Wow, your games look very polished, and it seems like you're living the kind of life I aspire to achieve in the future - dedicating yourself solely to game development. It's really cool, and the results are truly impressive.
I think that it is definitely super brilliant that you created smaller games, and games in general, that are essentially building blocks that help building improve your skills, as well as each next game. I remember kind of learning that throughout school, making the things that we do basically transferable. The goal is always to think smarter, not work harder, and I feel like you've really found your way with that. Kudos to you 👏🏾👏🏾
Thank you! Yeah I think that building your own skills and not only building re-usable code is the key - once you've figured out how to do something, you can source your experience for any future similar problems!
I don't think I've ever seen one of these game dev videos where the developer actually credits their artists or other contributors. It really made your video stand out and made me want to subscribe. A lot of "indies" have this delusional view that you must be a solo indie dev to be a true indie dev and then don't credit or promote anyone they work with.
Yeah I do think it's a bit strange when people don't do that, I think it's super important to credit people not only for credit's sake, but also to make it obvious to viewers that it's super uncommon to do everything alone and how relying on other people who cover your weaknesses is a great thing :)
The combos of Wanted Shadows reminds me of the stratefies you can do with competitive Pokémon, just without dedicating half of your life to create them 😅😂
This actually looks really cool. Glad to see you pushing ahead after what happened before. The first game is my favorite. My only complaint is about how small you can look depending on the area like at 1:42-1:49 for the first game. Especially at 1:48 where you are so small that the character shows almost no detail.
Looks great! Synth beasts really giving there some nintendo pokemon vibes😁 The game looks so promising, but I would recommend that you get some sort of publisher or invester to back up your game, and get yourself a team to develop it into a game of a bigger scale and depth. Im sure that you will be able to get help from publishers once you've showed them your amazing progress
Always inspiring to see all these projects and all the progress you make on them! I'm working on two simultaneous projects and that feels like a lot! How do you organise your time for each one?
So glad to hear that :) Yeah it's definitely a lot, my #1 tip would be to make code/systems/design frameworks that can be shared between them, and in terms of time management I usually either allot days of the week to each project, or I go on project specific sprints. For instance, usually I spend about 50% of my time on Soul Stalker, then 35% of my time on game 2, and 15% of my time on game 3. In exceptional circumstances where I need to get a lot done for 1 specific game, I'll take a set period of time to just go full out, which was the case with Soul Stalker's latest update!
Thanks for the response! Yeah I currently do the day assigning technique and both my projects being horror games helps with code sharing! Watching your videos has shown me that I should be creating much more reusable code though, so thanks so much for the pro tips! @@Conradical
What were ur starting roots however? Even after going to school for game design and learning surface level visual scripting, I feel like my foundations aren't enough to carry out creating a full game. Where did you learn to program? What courses do you recommend? sometimes jumping into game jams face me into biting off more than I can chew, so what should I do beforehand before I practice on another small project
So I went to university for Computer Science, but honestly it really didn't do anything for me - I started programming when I was 13/14 so I attribute most of my ability to make stuff to that, since I've been doing this for a long while :) I really don't recommend any courses or anything, I think the best way is to just grind away at making stuff, and the key is to work outside of your comfort zone - I found that if you always do what you're familiar with, you don't improve. If you want to combine that with being able to build a game studio, I feel the best middle ground is to make games that have a big element of stuff you're familiar with, with 1 key feature/aspect that you're VERY unfamiliar with you push you to learn more and become better :)
@Conradical Right but how do you delve into projects without understanding syntaxes and the types of tools available through code if not going through a course
Honestly just through looking them up on TH-cam, or Google, etc. I think it's valuable to maybe follow a unity/unreal/godot for beginners tutorial series on TH-cam if you have absolutely 0 experience (Tom Francis' comes to mind), but I dont think a course offers that much more value than a TH-cam series :)
That synth beasts (I think that’s what it’s called) looks like Cassette Beasts, but with a more original combat system (not that Cassette Beasts’s is bad)
Wanted Shadows is definitely my favorite. It's basically they one I've played the most on my Lenovo Legion Go. Love the unique combos you can make with specific characters and upgrades. It makes it very individualistic. Like I feel like I feel super proud for the combos I've been able to come up with. It seems like each pwrson can find their own way to get through certain levels with different weapons, upgrades, characters, etc.
So glad you feel that way! The expressiveness with the combos was my #1 priority with that game, so I'm so happy that it connected :) Synth Beasts is going to have that same sort of approach but in a more linear setting, so I hope you enjoy that too if you give it a try when it comes out ;)
I don't do them! As I mentioned in the video, MonsterHam and AndroArt do my pixel art, Tim does my animated paper-style art, and Brayan does my static paper-style art!
Nope! As I mentioned in the video, MonsterHam and AndroArt do my pixel art, Tim does my animated paper-style art, and Brayan does my static paper-style art!
@@Conradical like do you know those funny memes where the dad walks in and he’s like “do the dishes and pause that game” and you cant because its online
Wow, your games look very polished, and it seems like you're living the kind of life I aspire to achieve in the future - dedicating yourself solely to game development. It's really cool, and the results are truly impressive.
Thank you so much, means a lot :)
Your channel is seriously one of the most underrated on all of youtube. The quality of your games vs the number of subs you have is criminal!
Thank you so much, means a lot :)
I think that it is definitely super brilliant that you created smaller games, and games in general, that are essentially building blocks that help building improve your skills, as well as each next game.
I remember kind of learning that throughout school, making the things that we do basically transferable. The goal is always to think smarter, not work harder, and I feel like you've really found your way with that. Kudos to you 👏🏾👏🏾
Thank you! Yeah I think that building your own skills and not only building re-usable code is the key - once you've figured out how to do something, you can source your experience for any future similar problems!
I don't think I've ever seen one of these game dev videos where the developer actually credits their artists or other contributors.
It really made your video stand out and made me want to subscribe.
A lot of "indies" have this delusional view that you must be a solo indie dev to be a true indie dev and then don't credit or promote anyone they work with.
Yeah I do think it's a bit strange when people don't do that, I think it's super important to credit people not only for credit's sake, but also to make it obvious to viewers that it's super uncommon to do everything alone and how relying on other people who cover your weaknesses is a great thing :)
Amazing!
Thanks :)
The new RPGs look awesome! Love your style
Thanks:D
Your games look amazing mate. Good luck on your new endeavor!
The combos of Wanted Shadows reminds me of the stratefies you can do with competitive Pokémon, just without dedicating half of your life to create them 😅😂
Hahaha that's a funny way of putting it 😂
@@Conradicallol. Pokémon was definitely the 1st thing that came to mind.
This actually looks really cool. Glad to see you pushing ahead after what happened before.
The first game is my favorite.
My only complaint is about how small you can look depending on the area like at 1:42-1:49 for the first game. Especially at 1:48 where you are so small that the character shows almost no detail.
I'm really waiting for it
👀👀👀
Looks great! Synth beasts really giving there some nintendo pokemon vibes😁 The game looks so promising, but I would recommend that you get some sort of publisher or invester to back up your game, and get yourself a team to develop it into a game of a bigger scale and depth. Im sure that you will be able to get help from publishers once you've showed them your amazing progress
Always inspiring to see all these projects and all the progress you make on them! I'm working on two simultaneous projects and that feels like a lot! How do you organise your time for each one?
So glad to hear that :) Yeah it's definitely a lot, my #1 tip would be to make code/systems/design frameworks that can be shared between them, and in terms of time management I usually either allot days of the week to each project, or I go on project specific sprints.
For instance, usually I spend about 50% of my time on Soul Stalker, then 35% of my time on game 2, and 15% of my time on game 3. In exceptional circumstances where I need to get a lot done for 1 specific game, I'll take a set period of time to just go full out, which was the case with Soul Stalker's latest update!
Thanks for the response! Yeah I currently do the day assigning technique and both my projects being horror games helps with code sharing! Watching your videos has shown me that I should be creating much more reusable code though, so thanks so much for the pro tips! @@Conradical
What were ur starting roots however? Even after going to school for game design and learning surface level visual scripting, I feel like my foundations aren't enough to carry out creating a full game. Where did you learn to program? What courses do you recommend? sometimes jumping into game jams face me into biting off more than I can chew, so what should I do beforehand before I practice on another small project
So I went to university for Computer Science, but honestly it really didn't do anything for me - I started programming when I was 13/14 so I attribute most of my ability to make stuff to that, since I've been doing this for a long while :)
I really don't recommend any courses or anything, I think the best way is to just grind away at making stuff, and the key is to work outside of your comfort zone - I found that if you always do what you're familiar with, you don't improve. If you want to combine that with being able to build a game studio, I feel the best middle ground is to make games that have a big element of stuff you're familiar with, with 1 key feature/aspect that you're VERY unfamiliar with you push you to learn more and become better :)
@Conradical Right but how do you delve into projects without understanding syntaxes and the types of tools available through code if not going through a course
Honestly just through looking them up on TH-cam, or Google, etc. I think it's valuable to maybe follow a unity/unreal/godot for beginners tutorial series on TH-cam if you have absolutely 0 experience (Tom Francis' comes to mind), but I dont think a course offers that much more value than a TH-cam series :)
very awesome video
very awesome artist
I agree... on both points 😎
That synth beasts (I think that’s what it’s called) looks like Cassette Beasts, but with a more original combat system (not that Cassette Beasts’s is bad)
Wanted Shadows is definitely my favorite. It's basically they one I've played the most on my Lenovo Legion Go.
Love the unique combos you can make with specific characters and upgrades. It makes it very individualistic. Like I feel like I feel super proud for the combos I've been able to come up with. It seems like each pwrson can find their own way to get through certain levels with different weapons, upgrades, characters, etc.
So glad you feel that way! The expressiveness with the combos was my #1 priority with that game, so I'm so happy that it connected :) Synth Beasts is going to have that same sort of approach but in a more linear setting, so I hope you enjoy that too if you give it a try when it comes out ;)
@@ConradicalYou're welcome, I can't wait for Synth Beasts.
how do u make the sprite/pixel heroes/monsters?
I don't do them! As I mentioned in the video, MonsterHam and AndroArt do my pixel art, Tim does my animated paper-style art, and Brayan does my static paper-style art!
5:40 one way to dodge a crunch that plagued AAA games.
For sure! Saving time wherever possible is a must so that you don't overwork yourself needlessly!
cool
Thanks :)
Do you make your own art? Looks so cool
Nope! As I mentioned in the video, MonsterHam and AndroArt do my pixel art, Tim does my animated paper-style art, and Brayan does my static paper-style art!
Wo :0
😮
Is there any estimate of the release of Synth Beasts?
Sometime next year :)
Can you make an FPS game but the game actually pauses
Sounds cool, but what do you mean specifically by "actually pauses"?
@@Conradical like do you know those funny memes where the dad walks in and he’s like “do the dishes and pause that game” and you cant because its online