Watch This BEFORE making Your First Indie Game!

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  • เผยแพร่เมื่อ 2 ก.ค. 2023
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    Are you an aspiring indie game developer eager to bring your creative vision to life? Or maybe you're an experienced gamedev that wants to ensure you have all the tools you need to start your next project on the right path.
    Whatever your situation, before you embark on your next game-making journey, pause and make sure you watch this video!
    Don't let common pitfalls hinder your progress-equip yourself with the knowledge, practical advice and strategies shared by many seasoned indie developers.
    Join us and unlock the secrets to making your first indie game a resounding triumph!
    This video was inspired by an incredible video I loved from creator Thomas Brush, check out his video here: • Watch This Before You ...
    If you're new to our channel, we're Brandon & Nikki from Sasquatch B Studios. We sold our house to start our game studio, and work full time on building our business and making our games, Veil of Maia & Samurado.
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    #motivation #indiegame #gamedevelopment
  • เกม

ความคิดเห็น • 325

  • @sasquatchbgames
    @sasquatchbgames  3 หลายเดือนก่อน +8

    Hey everyone! If you enjoyed this, check out our follow-up video here:
    th-cam.com/video/NFRq_5IxdnU/w-d-xo.html

  • @RobLang
    @RobLang 10 หลายเดือนก่อน +937

    Added tip: if you choose multiplayer, everything takes 3 times as long.

    • @KanjiCoder_NinjaCoder
      @KanjiCoder_NinjaCoder 7 หลายเดือนก่อน +40

      What do you think of the strategy of "make a single player game" with the same mechanics first.
      Then release the multi-player version later ?

    • @toolazytobeoriginal4587
      @toolazytobeoriginal4587 5 หลายเดือนก่อน +33

      ​@@KanjiCoder_NinjaCoderI think the general sentiment is to design the mechanics of a multiplayer game directly for multiplayer, but it's probably possible have a good enough single player game design that can translate to multiplayer

    • @johndurrett3573
      @johndurrett3573 5 หลายเดือนก่อน +6

      ​@@KanjiCoder_NinjaCoder I dont know if there is a right or wrong way, so much is dependent on the stye of game intended in my head. Top down/ scrolling/ First Person shooter...so many ways to play. NPC's may have limited range of actions, directions... another player will do stuff you may not have imagined or intended...are you accounting for those actions in your code? Can they jump off each other and get to areas that you didnt think would be possible to reach as a single player? Much to ponder.

    • @coffeecupstudios5701
      @coffeecupstudios5701 5 หลายเดือนก่อน +1

      😂 😅

    • @elifry1478
      @elifry1478 5 หลายเดือนก่อน +3

      @@KanjiCoder_NinjaCoderNo Man's Sky tried this and it backfired lmao

  • @owencmyk
    @owencmyk 9 หลายเดือนก่อน +614

    I think the best advice I can give (which I honestly regret not following enough myself) is MAKE MORE SMALLER GAMES. Don't start on your big magnum opus, make a game that takes you like... a week, or a month. Then do it again, and do it again. Get better and better and polish them up into short satisfying games. Then when you're ready... just do everything you just did but bigger and better

    • @SniperSam
      @SniperSam 8 หลายเดือนก่อน

      Aaahh yes. BUT, I think right now I am now back at the "which game engine" fork in the road due to the Unity debacle that CEO created. I had started in Unity, now as of last week, I am at a standstill once again. I've been exploring Roblox Studio to get used to Lua but that is C++. I've messed with C++ in Operation Flashpoint and ArmA back in those days. Its very tedious.

    • @KanjiCoder_NinjaCoder
      @KanjiCoder_NinjaCoder 7 หลายเดือนก่อน

      Great Advice . I am trying this with _GAME_ENGINE_ development .
      If you are building a __CAR__ and it isn't done yet, you can still sell the __WHEELS__ if those are done .

    • @artistabigailmarie
      @artistabigailmarie 5 หลายเดือนก่อน +12

      what is a game that can possibly take a week or a month? tetris?? xD I think every game is going to take a very long time... if it is made well, anyway.

    • @owencmyk
      @owencmyk 5 หลายเดือนก่อน +21

      Some games take longer than others to make. Tetris does not take long to make even if you make it incredibly polished@@artistabigailmarie

    • @jaybee4288
      @jaybee4288 5 หลายเดือนก่อน +49

      I just watched a guy create an original game where a cute skeleton gardener watered and sold and pruned plants. He had a shop and a timed based system. Took him 5 days to be polished product but he had it working in 3. It’s because he’s been making games for 12 years. This is the purpose of this exercise. When you make small game after small game, it’s going to make your big game quicker.

  • @pamparam3495
    @pamparam3495 10 หลายเดือนก่อน +245

    As a seasoned game designer, I don't recommend starting with detailed GDD before the prototyping stage because you have a high risk of doing useless work.
    But having a short concept from the beginning is good.

    • @captainawesome2226
      @captainawesome2226 10 หลายเดือนก่อน +15

      Yeah I totally agree. I see so many new game developers spend weeks on the document and no meaningful time executing anything in it.

    • @miruz3519
      @miruz3519 5 หลายเดือนก่อน +2

      what is GDD?

    • @pamparam3495
      @pamparam3495 5 หลายเดือนก่อน

      @@miruz3519 game design document

    • @epikPhailure
      @epikPhailure 5 หลายเดือนก่อน

      ​@@miruz3519game design document.

    • @DragkieChaster
      @DragkieChaster 5 หลายเดือนก่อน

      @@miruz3519 Game Design Document

  • @fj06carnone
    @fj06carnone 10 หลายเดือนก่อน +250

    This marks month 19 from having installed Unity and started my first major game. I constantly feel like I'm a child with a box of crayons trying to compete with highly talented/experienced artists. It's extremely discouraging, but I plan to forage ahead. Good luck everyone.

    • @chancepaladin
      @chancepaladin 10 หลายเดือนก่อน +13

      I find that discouraging, but even having finally surpassed that part, only for Gog to tell me my game isn't good enough.
      Gog, have you looked at your own library? wtf.

    • @WhiteGemDev
      @WhiteGemDev 9 หลายเดือนก่อน +1

      good luck to u as well! i really can relate, struggling with comparing to all the amazing gamedevs out there. sounds like you did the right thing tho, starting your own game. Just move on. You can do it!

    • @Selrisitai
      @Selrisitai 9 หลายเดือนก่อน +5

      Forge ahead.*

    • @bitbotzgames2020
      @bitbotzgames2020 9 หลายเดือนก่อน +7

      I'm already 4 years into this game. Wish me luck 😅

    • @adamofblastworks1517
      @adamofblastworks1517 8 หลายเดือนก่อน +3

      So about that...

  • @pocket-logic1154
    @pocket-logic1154 10 หลายเดือนก่อน +141

    When you said creating a 15 minute demo that's as polished as the real game, that really struck a cord with me. That's almost exactly how I've been approaching my project. I've been building the first "level" of the game, making critical changes, polishing things that need it, and now I have a foundation that I can confidently build upon moving forward. I at least know the level of quality I'm going for, good or bad ;-)

    • @Selrisitai
      @Selrisitai 9 หลายเดือนก่อน +10

      Just in case, I think you'll need to make a bunch of alpha-quality levels before you go about polishing them. That is, I don't think you should go one level at a time, perfecting each one, but instead you should be doing "outline" versions of your levels until you basically have an entire game in wireframe, so to speak.

    • @LoganDaugherty-xx7ss
      @LoganDaugherty-xx7ss 8 หลายเดือนก่อน +4

      ⁠@@Selrisitai Agreed. You should never polish your game before knowing what it actually is.
      Polishing a game takes an extremely long time. If you decide that a part of the game should be changed, and that part took x days to create, then you have just lost all of that time in a blink of an eye. Although this will happen many times, it is important to reduce it as much as possible.
      The bottom line is that you need to establish the feel and mechanics of a game before jumping into visual novelty.
      After the gameplay loop is established, then you start to prepare to showcase the game for funding/release; that is when you should polish the game. It will save time, money, and the quality of the game.
      An example of this in effect is the TH-cam devlog series ‘Project Feline.’

    • @user-il7ot1rn5b
      @user-il7ot1rn5b 5 หลายเดือนก่อน

      Then you know the kind of quality you can achieve

    • @taylorrathbone5638
      @taylorrathbone5638 5 หลายเดือนก่อน

      The industry term is a "vertical slice"

  • @utterrubbish6768
    @utterrubbish6768 10 หลายเดือนก่อน +212

    Can't stress enough how important it is to have a project manager on a game to keep everything organised. This should have been the discussion he had with himself on day one, You can start any game you want but when the money runs out so does the time. If I was him and I was betting the house on my project's success I'd raise more money and get some help to finish it. Better to release a two hour game now than a ten hour one in two year's time. There's no way a project manager would have let him start a second game before the first one was finished and released. Hopefully he'll get it all sorted out.

    • @JodyBruchon
      @JodyBruchon 10 หลายเดือนก่อน +24

      I told him under the video where he said he'd make a second game that he is violating his own advice by doing so. I got no response.

    • @Vastlee
      @Vastlee 10 หลายเดือนก่อน +12

      Agreed on the project manager part. I've seen teams of 10x devs piddle to nothing simply because there was no one directing their efforts. And no I don't mean a micro-manager. A good project manager simply keeps everyone moving in the same direction. Can it be another hat that a solo/small team wear as well? Sure, but that role needs to be primary or all the others fall apart.

    • @Selrisitai
      @Selrisitai 9 หลายเดือนก่อน +1

      Who are you talking about?

    • @Mirror-of-Darkness
      @Mirror-of-Darkness 9 หลายเดือนก่อน +7

      I myself am a one man band.
      I have full creative control over all.my.inhiuse made assets. Yes it's taken me years to polish up my skills.
      However. It I need to do something change something or something or such. I can do it the way, I know the job gets done. Sure my skills have there limits.
      It's real hard sometimes. However, I am getting there. What's important is to write down ideas and put into practice.

    • @iansullivan9738
      @iansullivan9738 7 หลายเดือนก่อน +1

      ​@@Mirror-of-Darknesslook up kevin siembieda. Dude is like that and it has ruined his reputation and his work. Don't let it creep into a control issue.

  • @jcen_
    @jcen_ 4 หลายเดือนก่อน +19

    I've seen a someone describe developing games as "combining everything that's hard about building a bridge with everything that's hard about composing an opera" and... yes

  • @VanJohn
    @VanJohn 10 หลายเดือนก่อน +26

    I think it's not only a gamedev problem, as a fullstack developer I had the same problem, I always tried to make the perfect product, I worked nights, generally I did it out of passion for programming. Over time, I started to slow down, I began to get irritated with the progress of work, and finally I stopped in one place, because I had no plan for further development of the application, a million things were messed up. Only then did I realize how important sleep, work time planning and work planning are. You gave great advice! Thanks and good luck!

  • @FeederFTF
    @FeederFTF 12 วันที่ผ่านมา +1

    Great job communicating exactly what’s needed bro. No guesswork, just reality checks and easy path to follow for those getting started. Thanks for the video bro, love your style

  • @77Zamien
    @77Zamien 9 หลายเดือนก่อน +9

    In software development we typically multiply our estimations by Pi

  • @NeZversSounds
    @NeZversSounds 10 หลายเดือนก่อน +18

    That list of things to do reflected a more visual side. If you are a coder your game development time will grow exponentially with each "feature".
    Just a PLAY button can have several features tied to it that will impact development time (Game save, Scene loading & switching).

  • @kostariev_vadim
    @kostariev_vadim 10 หลายเดือนก่อน +26

    Regularity, it's great that you continue to release videos in addition to game development. You inspire me a lot, keep going and don't you dare stop. Good luck!

  • @AnEmortalKid
    @AnEmortalKid 10 หลายเดือนก่อน +14

    I like your suggested process and it mirrors the way software is usually built.
    Make it work. Make it right. Make it fast. With the first two being the prototype to demo.
    That’s also how I started my game, made a prototype and polished demo. Got some feedback, made a second demo, now I’m on my third polished test and I’ve gotten half the content done in the polished state.

  • @Ironroc
    @Ironroc 10 หลายเดือนก่อน +2

    All of this feel very spot on, great video. Time management and assessment is probably the hardest thing for me to manage, so i'm glad you touched on that with more than just the normal stuff people say.

  • @CruzeCraze
    @CruzeCraze 8 หลายเดือนก่อน +6

    This is so insightful and we appreciate you sharing this advice! We have only been developing our game for 4 months as a team, and have brought together a variety of different skills, including project management, architecture, social media expertise and then good development skills. However, we couldn't agree more that it does take longer than planned (and I would say even 2-3x) and more MONEY than planned (time is money), but we love what we are building. The 15 minute polished demo is one thing I will certainly be taking back to the team for discussion. Liked and subscribed!!

  • @BraveAbandon
    @BraveAbandon หลายเดือนก่อน

    Thank you so much for being open with your emotional struggles right off the bat. Ive been going through the same as a beginner artist just to do my first art festival and showing my art in public for the first time. The stress from self doubt and overwhelm and feelings of inadequacy are real deal some of the hardest things I've ever faced. The negative thoughts and feelings can be overcome, and must be overcome, because we are fighting the good fight, to make our dreams our reality. We can do it!

  • @kpickett9128
    @kpickett9128 10 หลายเดือนก่อน +1

    This is great advice!
    Yessss @ the part about the time budget factoring in on how long you are realistically able to work on one project.

  • @Gastonblues_
    @Gastonblues_ 9 หลายเดือนก่อน +6

    When i'm in stasi, or i'm having a nervous breakdown. i came to places like these and watch videos like these to get re-motivated and re-inspired. Thank you for the recharge

  • @greggunther
    @greggunther 10 หลายเดือนก่อน +2

    Been studying game dev stuff for years now. All of what you said was true and good solid advice.

  • @JimmyHales
    @JimmyHales 8 หลายเดือนก่อน +3

    This was motivating, especially when you mention how humbling it was for you. Making a game is such a daunting task.

  • @adrianpatino5166
    @adrianpatino5166 9 หลายเดือนก่อน +6

    I'm in the process of creating my first game. This video gave me a lot of pointers. You listed out quite a few things that I didn't even think of like mechanics and color palette. Thank you for this advice!

    • @Jay-og4yb
      @Jay-og4yb หลายเดือนก่อน

      You didn't think of mechanics??? That's what a game is

    • @adrianpatino5166
      @adrianpatino5166 หลายเดือนก่อน

      @@Jay-og4yb nope. Never made a game before. Only played em.

  • @vikinggameprogrammer7233
    @vikinggameprogrammer7233 5 หลายเดือนก่อน +3

    This was very well put- hi, professional gamedev here and all of this is exceptionally accurate. Also, in the first 20 seconds you basically described Me and like a bunch of other devs I know so it must be a "game dev" thing. Good job putting it realistically- not that we want to scare people away from making a game but people need to know the reality of exactly what the work looks like.

  • @AchimTheEagle
    @AchimTheEagle 8 หลายเดือนก่อน +11

    See I don't think that this is the main problem. I think the main problem is that people put way too much pressure on themself. When I made my first game I did it for my daughter and it was a simple endless runner (at least that was my plan). Talked to her from the first day and let her decide where to go. Three months later the game was ready with a complete storyline with 4 cutscenes, full voice acting, music, sound effects, an achievement system, 2 acts (2nd one had to be unlocked), a leaderboard, and more. I never felt any stress during the making. She loved it and even her friends from school liked it. BUT if you have never done anything like that before and force yourself to make a commercial product to earn money YES I'm pretty sure that would be overwhelming.
    TLDR: Don't try to run until you at least know how to walk!
    And by the way, you are way better at coding than I am. I learned a lot from watching your tutorials. ^^

  • @BitBeginnings
    @BitBeginnings 10 หลายเดือนก่อน

    Great advice. I'll definitely apply these as I'm just getting started. Subbed.

  • @michakoodziej5741
    @michakoodziej5741 4 หลายเดือนก่อน

    Great advice, thank you ! Just finished today my first small game.

  • @kettu9943
    @kettu9943 9 หลายเดือนก่อน +1

    I wish I had this Video when I startet my game developement journey. I'll definitly show this to all beginner developers I know, thank you!

  • @staceydowner9782
    @staceydowner9782 5 หลายเดือนก่อน

    This made me think from a different prospective on a few things that really helped me out thank you good video !!

  • @WhiteGemDev
    @WhiteGemDev 9 หลายเดือนก่อน

    heya, this video is amazing! Thanks a lot, I am working on a game together with my brother. Atm we are right in the middle of the GDD, I would really appreciate a video on this from you! :)
    Keep it up.

  • @nomad7317
    @nomad7317 10 หลายเดือนก่อน +1

    This has been a really helpful video!!! Thanks!!!

  • @siavashnafisi2303
    @siavashnafisi2303 7 หลายเดือนก่อน +2

    I agree with 100% of what you said ! I once thought adding a feature to my game inventory would take 2 hour of game dev time , it took me 2 month !

  • @lizardy2867
    @lizardy2867 10 หลายเดือนก่อน +4

    This is something which I've had to deal with quite a bit working in the arts field in general.
    It's full of passion and that passion can often rear its beautiful head back at you and bite your head off before you get to finish anything.
    Time is a terrible mistress that you can't divorce, you can't shortcut the conversation, and you just have to work, and work, until it is done.
    KNOW that it will be hard, KNOW that it will be terrible at times. Never say you're wrong for attempting something. Instead, say that you are wrong for believing its too much for you.

  • @feydk
    @feydk 9 หลายเดือนก่อน +10

    Started working on my game 3 years ago. Went into it not knowing how long it would take, and I still don't know. What I do know is that for most people it's probably highly unlikely that you'll be able to work on the game as much as you'd like. There will be extended periods of time where you are simply unable for life reasons, or because you're burned out and need a long break. Working on a game is fun, but it can also be incredibly frustrating and really make you question yourself. For me, that means I have 2 or 3 months of intense work followed by 4 to 6 months of break. Not ideal, I know. The point I want to make is that you can't possibly know how long it will take you. So this statement of doubling the estimate is true. And most likely it's going to be even more.

  • @reeanimationgaming1034
    @reeanimationgaming1034 4 หลายเดือนก่อน +1

    I agree 100% with you! A super polished demo makes ALL the difference!
    I’m on the 7th year on my game right now. Which is crazy long. But let’s not talk about that 😁
    This is a great video. Thank you ✊

  • @k1ng_chicken
    @k1ng_chicken 5 หลายเดือนก่อน

    This is gold right here. Great video

  • @SpikeStudio
    @SpikeStudio 4 หลายเดือนก่อน +1

    I think the biggest thing to remember is you need something to help drive you forward. Whether it is showing it to family, whether it is watching friends play it, if it is just to see what you created move in an interactive way, having a means to keep you motivated throughout the development is something many overlook.

  • @FoeFear
    @FoeFear 9 หลายเดือนก่อน

    I'll be honest, this video fills the missing gaps when working on a game. Consistency and documentation were something I tried to do, yet it was quite challenging when working as a team while it being all volunteer work. Lack of motivation and time were some of the struggles I can remember.

  • @suebphatt
    @suebphatt หลายเดือนก่อน

    1,000 decades, is the time this video has saved for gamedev newbies, at least, thank you

  • @Room_205
    @Room_205 2 หลายเดือนก่อน

    "The order matters", man, such a simple but true statement. Thank you for all your useful advice, I hope to be as good as you one day. Cheers bro! 😁

  • @curiousconsultant7922
    @curiousconsultant7922 2 หลายเดือนก่อน +2

    I notice all indie games look indie and feel indie. Hollow knight is used as the standard of the field, for instance.
    So I wonder if going the opposite direction can be rewarded as a solo indie dev looking to fund his project through kickstarter.
    Meaning, creating a game that captures the feel of AAA games without having the functionalities that come with having a 300-person team of devs and artists.

  • @JM_Traslo
    @JM_Traslo 9 หลายเดือนก่อน +4

    It's interesting to talk about such prepared time planning and overcompensating on time budget. What are you thoughts on Jeff Vogel, the guy who runs Spiderweb Software since the 1990s, who has said in his GDC talk ("Failing to fail the spiderweb software way") that he basically averages 12-18 months on a game and just wraps up when it feels done. After all he's kept that business style going for basically 30 years almost completely solo.

  • @lifeartstudios6207
    @lifeartstudios6207 9 หลายเดือนก่อน +18

    10 years and I'm no closer to finishing that first game. I know so much now, I could direct every aspect of a team probably, but still so much to handle all on my own.

    • @KanjiCoder_NinjaCoder
      @KanjiCoder_NinjaCoder 7 หลายเดือนก่อน +10

      Finishing stuff is hard. I tried to make a game 10 years ago. We got so close...
      But then flash died , I got a corporate job... And then time flew by .

    • @djdomain
      @djdomain 7 หลายเดือนก่อน +9

      I find the worst issue is the lack of support from anyone, not that I expect others to give up their free time to contribute to my pet project, but it's nobody taking an interest in your hobby and asking questions about your goals. It doesn't help that I had to move to a remote rural region for work and don't know anyone my age or with my interests.

    • @lifeartstudios6207
      @lifeartstudios6207 7 หลายเดือนก่อน +5

      @@djdomain I understand that feeling pretty well my dude. I'd be happy to hear your ideas. We can swap sometime.

    • @edattacks
      @edattacks 2 หลายเดือนก่อน

      ​@@djdomainoooo I know that pain with rural regions. Rural small town America stinks 😅. People around these parts don't really care about tech unless it's an iPhone, the newest console with the new sports Ball game and CoD, or if it means you're making money from tech somehow. Otherwise, nobody cares and thinks you're odd UNLESS it means making big money from it

    • @joebeezy9471
      @joebeezy9471 หลายเดือนก่อน

      ⁠​⁠​⁠@@djdomainmy man. You posted a reply stating people don’t take any interest in your hobby. You also said you’re in a new area and don’t know anyone who shares your hobbies.
      The OP posted a reply directly to you as well as someone else. Both of them doing exactly what you said you wish people would do.
      Maybe you missed it?
      With the absolute GARBAGE that large studios are just releasing unfinished and selling for $70 we are about to see a gaming crash like we saw in the late 70s and early 80s.
      The video game crash of the past happened because too many people were putting out terrible games in an attempt to take in as much money as they could. Sound familiar?
      It’s going to crash again. I think it already has started. Nintendo saved the video game industry then. They did so by proving to consumers their games were reliable and fun.
      Someone will save it now. Not sure who, but hopefully we all recognize it when we see it.

  • @toshitosliba4737
    @toshitosliba4737 6 หลายเดือนก่อน +1

    One time I learned from a manager who came in and gave us training in managing our time at the studio where I work. And he taught us some important lessons, even though most of the things he taught us were useless in my opinion because he wanted to apply the same techniques he does with his team at pharmacies and factories and apply those for game development, which most of them wouldn't work on this industry.
    However, there are some things that are transferable and I think it might apply to many industries. Knowing what you will have to implement for your game, which mechanics, and which features you will have to put in your game is a first step to being able to manage your time properly, plan beforehand, take a day or two, to brainstorm about this.
    Trying to guess how many hours you will have to apply in each step and in each feature is quite hard, but you yourself, are at least aware of what you are capable of doing, having some thought of like "I will put a whole day for this 1 or 2 features, I will have like half a day for this mechanic" and so on and so forth.
    After you apply how many hours you will have to put there, you have to sum up all the hours you decided that you will have to invest per feature and mechanics in question, and from the result of the sum of those hours, you will have a better understanding of how many days it might take and from there try to optimize it.
    Also, you need to be consistent, since in a studio, you will have like a job for 8 hours a day, 5 days a week, as an indie developer you need to be consistent and have a big sense of discipline since you're your own boss, you don't have anyone nagging at you if you procrastinate or if you come late to work and stuff. I say this because I also want to become an indie developer, but at least I bring some important concepts and I felt the need to share those, because it might be a problem of knowing how to manage the time and to be organized. Maybe I am wrong, and perhaps might be easy for me to say these kinds of things, but if this can help someone, then I would be glad.

  • @ryukusu_luminarius
    @ryukusu_luminarius 5 หลายเดือนก่อน

    Thank you for the tips. When I got RPG maker, i thought I could make a game in a year as I decided to use only built-in assets for graphics. I was able to do that for half a year with the document that has the plot and key points, describing each world in general and some quests. I only needed to make a map of the levels. Then I got stock because of some repetitive actions and because I tried to justify how everything works.
    Also, I switch to different things, not only to game dev, so I don't get emotional pain, but as you may guess, the game is far from being complete. One of the tips I would share is that you need to want to play this game, not only make it.
    My latest "make a new game" attempt is different. Now, I need to get the correct sprites even before starting making a game. But at least, I have a motivation for that as I want to play this game. And also, if I finish it (and didn't matter how long it takes), I will be able to make other similar games.
    All of that makes game modding way easier!

  • @100Jim
    @100Jim 5 หลายเดือนก่อน

    Thanks for the advice. So plan. Polish a Protype mechanics, polished demo. Get a fan base, Then add width and depth before release.

  • @n1lknarf
    @n1lknarf 8 หลายเดือนก่อน +3

    remember: if you just want to make money buy the code and plugins from the marketplace of your engine, no need to learn how to code, just learn how to follow tutorials to glue the entire thing together, it'll save you years... if you're doing this as a form of self-expression then you got nothing to lose

  • @Tan-404
    @Tan-404 7 หลายเดือนก่อน

    This video is so helpful THANK YOU!!!

  • @MrMarshallMan3
    @MrMarshallMan3 5 หลายเดือนก่อน

    Super helpful, thank you!

  • @Flash_of_Stars
    @Flash_of_Stars 4 หลายเดือนก่อน

    That is actually a really good info to have, thanks!

  • @josephleethedeveloper
    @josephleethedeveloper 7 หลายเดือนก่อน +7

    0:01 - Core idea: Game development is easy
    0:20 - Realization: No, it's not easy and makes people go through a long emotional roller coaster
    0:29 - Hook: Learned that all the problems relate to one core idea = Games take forever to make
    0:40 - Solution: Save you time and emotions with a simple order in developing games, but will still take 2x the estimated time
    3:55 - Step 1 - Pick a time & budget
    4:04 - Step 2 - Be willing to commit double the time
    4:34 - Step 3 - Plan around the time & budget (character's personality, game's genre, target audience, color palette, mood, & etc.)
    5:00 - Step 4 - Build Prototype (Build core of game, the heart & soul of the game)
    5:25 - Step 5 - Polish the prototype into a Demo (Demo -> Marketing -> Feedback | The demo should be 15 minutes of game play that is just as polished as your final product is going to be)
    6:06 - Step 6 - Now expand the game (Optionally, get funding for game)

  • @vagmcpan6007
    @vagmcpan6007 3 หลายเดือนก่อน

    I would say twice the time is a very generous approach for experienced game devs, i always count x4 the estimated time 😅

  • @Arcansel
    @Arcansel 10 หลายเดือนก่อน

    I finished Unity course recently, for me, having made some smaller projects before finishing it and had played a lot of games of many genres, it gets me kind of paralized on what new game ideia i should pursue or make, i need to make sure in advance if it is gonna be a good ideia or not myself before handing it down for ppl to give feedback about it.

  • @Savichii__
    @Savichii__ 3 หลายเดือนก่อน +1

    The part that hurts most is that people don’t care about game ideas. This means I gotta learn and create something I’ve never done. Thanks for the information

  • @luazul_
    @luazul_ 2 วันที่ผ่านมา

    the demo advice is REALLY good.

  • @goodbye5299
    @goodbye5299 หลายเดือนก่อน

    I personally plan on making a few small version that I can do devlogs for and publish for free and then do my giant project that I know will take me at least over three decades (using the everything times two method). But dont worry, I already know that this'll test everything from patience to the amount of work I can do consistently, but I've worked on the same thing for half a decade already and with that I can estimate what one decade of work will look like. My dream game is pokemon like with a more complex combat system that heavily story focused. I've had this idea for years but only now started working on the creature designs. I plan doing 20 creatures a month for the next decade or two for all the different installments and I already have a story for the first instalment in mind. The first one will have 5-6 regions and each region will have at least 5 (I think) areas, but there's around 40 areas in total so my math isn't exactly mathing in this area. But either way, I'm excited to start writing down my story and to continue the prototype, for which I'm currently using free assets (and not even correct ones, like my tall grass is literally just chickens, but I plan on cutting out that feature in the future regardless).

  • @AwkwardPain
    @AwkwardPain 6 หลายเดือนก่อน

    This is just good advice for doing ANYTHING creative!

  • @Anonymous-yv7rh
    @Anonymous-yv7rh 10 หลายเดือนก่อน

    Very good video! Thanks!

  • @herrewa2
    @herrewa2 9 หลายเดือนก่อน +4

    I think the time * 2 is a bit low and optimistic.
    I have worked as a software dev for many years now and we always tend to say, "take your time expectations and multiply with Pi". And in those cases we are experienced people that have clear understanding of what we need to do from a to z (more or less). So if you are getting in to game dev for the first time with out experience in all the different areas that a game needs to cover multiplying your expected time with 2 sounds way to low.

  • @androvictrayo-dy7eh
    @androvictrayo-dy7eh 4 หลายเดือนก่อน

    thanks for the advice, know i know what to do for any game

  • @ledthegamedev
    @ledthegamedev 5 หลายเดือนก่อน +2

    It took me and a buddy 5 years to release. We thought it would take 2.

  • @rose_allen
    @rose_allen 9 หลายเดือนก่อน +2

    2x as long is honestly optimistic. For video tutorials, I estimate 8x the video's runtime to finish the tutuorial. Of course, I usually don't finish tutorials, I grab a few pieces of knowledge and run with those, rather than slog through 2 hours of video to get to a game that I don't actually like very much. And for my own development, I'm more interested in getting videos for this channel out than in developing the exact game I want to make in a certain timeframe, which leaves me free to explore, and find games that I can make by taking stuff I already know how to do and either combining them or learning just a little bit more.
    The first indie game you make is going to suck, so get it out of the way and start cracking on your second one, which might even be kind of decent.

  • @michaelstump7508
    @michaelstump7508 3 หลายเดือนก่อน

    Another tip I learnt a while back, and my very successful friend lives by, is to keep your game in a finished state.
    So have a demo fully polished like he said, then as you expand, keep it in that polished state with each expansion. That way at any point if you feel you’ve had enough, you can back out and release the game as it is.

  • @user-il7ot1rn5b
    @user-il7ot1rn5b 5 หลายเดือนก่อน +1

    I heard my sister get this advice but it’s about photography but I think it could work here, don’t fall out of it, keep doing it, just not to the point of burnout.

  • @coffeecupstudios5701
    @coffeecupstudios5701 5 หลายเดือนก่อน

    Great video, a lot of useful advice, ultimately you also have to give yourself a break, we are humans, we're never meant to be perfect. Not speaking from a place of success or anything but I find we have to simplify it a bit. Do your best and keep that in the back of your mind, you'll have good days of game dev and bad days but stay consistent and take breaks to avoid burnout as it will lead to an overall greater impact. Best goal is to identify what is going to be your USP (unique selling proposition) and focus on that single thing (could be one gameplay mechanic) until you have a playable demo, then build on that.

  • @CosmixVC
    @CosmixVC 6 หลายเดือนก่อน

    Thank you so much this helps me alot

  • @rodericksalise1097
    @rodericksalise1097 5 หลายเดือนก่อน

    wow this really hits the guts for most game developer, only starting right now

  • @envygreen7051
    @envygreen7051 6 หลายเดือนก่อน

    thank you for this, you're a saint for this advice

  • @houou5757
    @houou5757 4 หลายเดือนก่อน +2

    1:00 so it will take me 200 years to make.

  • @h0lyrs422
    @h0lyrs422 5 หลายเดือนก่อน +1

    That’s great advice in condensed form. The only issue is that the prototype ends up inform the game design and the GDD, so how do you handle this “settling” phase?

  • @ianmclean9382
    @ianmclean9382 5 หลายเดือนก่อน

    I'm a huge fan! Don't take it too hard on yourself buddy

  • @c.d.dailey8013
    @c.d.dailey8013 4 หลายเดือนก่อน

    Wow. There is a lot of good advice hee. There is brutal hobesty. Thank you.

  • @ShadyRapture
    @ShadyRapture 2 หลายเดือนก่อน

    I’m gonna make a big game someday but I’m currently just spending 2 weeks on a new game at a time until I’ve made a prototype of every game type that I love. I’ll dig deeper after I get the hang of it.

  • @engineergaming3830
    @engineergaming3830 16 วันที่ผ่านมา

    this is basically how I started working on my project I have no damn idea on making unlockable abilities but I don't NEED to make them now

  • @Dailyfiver
    @Dailyfiver 8 หลายเดือนก่อน +2

    Time management is absolutely where I have gone wrong with y first game. I’ve been working on it for 5 years now (crazy to say) but I truly have spent maybe a week of actual progress per year so that makes sense hahaha. Most of my time spent has been learning stuff on the internet and figuring out what I don’t know.
    Basically it’s a massive learning experience and I am ready to finish this shit first game to move onto actual projects haha

  • @joeoeoeoeaaaa
    @joeoeoeoeaaaa 8 หลายเดือนก่อน

    Great advice!

  • @molehorde
    @molehorde 3 วันที่ผ่านมา

    The magic number isn't 2, but Pi! Multiply with Pi!!👻😂

  • @aty4282
    @aty4282 10 หลายเดือนก่อน +6

    Imagine spending 5 years on a game just for it to fail misserably on steam and make 0 income 🗿 thats my fear

  • @Alish1388-hi
    @Alish1388-hi 2 หลายเดือนก่อน

    0:57 so accurate 🤣 i planned to finish my game in 3 months and it took six months to make the first chapter.

  • @MarkaNgamer
    @MarkaNgamer 4 หลายเดือนก่อน

    Very good video. Very true. I am now in 85% of the game completion and these last steps feel like forever. Also, creative block is every creator's arch nemesis.

  • @powerdude_dk
    @powerdude_dk 10 หลายเดือนก่อน

    Good insight!

  • @MsCarored
    @MsCarored 5 หลายเดือนก่อน

    Great advice for indie developers. I went to your steam page and you only have screen shots, you should add a video of gameplay or trailer.

  • @Joojist
    @Joojist 7 หลายเดือนก่อน

    Very nice advice! Btw what is that dungeon crawler game where the sheep is hitting stuff with a hammer

  • @ArcWeltraumpert
    @ArcWeltraumpert 2 หลายเดือนก่อน

    You're not the only one bro, all solo indie game developers experience it, and that's no the reason to stop.

  • @hatrer2244
    @hatrer2244 7 หลายเดือนก่อน

    Thanks for sharing this

  • @dabigdawg145
    @dabigdawg145 5 หลายเดือนก่อน

    Thank you. I am starting up my game company.

  • @Alex-vu5uu
    @Alex-vu5uu 4 หลายเดือนก่อน

    I have published my game on steam and I agree with this video.

  • @AAAtoxoplasmaAAA
    @AAAtoxoplasmaAAA 5 หลายเดือนก่อน

    Great advice

  • @justforyou8790
    @justforyou8790 9 หลายเดือนก่อน

    i started to become an indie dev with only the experience of beeing a very creative human that likes problemsolving and creating fun ideas. thus i felt like a fraud alot of the times aswell but i know to well to fake it till you make it especially to yourself without becoming delusional of your acutal state. i just did the work because i wanted to and i loved to and now i have gained alot of experienc through failing alot. in the end just do it. legit.... it does get things done even if not how you invisioned it but you become better at the whole process little by little.

  • @faldruid8412
    @faldruid8412 10 หลายเดือนก่อน

    Great video!

  • @Tman328
    @Tman328 9 หลายเดือนก่อน +6

    I'm not necessarily saying I don't agree, but at the same time it's hard to take advice from a studio that has yet to release a game..

  • @Lazzarus7
    @Lazzarus7 10 หลายเดือนก่อน +2

    Great content as usual and very usefull advice. I feel the same, when every day life problems are more than usually my productivity goes down, I think it is normal, we are not machines. the important thing is to remember to get some rest and free time, because it also helps the creative part.

  • @TheMadderlad
    @TheMadderlad 2 หลายเดือนก่อน

    Tbh I've been working on a game that that I thought of maybe releasing and stuff, but with my ADHD I tend to be hyper focused on something for a week or two and then get burnt out of it. This did help me though, I didn't fully know what to do with it. I kept changing from a turn based RPG to a 2D platformer. I think that with the character designs I have I could probably go with an action puzzle game with a Cult of the Lamb art style (I'm taking about the mix of 2D and 3D elements). A lot of it is still pretty vague in how I want it though, but I think it is getting off to a better start. Also I am making this purely because of fun and to learn how to actually code and design games. I hope it works.

  • @irfanfarhatullah
    @irfanfarhatullah 4 หลายเดือนก่อน

    Here is how to calculate your time estimate (this is not a professional formula) but something I have experienced as a project manager:
    1. The amount of time you think it will take to complete this project including the time everyone inform you about. eg. You think it will take one year, but everyone is suggesting twice as much so your time is 2 years. 2 year is the amount of time you are thinking.
    2. Add 20 % more time to your time for uncertainty (sick, power issues, hardware issues) (and yes, this is on top of the one year you just added). So 2 year + 20% = 2 year and 73 days (2 year, 2 months, 13 days)
    3. Add 30% more time for risk to the project/changes (user feedback changes, design changes, request that you thought you will never accept but now accepting) = 2 year + 73 + 109 = 2 years and 6 months.
    4. 10% more burn out, bored, vacation, breaks = 2 year + 73 + 109 + 36 = 2 year, and 7 - 8 months.
    so, if you thought 1 year initially, it would take 2 year and 8 months. If this number feels like there is a chance that this might be true then you add 4 more months so now, 3 years

  • @lew.bow.studios
    @lew.bow.studios 4 หลายเดือนก่อน

    Awesome video, I just want to say that I've found that GDDs are really counterproductive for me.
    Just as you mentioned, game design is similar to writing a novel and writers to tend to fall either in the Architects or Gardeners camp. The GDD approach is similar to an Architect (Brandon Sanderson) writer outlining their novel, and the Design By Play approach is similar to the Gardener's approach to writing a novel by creating interesting characters and letting them roam around the world (George R.R. Martin).
    All this to say, there's more than one way to skin a cat xd
    Merry Christmas!

  • @nicolasperalta6104
    @nicolasperalta6104 9 หลายเดือนก่อน

    Is necessary to be a good visual artist for 2d videogames? I want to start exploring ebitengine because currently I am very engaged with Go but I dont know if im going to get stuck in the future because of my poor visual art habilities

  • @DISTANTSHORE-mh2sc
    @DISTANTSHORE-mh2sc หลายเดือนก่อน

    I think that the main takeway from all of this is : don't take on that journey alone. Do it with people. Not only fans, but really, develop the game with multiple people. Else it's so hard, daunting to even get all of the skills require to even make a game that runs ; and then supposing that you manage to acquire the skills, you're still alone ; you have no objectivity on your own work, become too sensible to the opinion of others when you ask for feedback ; you can easily run around in circles regarding features and concept. It's honestly too hard, wether you're getting out from school or from a AAA job (even worse in this last case sometimes, since you're going from being a cog in a gigantic machine to the machine that has to do every single thing).

  • @MarioDoodles
    @MarioDoodles 10 หลายเดือนก่อน +1

    3.5 for Remote Life as a solo dev...that was soooo long...but hey...i finished it❤

  • @ashlebeau9802
    @ashlebeau9802 4 หลายเดือนก่อน

    "Always multiply your estimate by 2 and add a week" - one of the best pieces of advice I got when I was a younger software developer 😂

  • @StarFoxZX315
    @StarFoxZX315 4 หลายเดือนก่อน

    Something that always bugged me, even in college, was "how to write a GDD?"
    Software engineerging teacher refused to talk about it, game design teacher never explained it either and when I looked it up online and tried to follow the examples, the documents became unreadable, not because the document felt too big, but because it felt unreadable, and I'm not a bad writer, but because the text itself felt too long and tiring to read. Also, I hate typing. I'd much rather take notes in a notebook whenever a new idea pops up in a short topics format as well as a quick draft of what the character/weapon/item looks like in a separate piece of paper. But every bureaucrat teacher would only say "that's not an acceptable document". It pissed me off so much I stopped trying.
    Also about the demos, before releasing the first one (there are devs who release more than one), should I make a separate version of the code to compile as the demo or work on the same one that will become the final product?

  • @Mordeusz2K
    @Mordeusz2K 10 หลายเดือนก่อน +2

    Beginning of this video isn't about gamedev, but mental health. Working on a solo project can be difficult even for healtiest people with loving families and support. I'd suggest addressing real issues here and gamedev being hard isn't one of them.