and all the features are just... meh, because there's not enough time to focus on every mechanic. In the end, the game is only 20% platforming....

    • @mr_noodler
      @mr_noodler ปีที่แล้ว +1

      This is where I am with my game ‘Evil Bird Simulator’

    • @izaan88
      @izaan88 ปีที่แล้ว +3

      @@mr_noodler Good luck. Just remember, every single feature, every single mechanic will incur a "production debt". Multiply that "debt" by 2. Then see if you can actually finish it within a set time...

    • @BoltRM
      @BoltRM ปีที่แล้ว

      Adding features & complexity increases difficulty of future maintenence, changes & bug fixes, all of which will happen.

  • @stayathomedev
    @stayathomedev ปีที่แล้ว +7

    Hey, someone pinged me that this got featured here! Thanks for showcasing it and sharing it with your audience!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      Great job on the video! Very entertaining and educational!

  • @BlackPanzerYZ-pq9nd
    @BlackPanzerYZ-pq9nd ปีที่แล้ว +5

    Your channel's been a true motivator during tough times. Now, my game is ready to shine on Steam after two years of learning!

  • @suspecm6316
    @suspecm6316 ปีที่แล้ว +32

    I worked on a game for 2 years, then I realised that I need at least as much time to finish my vision. I decided to stop and reevaluate my position. I started developing another game with a similat theme that I plan on releasing in less than a year. I'm not that happy about not working on the grand vision but I'm happy that those 2 years didn't go completely to waste because I could reuse a ton of stuff, heavily speeding up the development of the current game.

    • @janwagner3020
      @janwagner3020 ปีที่แล้ว +6

      Maybe you can continue to work on your first game once you have more experience

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +4

      You're always gaining experience so time is never wasted!
      Best of luck with that project, keep that scope in check!

  • @lordofthe6string
    @lordofthe6string ปีที่แล้ว +8

    Regarding working on art first: it's the reason I like asset packs from respective stores so much. I've made a lot of prototypes with asset packs, and it's a lot easier to see when an idea isn't working because it's easy to think 'ah it'll be better with art'. My degree was 3D asset creation, so I love making art, but I'd rather it be something I know is going to be in the full game.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Yup great tip! Asset packs are a great way to get some visuals better than a grey box but without requiring tons of time

  • @jwlewis777
    @jwlewis777 5 หลายเดือนก่อน

    Lol, cops and robbers!!!
    I had that idea years ago!
    Ended up in the same place as yours, nowhere!!
    Awesome video!

  • @sebastianramirez5781
    @sebastianramirez5781 ปีที่แล้ว +4

    I think this is the worst time in the history of youtube for react content, but you're very passionate about what you do and have always made great content so I think it's cool you're doing new things.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +4

      Yup I'm always experimenting with new things, if people find this format helpful I'll keep doing it, and if no one finds this useful I'll stop doing it

    • @PhodexGames
      @PhodexGames ปีที่แล้ว

      @@CodeMonkeyUnity I think it is fine, but I felt misled by the title. I thought this was a normal video where you solely shared your experience.

  • @Gino12164
    @Gino12164 ปีที่แล้ว +7

    First game was way to big and spend 3 years with zero result. Now I make a small game max 3-6 months. I am now in month 4
    My learning goals.
    -learn to market.
    -learn how to setup a steam store page.
    -Get around 100 wishlist.
    -keep the game simple. (Working on puzzle game is fir me simple)
    And I almost there soon the store goes up little bit late but in the end its what learn. Not how much money I make from this first game.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Sounds like a great plan! You might not make much money but you will certainly learn a lot that will help you in future games.
      Best of luck!

  • @Parwezh
    @Parwezh ปีที่แล้ว +2

    Great video, I personally also encountered beginners (myself included) that really wants to develop huge games that can take years as their very own first game.
    For me it's very difficult to come up at simple small game ideas that is a bit original. Most of the time when I come up with an idea it really is just a mirror version of an already existed games.
    So yeah these tips really come in handy especially the prototyping part first and then going to art. I myself aren't really an artist which is why I focus a lot on art than actually the game/prototype.
    For those who wants some extra tips (maybe not all recommended) if they still want artwork involved:
    - Maybe just search the theme your game is based on. For example if your game is based on the theme of Cyberpunk then just for prototyping I'd take screenshots of the character and place it in the engine and just prototype with it. So that it can actually be fun and motivating and sometimes hilarious even xd.
    - There are also assets of existing games under non commercial license which u can also use just for prototyping cause you aren't publishing or anything so to keep your development progress fun and exciting this can also stimulate you mentally to finish your game.
    I believe that prototyping like this also gives u an idea of what extra features you can add in your game, or it can also help you detect that maybe your idea doesn't fit your theme. And to counter these parts it's best to counter them at the earliest earliest stages of development otherwise you'll lose a lot of time and that's depressing.

  • @PeterMilko
    @PeterMilko ปีที่แล้ว

    Well thanks for making me more nervous about my game, wish me luck dudes. Im doing a dev log 🍀

  • @chuckdude514
    @chuckdude514 ปีที่แล้ว +8

    Currently, I'm making a short but well-polished 3D game and it's been taking months because I'm making it with the main goal of learning as much as possible about Unity's tools and coding.
    I don't know if that is what most devs would suggest, but I'm learning much more than I have had in game jams, where you just have to make things work before you run out of time and end up learning much less.

    • @lachy1221
      @lachy1221 ปีที่แล้ว +2

      Time spent learning transferable skills is not time wasted. It's why i always spend a bit more time making sure my code is easily reusable for the next project

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +5

      If your goal is more related to learning than finishing a project then yup spending longer isn't a bad thing
      Although I still recommend you push towards the finish line at some point, some things you really only learn in the later stages of development or right after release.

  • @CollidingCapsuleStudio
    @CollidingCapsuleStudio ปีที่แล้ว +4

    My brother and I are currently working on something small(ish) and the grey box art is our bane, as neither of us is that experienced with modeling, but we can't get the feel we need/want unless we upgrade from the boxes and capsules.
    Also I'd say we actually have been able to keep the scope/feature creep at bay mainly because there are two people who need to agree on what is good for the game. One of us gets an idea and basically pitches it to other, causing us to spend maybe an hour talking about it while deciding if the game needs it.
    Having someone to bounce ideas off from, to share your workload with and to restrict your stupidity helps a lot.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      If you already have some basic gameplay working then it's okay to spend one week working on visuals, just don't spend too long on it to the detriment of gameplay
      That's a great way of keeping scope in check! Two heads are indeed usually better than one.
      Best of luck with the game!

    • @CollidingCapsuleStudio
      @CollidingCapsuleStudio ปีที่แล้ว

      ​@@CodeMonkeyUnity Well, now this channel has some content to show.
      So everyone can judge on their own If we have the basics under control.

  • @ThomasWindar
    @ThomasWindar ปีที่แล้ว +3

    About the "Don't spend so much time on the Art".
    You pointed out it's not always the case and thank you for that.
    It should instead be "When making Art Assets - only add Necessary art".
    Cause it heavily depends on the type of game which Art Assets are actually super-mandatory to be made before you make a game.
    I am currently working on a game myself where the big part of it is chaining character attacks - and this literally cannot be prototyped with anything but the intended motion.
    Fighting games generally run into this issue in a major way - since the animation of the character - and the model of the character - affect the gameplay in a large way.
    HOWEVER - here is a tip I used.
    Your character doesn't need super-detailed textures. Just give it basic color fills first.
    The animations need to be "as intended" - but they don't need to be "refined". So the kick has the correct number of frames and feel to it, but you can ignore some wonky posing or lack of physics on the character or secondary motion. You can tighten those up later.
    UI can be very barebones - you will change it later.
    Backgrounds (unless you have environmental puzzles like a hidden object game) - can be just gray boxes for now.
    So sometimes the Art NEEDS to be "kinda final" - but it can be a bit rougher, cause "the final polish" generally happens when you are 90% done with the art asset, but it takes another 90% time of the work to finish. So you can skip on that till the gameplay is locked in fully.

  • @disobedientdolphin
    @disobedientdolphin ปีที่แล้ว +6

    The thumbnail with the crossed out steam symbol is a bit confusing. It seems to say something like "don't use steam".

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      Sometimes it's really difficult to come up with a thumbnail for a video, what image do I use to display "mistakes"?
      Using the Steam logo, which represents indie games, with a cross on top to represent mistakes was the best idea I could come up with

  • @suicune2001
    @suicune2001 ปีที่แล้ว +1

    Thanks! Thankfully, I knew all this already since I've been watching Extra Credit for years but it cannot be said often enough!

  • @itsmidge
    @itsmidge ปีที่แล้ว

    "Playtesting is really market research". That's a nice way to reframe it.

  • @klevialushi571
    @klevialushi571 ปีที่แล้ว +4

    "Spending too long in my first game" - why i feel so called out ? 😂

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +3

      Heh you're not alone! Tons of people end up doing that either intentionally or unintentionally

    • @Gino12164
      @Gino12164 ปีที่แล้ว +1

      +1

    • @TheTryzna
      @TheTryzna ปีที่แล้ว

      Oh yeah, spent full year on my first one, then sold two copies XD However i never gave up and the next on made up for it.

  • @ChernobylComedyAndWings
    @ChernobylComedyAndWings ปีที่แล้ว +2

    Great advice i started making 3D animated shorts in my free time beside gamedev.

  • @Project-NSX
    @Project-NSX ปีที่แล้ว +1

    Hi Hugo. Thanks very much for yet another amazing video. I like to have a rough idea of many different areas so love learning from courses like your turn based strategy course. One thing I've found really difficult to find good resources for (that aren't books) is game design theory. Do you happen to have any recommended resources like courses or do you find you work best designing the game elements just by analysing what you think is fun? Thanks!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      Yeah that's a really difficult topic since there's so much to cover and it's hard to come up with general guidelines that work for every game.
      The only book on that topic that I've read is Designing Games by Tynan Sylvester, the developer of Rimworld, it was an enjoyable read although don't remember much from it.
      I prefer watching videos so I like watching Game Makers Toolkit or Adam Millard Architect of Games

  • @callumbirks
    @callumbirks ปีที่แล้ว

    Started working on my first game after finishing your KitchenChaos tutorial - about a week ago.
    I’ve watched many videos from Jason Weinmann and yourself, so I have the idea of starting with some simpler games first hammered into my brain. Planning to get this first one done by the time the next Steam Next Fest comes around

    • @nixonscherbarth1974
      @nixonscherbarth1974 ปีที่แล้ว +1

      Yea maybe work on small projects as he suggested. Try out game Jams, there’s also some that are in person an really nice to do. Really this is the best you can do as a new dev

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Go for it! That plan does sound great, make a game until October, release a demo on Next Fest, spend the month after improving the game based on demo feedback and release in Nov/Dec. If you follow that plan you will learn a ton!
      Best of luck!

  • @lukdev
    @lukdev ปีที่แล้ว

    Hitting the like button without even seeing the video. U the best dude! Keep it up!

  • @mrdodelidoo1885
    @mrdodelidoo1885 ปีที่แล้ว +1

    I think the answer could be good for beginners ; I've been using Unity for 4 years now, and for professional purposes I had to learn Unreal Engine. Unreal Engine's Blueprint system is extremely interesting, as the visual scripting part is really simple to understand and use, even for multiplayer.
    The problem with visual scripting on Unity is that, in my opinion, it's not very good and incomplete compared with Blueprint. In 2023, can you say that to make a "normal" game, Unity's visual scripting system would be sufficient, or do you have to switch to code at some point?

  • @dontstopbelieving1
    @dontstopbelieving1 ปีที่แล้ว

    Scope creep is big but I think the lesser talked about topic is scope underestimation. You really need to think of everything. What buttons will you need? What screens will those buttons open, are there resources to be tracked, how do you store items? So many things that seem like “simple” parts of a game can really add up over the course of development.
    I thought a 2D rpg sounded like it would be simple because the gameplay feels simple in concept. I am about 8 months in and I’m really glad I stuck it out but I certainly felt on the verge of burnout at points when it seemed every line I typed added a new bug. It’s one hundred percent worth it now that the game is pretty feature complete but I still have probably another 6 months before release. I think I will work on some smaller projects after my current game is released.
    I think you have to be really honest when you’re asking yourself whether the feature will add so much to the game that it is worth the trouble of implementing and probably introducing new bugs.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      That's a good point, it's all about trying to control the unknown unknowns which for beginners there are tons of stuff they don't even know they will need. That's one of the reasons why I think making several games in several genres and actually completing them is important, it greatly reduces the amount of unknown unknowns

  • @Notllamalord
    @Notllamalord ปีที่แล้ว +3

    I have ADHD and lose interest in projects very quickly, I most just work on very small projects that requires to me to learn a new programming skill

    • @Iamjake1000
      @Iamjake1000 ปีที่แล้ว

      Are you medicated? I have been trying straterra and actually feel like it helps with the focusing on one project, but actually makes me feel lazy with it so it’s kinda counter productive..

    • @Notllamalord
      @Notllamalord ปีที่แล้ว +1

      @@Iamjake1000 no, ive never tried it, but I really don't mind. My work ethic is insane when i'm doing something I love, and I wouldn't trade that for anything.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Yeah that's definitely tricky, maybe look at the games by Sokpop, they makes tons of really small and focused games, I think most are just 1 month projects

  • @spartanoneactual7263
    @spartanoneactual7263 ปีที่แล้ว

    I was one of those scope creeps about 8 months ago. I had a small investor who funded my start. I had to scrap the project as it was still early. I ended up with nothing. I designed the game according to what kind of features that the players of my target auidience would appreciate. I'm still developing the game but it is definitely in a much better state. Though I'm scared about the optimization. I will have to change somethings in order to handle a lot of objects and etc but I'm not scared of it. With my peers keeping in me check I was able to overcome these things. And I definitely agree with analyzing the games I play. It helps getting new ideas or improving the said mechanic to implement into my game. By the way and tips about UI developement. I'd appreciate it. I already have someone working on the design of it as a prototype. And I'd definitely suggest having a small team of like minded people with the same vision as you if you are going to develop a game with a huge scope for a beginner this way it will help develope the game faster. In the mean time you can still do small projects as well if that is something that fits your schedule and characteristics. Also find an investor. Someone who will take a chance on you.

    • @spartanoneactual7263
      @spartanoneactual7263 ปีที่แล้ว

      I also find it helpfull to add visual stuff when you actually need it. And not the actual visual as well. I have a small map mechanic where I just open a small visual map when the button is pressed. Allowing to test and see how my map works. It'll also motivate you towards your goal.

  • @nazxuul
    @nazxuul ปีที่แล้ว +1

    I'd like to learn more about how to make lots of small games. Ideally I'd like to re-use what I've done before, but how should I do this in Unity? Should I put everything in one project? Create my own packages of stuff to use? Or just transfer things from old projects when I need it?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Best way is create a new project for every new minigame, but focus on writing good clean code with as few dependencies as possible so you can reuse systems in multiple games.
      I've got my general Utilities which I just copy paste to every new project that I work on
      And I also have my health system which again I also reuse in every new project that needs health rather than building a brand new health system from scratch every time unitycodemonkey.com/video.php?v=tf8NhUgORQg

    • @netrunningnow
      @netrunningnow ปีที่แล้ว

      One way is to use some type of version control and put your reusable assets in its own repo/ branch that you link to in the projects you want to use them.

  • @andrewcorbett3368
    @andrewcorbett3368 ปีที่แล้ว

    I've never seen Code Monkey's face. This wasn't what I expected.

  • @GlassVaultStudio
    @GlassVaultStudio ปีที่แล้ว +1

    Great advice. Ty.

  • @halivudestevez2
    @halivudestevez2 ปีที่แล้ว

    I always rewrite my things, they are working, just want to make it simpler, or cleaner ... will be never ready. :)

  • @ezwelds-g6t
    @ezwelds-g6t ปีที่แล้ว +1

    Love the commentary

  • @farvardinmainyu1961
    @farvardinmainyu1961 ปีที่แล้ว +1

    Very helpful. Thank you.

  • @manfriny_
    @manfriny_ ปีที่แล้ว

    the Unity guy, reviewing the Godot guy! Nice! I follow both!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      A lot of game dev advice is pretty universal!

  • @QRF-un1os
    @QRF-un1os ปีที่แล้ว +2

    Hy, I am making a horror game but I Dontknow how to make proper ai. can you make a video on ai stuff? like that ai can hear your footsteps and Noise you make? thanks please ma an ai.I Wach you Nev mesh video but I cannot still make it?

  • @luaykashef
    @luaykashef ปีที่แล้ว

    I have been learning game dev for 2 and a half years, and I have never been able to complete a game I feel like I can make any game, but i find that coming up with a game idea is harder than game development itself.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      I encourage you to start by completing small games, start off with games where the design is already done, things like Flappy Bird or Space Invaders
      For coming up with ideas just look at the games that you like to play and mix two together or expand them in some way

  • @yaboishadowninja
    @yaboishadowninja ปีที่แล้ว +6

    Im pretty good with programming, and I can make prototypes for the most part, but my biggest challenge is art. I am super bad at making art.

    • @keremyokuva5185
      @keremyokuva5185 ปีที่แล้ว +1

      then make developer art

    • @Gino12164
      @Gino12164 ปีที่แล้ว +1

      I use cubes as my art. Not only that they are part of the world

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Same thing for me, I find the asset store really helps for visuals

  • @FyresGames
    @FyresGames ปีที่แล้ว

    Great advices. In my project I got only a main character art partialy done. To save time in my 2D game. She's made via 3D modeling and rigged so very easy to make very smooth 2D HD sprite animation with her. The rest of the project only got placeholders untill I'm happy with the code. Other good thing is most of the things I build could be reused in many future project like the dialogue system, the weather system, turn based battle system, parallax effect and more.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Yup definitely make your code as reusable as possible, it will really help in future games

  • @rmt3589
    @rmt3589 ปีที่แล้ว +1

    11:32 interesting thing with this, there's s feature I'm stealing that WASN'T ACTUALLY IMPLEMENTED IN THAT GAME! The Parts Generator from Custom Robo (GC). Supposed to gather combat data from foes, then generate the parts based on that data. In reality, it's a preset Checkpoint system, where all the parts come from predetermined foes/places.
    I've designed a bizarre "element" system where you collect the element from the opponent, and when you go to the Parts Generator, it randomly generates parts based on what could be made with the "materials" you've collected, if any. Say you got 10 Nova, 1,000 tracing, and 13 meteor, a gun that needs 10 Nova and 5 Meteor would be as likely as one that needs 10 tracing, as one that needs 1,000 tracing, as one that needs 100 tracing and 10 meteor.
    Unlike Custom Robo (GC), it'll be advised to wait as long as possible before visiting the Parts Generator, as the more materials you have, the higher chance you have of getting a rare part. Unlike actual gachapons, you can only get each weapon once, so eventually you'll be able to have higher chances of getting the parts you want.
    Also, some parts will have special "materials", so it will be harder to get those. Be it an event one like Mistletoe, one for a specific set, or one that is specific to that part, like a (makes up something) Norse Owl Bone for a Norse Owl Mask.
    What "materials" you get from a battle are randomly determined by the opponent(s) [[New Word For Robo]] based on available ones, which is determined by the parts they have equipped. With the player unable to see their "matetials" (with event exceptions), the Parts Generator will work like it canonically did in Custom Robo (GC).

  • @stylie473joker5
    @stylie473joker5 ปีที่แล้ว

    The first Tip is literally me lol

  • @raymk
    @raymk ปีที่แล้ว +1

    The best friend of "total freedom" is "strict limitations"
    Game jams are popular not because it has no rules, but because it has enough of it.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Yup game jams are great for forcing you to pick a specific idea with a small scope

  • @rid6233
    @rid6233 ปีที่แล้ว +2

    0:32 , I had a question : what do you say a beginner would be, someone with 1 year of experience, someone with 6 months of experience ?

    • @commanderoof4578
      @commanderoof4578 ปีที่แล้ว

      Beginner would be someone how can navigate and add things in what ever game engine they decided to use and have made at least 2 small projects like a ball that you control through a maze for example

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      It's more dependent on how much you're actually learning rather than time. If programming/game design comes natural to you and you spend 8 hours a day learning about it then you can go past the beginner stage in under 6 months.
      But if you can only spend 1 hour a day learning and it's tricky for your brain to comprehend then it might take 1-2 years.
      It really depends on the person, you have to analyze yourself and see if you're making progress or not.

  • @veeker77
    @veeker77 ปีที่แล้ว

    I am myself working a some kind of networked game (4-8 players max) that'd be turn based (tactical rpg-ish) and it's my first game, but I am planning to work on it slowly for years because I am a full time web dev on the side. Do you think I should still try to make a few crash-test games before pursuing my main project ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Yes I highly highly recommend making several small games first before working on a multi year project

  • @theok4994
    @theok4994 ปีที่แล้ว

    A question, does a gamejam counts as a test, should I keep working on a game I made to a Jam and see of I can turn it in a good game

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Sure, there are several successful games that started out as game jam games (like SUPERHOT)

  • @mehmedcavas3069
    @mehmedcavas3069 ปีที่แล้ว

    will start my own big indie game on monday. I think this video comes will be really important for me. just in time

  • @lootlabgames1342
    @lootlabgames1342 ปีที่แล้ว

    I have been working on my game for quite some time(won't tell). This will be my first game I release. IMO I bit off way too hard of a game for my first time(or for any 1 man team really). I have hopes that Kickstarter will allow me to hire some help, but not sure it will happen. I have recently thought about taking a break from it, to make a much simpler game. What are your thoughts on taking breaks? Or just focus push through it(will take a while).

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      It depends on how far you are from the finish line. Can you cut the scope massively and get something that feels playable and complete in 1-2 months? Then perhaps do that.
      If no matter how much you cut the scope you think it will take you one more year to complete, then I suggest swapping for a much simpler project
      Also Kickstarter is a mountain of work, running a successful campaign is almost as much work as building an entire game, so just be aware of that, kickstarter is not free money
      Best of luck!

  • @hawkgamedev
    @hawkgamedev ปีที่แล้ว

    you always have the best content, everytime I see your channel I want to go back and do some 3D in unity xD cheers!

  • @emilhdov3350
    @emilhdov3350 ปีที่แล้ว

    We need more video like this

  • @Noob69640
    @Noob69640 ปีที่แล้ว

    he started with a deep voice but gradually turned to code Monkey voice

  • @autumnchez3316
    @autumnchez3316 ปีที่แล้ว

    Thank you

  • @ConradProteus
    @ConradProteus ปีที่แล้ว

    Would be nice if you can make a video on how to find a partner(art, code or marketing) and how to evaluate him

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      That's a tricky one, I mostly work solo so I'm not sure I'm the best person to give advice on that. Best advice I can give is try working with someone in a small project before a big project, so if there's an artist you want to work with start off by making a game jam together before a multi month project

  • @Shiroze
    @Shiroze ปีที่แล้ว

    I would love to just finish games in a few months. But I am just so slow with learning, that a super small game already takes me over a year and it is still not working as intended xD

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      The good news is that the more you learn the more efficient you become, my first Steam game took me one year to make, I'm pretty sure right now with the knowledge that I have I could build that game in 3 months
      So keep on learning!

    • @Shiroze
      @Shiroze ปีที่แล้ว

      @@CodeMonkeyUnity Thank you. That gives me a little hope :)

  • @janwagner3020
    @janwagner3020 ปีที่แล้ว

    I make game development for 3+ years now. I have made a lot of personal projects and finished a lot of game jams, but i haven't published a game on steam or something like that. I wanted to start a project that i believe would take me around a year or so. Do you think this is too much and i should make a smaller game or a three years experience with game jams and other projects enough ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      I really recommend not spending more than 3-6 months on your first game. You might say it's not your first game because you're already made tons of game jam games but making a complete Steam game is a very different thing.
      So I highly recommend you spend just 3-6 months and go through the entire process from prototype to final game on Steam, there are some things you really only learn by taking a project to completion.

    • @janwagner3020
      @janwagner3020 ปีที่แล้ว

      @@CodeMonkeyUnity Thank you.

    • @janwagner3020
      @janwagner3020 ปีที่แล้ว

      @@CodeMonkeyUnity Do you have advice how to plan a game with this scope. Most of my ideas would take far longer

  • @peacefusion
    @peacefusion ปีที่แล้ว

    Making art for your game is important. Always work on building your assest library. But most people just buy their game now. A solo dev has to work with all fields in gaming. Too many assest packs have made devs laugh at art.

  • @emmanouildrivas4961
    @emmanouildrivas4961 ปีที่แล้ว

    Hi, I'm following your unity DOTS tutorial and at the authoring part it say that using the baker is system Obsolete do you know with what I need to replace it? Here is the code. Thanks.
    public class SpeedAuthoring : MonoBehaviour
    {public float value;}
    public class SpeedBaker : Baker
    {
    [System.Obsolete]
    public override void Bake(SpeedAuthoring authoring)
    {
    AddComponent(new Speed
    {value = authoring.value});
    }
    }

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      I haven't yet had the time to research the latest DOTS 1.0 version so not sure what has changed since that video sorry

  • @theashbot4097
    @theashbot4097 ปีที่แล้ว +1

    the audio of the video your were watching was noticeably not as lowed then you. I am not complaining or anything, just wanted to let you know.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      The video was higher than my voice? I tried to keep both at roughly the same dB but since the video has some music/sfx I think that might make it seem louder, I'll have to play with the levels in the next video, thanks for the feedback!

    • @theashbot4097
      @theashbot4097 ปีที่แล้ว +1

      @@CodeMonkeyUnity Your voice was louder then video.

  • @zubairGamX
    @zubairGamX ปีที่แล้ว

    Sir Please Guide me How to use Asset Bundle using Addressables also i have a problem to use Google Play Asset Delivery Pack and i am stuck in it Please Guide me and Please make detail video on it If Possible

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Not sure what you mean by that, Addressables is a tool built on top of Asset Bundles
      I covered them here unitycodemonkey.com/video.php?v=C6i_JiRoIfk

  • @frederick008
    @frederick008 ปีที่แล้ว

    If I have learned anything in being a game dev its two things. If you want everyone to buy it they have to know about it. That is going to cost you the most of everything else about your game. Second, if you surround yourself with "yes" people you will never know if your game is actually fun or just trash. Take crit or you and your time will be the end of your game dev career. You will give up.

  • @RM-xc2mh
    @RM-xc2mh ปีที่แล้ว

    I do bet that Total World Liberation has more organic ( and total whislists) than Dinky Guardians

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Not sure what you mean by that since I made devlogs for both those games

    • @RM-xc2mh
      @RM-xc2mh ปีที่แล้ว

      both of them are not technical related, is a about the game and gameplay, btw you will be in Amsterdam this autum at the unite conference? will be nice to meet you

  • @JoseRodriguez-xu1jz
    @JoseRodriguez-xu1jz ปีที่แล้ว +1

    I prefer to watch the original video rather than a reaction

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      You can do both, the original is linked in the description, you can go watch that to see the full video then come back here to see my perspective on those topics as someone with 10 years of indie dev experience.

  • @iamthebubb
    @iamthebubb ปีที่แล้ว

    I just spent a whole week trying to make my shooting better in my game. My lack of knowledge makes making my game way too long a process

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      It's all part of the learning process! As you gain more and more experience it becomes easier and easier!

    • @iamthebubb
      @iamthebubb ปีที่แล้ว

      @@CodeMonkeyUnity I don’t suppose you know how 3d top down shooters handle moving and shooting while keeping a bullet trail and bullet in line with the fire point? I’ve tried everything, including matching the bullet velocity with the players velocity, which works but it screws up the trails angle, I tried making the trail independent from any forces. Even if you could give me any idea what approach I could take. There was a game called zombie apocalypse on the Xbox 360 that did this very well as an example of what I’m trying to achieve. I tried using A.I to help me I’ve asked in forums.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Once the bullet is fired it shouldn't depend on the player's movement at all, are you perhaps spawning the bullet as a child of the player?
      If you just spawn a bullet and it has a script to just move forward then it should move correctly and the trail should render correctly regardless of what the player is doing
      I covered multiple ways of shooting projectiles here which may help unitycodemonkey.com/video.php?v=Nke5JKPiQTw
      And my third person shooter also has projectiles that also are independent of the player once fired unitycodemonkey.com/video.php?v=FbM4CkqtOuA

    • @iamthebubb
      @iamthebubb ปีที่แล้ว

      @@CodeMonkeyUnity I have actually watched your videos. There is no issue with the firing of the bullet. The bullet gets instantiated from the gun end point all correctly. But if you are strafing left or right, it looks like the bullet gets fired from the players last position opposed to the current. And I don’t really like the way that looks, so I was trying to make the angle of the bullet when fired match the players movement so it’s more in line with where the player is. It might just be that it’s more apparent because I have a trail that starts too early so it’s more obvious in terms of how it looks

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      The trail will indeed only generate after the bullet moves, so it will be one frame behind
      Perhaps you can look into spawning the trail already with some points, I think that should be doable, should be similar to how the LineRenderer works, I used that here unitycodemonkey.com/video.php?v=Foztn0kDM7I

  • @PossessedGR
    @PossessedGR ปีที่แล้ว

    I have to disagree with the statement that if you learn c# with unity, then you can jump to software engineering so easily. Software engineering uses many coding patterns that are not used in gamedev. And with software engineering you will have to know many other stuff as well, such as sql, scripting, CI/CD pipelines etc.

  • @nTu4Ka
    @nTu4Ka ปีที่แล้ว

    Creator of shovelware gives advices how to be successful gamedev. XD

  • @ConradProteus
    @ConradProteus ปีที่แล้ว

    Hey Again, I sent you an email with the title "Hello Rowkilla :)" in regards to a light business proposal, and I am writing this comment in the hopes that the email will not end up in the spam folder. Cheers

  • @mdsgamingvideos
    @mdsgamingvideos ปีที่แล้ว +1

    First game i have wanted to make? A new zelda, then a new gta 🤣🤣🤣.
    Cant do that 🤣🤣🤣.
    Now i am working in a project of a genre i like and started a devlog serie about it

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Heh yeah we all start with super grandiose ideas
      Best of luck with your project!

    • @mdsgamingvideos
      @mdsgamingvideos ปีที่แล้ว

      @@CodeMonkeyUnity thkns man, its great you still answer our comments no matter how big os your channel, for some reason you are the number one in tutorials for me. 👊

  • @RM-xc2mh
    @RM-xc2mh ปีที่แล้ว

    Here's me again, a devlog will bring you a fake "wishlist", will help (per total) but not you sales

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Do you have any data to back up that claim? There are plenty of games that found lots of success through devlogs
      Examples: Equillinox (ThinMatrix) and Punch a Bunch (PontyPants)

  • @marksmithcollins
    @marksmithcollins ปีที่แล้ว

    Welcome to the world of Reactionception :)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Heh yup trying out a new format where I give my thoughts on some video, I hope people find this format useful!

  • @jud.su.5developer895
    @jud.su.5developer895 ปีที่แล้ว

    Endless loop studio. is it your company? Or what is it?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Yup that's just the name that I made up for my game dev studio

    • @jud.su.5developer895
      @jud.su.5developer895 ปีที่แล้ว

      @@CodeMonkeyUnity wow 😯 wow 🤩 nice you should
      Make pro team you will make huge game on unity all success for you ♥️

  • @johnpetak8152
    @johnpetak8152 ปีที่แล้ว

    Is that Rafa @5:00

  • @theplaymakerno1
    @theplaymakerno1 ปีที่แล้ว

    Hello and I am welcomed...... I am your code student........

  • @tonyzaddo
    @tonyzaddo ปีที่แล้ว

    I am doing everything he says not to do... I will post back in 2,3,5.. years how it goes ;-)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      If you have infinite time and money that's fine but do be aware of these pitfalls!

  • @ZayanJewelryHouse
    @ZayanJewelryHouse ปีที่แล้ว

    Nice❤❤

  • @jud.su.5developer895
    @jud.su.5developer895 ปีที่แล้ว

    Best man ever ❤

  • @maythesciencebewithyou
    @maythesciencebewithyou ปีที่แล้ว

    My family and friends were more brutal than any user

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Heh that might seem painful but it's actually a good thing!

  • @Niccion
    @Niccion ปีที่แล้ว

    I find Unity3d very slow and bloated for fast prototyping. I’m looking for a fast game engine or framework for prototyping. I found Godot a bit disappointing for fast prototyping. Solar2d is fast and easy but that’s only 2D. Now I’m trying out Gdevelop, which has some 3D functionality. I think gamemaker is the fastest for prototyping, but I’m not sure that’s also the case for 3D, does anyone know? Or does anyone know the fastest and most easy 3D Engine for prototyping? I’m actually considering Roblox 🤔

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Sounds like you're jumping from engine to engine looking for some magical solution, but the truth is there is no magical solution.
      Every tool you mentioned can build pretty much any game you can think of, my advice is just pick one tool, Unity, Godot, Unreal, doesn't matter, just pick one and stick with it.
      Deep knowledge of a specific tool is what will allow you to do that. I've been using Unity for over 10 years, I can very quickly prototype any game idea I can imagine.

  • @fenglinou-ng8id
    @fenglinou-ng8id ปีที่แล้ว

    Thinks, I'm a newbird

  • @inukithesavage828
    @inukithesavage828 ปีที่แล้ว

    I think do ONE bit of art, and use your imagination for the rest.

  • @devinmcgee5130
    @devinmcgee5130 ปีที่แล้ว

    10/10

  • @abhishek_mishra4859
    @abhishek_mishra4859 ปีที่แล้ว

    What happened with your face 😅 just see your old video
    Actually I want help i don't know why when I'm updating any assets it's getting pink and I seen many videos and read everything then i thought i fix and i applied everyone what said but it's still tada pinky ponkiy please help me and suggest me what I can do thanks you and yeah one more thing why when unity update everytime change he's setting place that's really necessary or just playing or they want everyone have he's own game engine that's why they teaching 😅😅😅😅😅😅

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Pink means shader error, either you have an error on the shader itself or you're using the wrong shaders for your render pipeline.
      If you're using URP shaders make sure your project is using the Universal Render pipeline

  • @Specstone
    @Specstone ปีที่แล้ว

    omg didnt know you were a giga chad

  • @zendraw3468
    @zendraw3468 ปีที่แล้ว

    i feel if you add a bit of no bs attitude and be a bit toxic, you can be the asmongold of game dev.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Heh I am indeed trying to be very straightforward in giving my thoughts although not planning on being toxic, game dev is already pretty difficult so I hope to spread some realistic positivity!

  • @watercat1248
    @watercat1248 ปีที่แล้ว

    To be honest wean I play I game no matter how good or bad this game are
    I check wich part I like and dislike for those games,
    of course I will not add every single mekanics I like for those games,
    Because shom off those ideas dasn't feeting and maybe other it may make my game worst.

  • @ed_halley
    @ed_halley ปีที่แล้ว +3

    This is just an unlabeled "Reacts" video on someone else's content.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +2

      Yes I'm reacting to a video and giving my thoughts based on my perspective as someone with 10 years of indie dev experience
      As with everything that I do this new format is an experiment, if people find this format useful I'll keep doing it, if they don't then I'll stop

  • @DapperNurd
    @DapperNurd ปีที่แล้ว

    I'm sorry but I really do not like this format. So much of this video is just you watching it and so little is actually advice.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Interesting, I did cut the video as much as possible to only include the parts where I gave my thoughts, the video is about 70% my thoughts and 30% the original video which seems like a good ratio
      But thanks for your feedback!

  • @williamthrun6744
    @williamthrun6744 ปีที่แล้ว

    Is this entire video just about you stealing other people's content? You only repeated all the points of his video, I respect your content but what does this video even provide?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      I'm giving my thoughts based on my experience of 10 years of indie game dev, some things I agree with, others I don't and others I can provide more context based on my experience.
      As always with everything that I do every new format I try out is an experiment, if people find this format helpful I'll do more, if they don't then I'll stop doing it.

  • @rshiya5018
    @rshiya5018 ปีที่แล้ว

    how lovely u are

  • @rapheoabdullah3620
    @rapheoabdullah3620 ปีที่แล้ว

    man am sorry but whenever i see your face my brain cannot process! your voice and face doesn't match at all. but anyway, great tips

  • @playplus5386
    @playplus5386 ปีที่แล้ว

    I just watched your turn-based strategy game course. If that course is not for beginners, why are you wasting our time explaining the Unity user interface? And why are you talking too fast? Maybe you are a good game developer, but you are confusing people

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Uh? Explaining the user interface? There's a basic layout lecture where I talk about my preferred layout and why I like it set up like that, it's a 10 minute lecture in a 20 hour course