You may ask: what game engine should you choose? I break it step by step down here: th-cam.com/video/aMgB018o71U/w-d-xo.html Sign up to Milanote for free with no time-limit: milanote.com/samyam
Great video. What I learnt ultimately, a game development project (video game, boardgame, based on paper) start with pen and paper. These steps bellow are for create a basic prototype and maybe a pre-alpha. Step 1 : Define the game and scope and goals 1. Simple game description 2. Game experience goals 3. Inspiration (Research) 4. Pillars (Main mechanics and theme in a high level description) 5. Set a milestone, for example develop a prototype (A short gantt chart is great) Step 2 : Design a very simple level on paper 2.1 Goals level (What is the purpose of the level) 2.2 Theme: About what is going to be your level 2.3 Elements (Like enemies, items, mechanics) 2.4 Sequence (Step by step what is going on in the level) 2.5 Layout (An ugly map of your level) Step 3: Prototype that easy level with low level assets (Basic shapes is enough). 3.1 Greyboxing (Basic layout of your level with grey and basic shapes) 3.2 Create all the elements you'll need in your level and import them into your game engine (More basic shapes or simple assets) 3.3 Program the basic behavior of your scene Step 4: Test it, fix the bugs and analyse it (Does it work as design ? It was fun? Did you acomplish your first goals? How to improve it) Step 5: Iterate the process from step one, with new information, new goals, new activities, new elements with the objective of improving the game, many times as needed. All the other element like music composition, artistic style, special effects, comes much later, once your game has a strong foundation. Good luck guys, It is a long journey.
Literally me doing a web dev boot camp from the beginning rn even though I know most of it but feel like I'm unemployable in a way that would make a big financial difference for me
Yep... that first step! My students are like: I want to make an open world, point and click, turned base battle with bosses and puzzles in one semester! Also my students: how do I download Godot? I already know html.... Great video to clear those minds! This goes to my class plan... Thank you
Heyo! I'm going into game developing class when I start school again! Wondering what engines most schools use, I already use ue5 and have made a few prototypes, my dream game is a relaxing indie, medival-ish game about fishing and taking photos of different exotic animals! Also having an emotional storyline with npcs and everything. Just wondering if I could do that within around 12-14 years, using a pretty beefy computer :D
@@MrSalmonMC Expect your teacher to know next to nothing. You will have to learn most things by yourself probably. maybe not though. Engine will likely be Unity or Godot, highly doubt that they'd start with ue5
I can confirm Game Jams do really help. I just did one and it took me from barely making a prototype of an idea, to having a finished mk1 prototype of a game I now want to continue making. It's inspiring motivation really.
I never watched an interview of an admirable game dev that says that he made a game choice because of how well it would perform in the market. The best indie games are original, usually well polished and fun to play. If you aim only for the success, you'll only reach the base of the mountain(that's full of garbage). The greatness of indie games is that the devs put something that only them could do. Enjoy the ride, the end of road is an illusion.
Real talk. That first part of the video about pushing forward was so inspiring. I've been working on my first game for almost 3 years now, and you have reassured me that it will get done. Will finish the rest of the video now. Thanks!
I'm doing a multiplayer game, almost 2 years of godot experience and gamedev in general. Publishing my first game soon, its mostly how much you want it to happen, not because of money or success/fame, if its a passion project you'll get it done and it'll be worth it, you just have to keep in mind that improovement is always possible, you don't have to keep a under-developed game this way forever and become sad about it.
When you start learning music yourself, the best thing to do (at least what I'm doing) is to search for tutorials and learn new songs to play. You'll learn to improvise as you're learning new songs and chords in them. And I believe it's the same thing with Game Development.
Video ideas for you "I made a game in scratch" "I made a game in 1 hour, 10 hours, 1 day, and 1 week" "I made the same game in 5 engines 'I made the same game in different languages" 'I made a game only using 1 sprite"
Wonderful video -- I'd love to reference it in the future. It would be helpful to have a descriptive chapter names. Thanks again for making great content!
Awesome video, this is a good refresher tbh. I studied BsCs Game Development for 4 years, and the greatest lesson I've learned is to not give up. You will doubt, and you will get tired, but whatever happens, you will grow and be stronger than you were before. What am I making? An RPG and a Racing game...oh boy😰
this came in a perfect moment for me. I'm currently trying to make a game and got burned out while making art for it, and I got mad at myself for taking a 1 week break. I now understand it's normal and healthy to do so, and now I'll get back to it with brand new advice !
I challenge you to watch the game tutorial video of Jonas Tyroller and NOT have a game after 30 minutes. The very first one, he shows how to make a marble move, with reset and goal triggers. That's the beginning of every Marble Madness type game right there.
It is not difficult to make a game. It is difficult to make a game that is good enough such that people that you do not know will buy it. I made many games but never sold one. Okay I never tried to sell any game, which doesn't help.
I truly hate The "How I X with no experience" titeling. No-one has experience when they start and even in these most often people are software engineers or know another engine but have "no experience" in another.
Firstly, avoid social medias, I'm halfway done of releasing my first steam game, it's not good, and I know it, it does not compare.... with guys that had years of professional experience and had gone solo. My game is mine, a creation of love and that's all that matter, it may not sell, I may not recover expenses, but it's my child
Even is its not perfect games at are over at some point. Once the player is done playing the large games, he maye give a shot yo yours and enjoy it as well.
This is great advice if you’re not interested in learning and growing. Less so, if you are. I know that sounds a bit snarky, but actually I think it’s totally fine to not care about what others think of your game at all. But if you _do_ care at all, then you _obviously_ have to be able to actually take others’ criticisms so you can turn them into positive changes. (That being said, the customer _isn’t_ alway right and they don’t always know what it is they really want)
if you avoid social medias good luck in making a viable game , that is terrible advice for commercial devs child or not you are trying to sell a game so not telling people what your game is and to get them interested is shooting yourself in the foot .... if you are selling it on steam you obviously want to be a commercial dev lol
I watched this for entertainment I suppose as I'm pretty well versed in game development, but I wish I watched this as a beginner because it is so dang comprehensive! This is a 10/10 video and I wish you developers good luck, listen to the advice in this video, can't wait to see your games :)
Great video. I really appreciate that you cover the steps needed in a comprehensive and realistic way while still being encouraging and presenting the process as achievable, which it is. I especially like that you don't downplay the importance of learning to program, and that you mentioned optimization and getting early feedback. Starting small is also good advice - if you're a new developer on your own, you'll learn far more by working on a small game, or even just a single system or feature, than by starting a years-long project where it will be much harder to learn and change methods as you go Keep up the great content!
I recall back in 2018-ish, I made a basic as sh*t birds eye view score based on-rail shooter with Unity and C# where my ultimate goal was really just to make a functioning playable game. That took me a week to get done! (okay technically it was 5 days but the last day was an all-nighter so take it or leave it) And trying to figure out much of anything was quite stressful. However, I don't regret going through that because it did put some perspective on how daunting making a large scale open would action RPG truly is and a lot of those games have big teams working on them and it usually takes multiple years to get them out. A single dev making a game of that scale in a single day isn't possible. Not by a long shot!
I think one of the key things to remember for beginners is that your work is gonna be crap, it’s gonna be buggy…but that’s ok you are learning would you compare a grad student who wants to be a doctor to a person who’s been a brain surgeon for 10 years? No absolutely not because one is a master and one’s a student, you are the student so don’t compare yourself otherwise you’ll drag yourself down, your a noob and your allowed to be. So let’s make our crappy awesome work together and be proud of it
My experience of how to make a game. Step 1 download the game Star for you want. Step 2 think of an idea for your game. Step 3 watch tutorials by from call content creators like Samyam. Step 4 do not code multiplayer at 2:00 a.m. in the morning you will most likely quit if you do that. Step 5 publish your game. Step 6 SLEEP! These are all the steps I did when I started game development back in 2019/ 2020.😅 wouldn't recommend doing step 4 late at night though.
What do you mean not to code multiplayer at 2 am? Do you mean not to write code that is related to the multiplayer aspect of your game (if you have one) or you mean coding in general shouldn't be done at 2am, because it's too late??
First time here just wanted to say that i love the editing and the way you explain things!! Most game devs are boring af or cring af (when trying to keep you engaged) but you talk straight to the point and i absoloutly love it. Subscribed
Some of this is good advice. Some of it depends. Game jams are great but only at the right time for you. They can create more stress for you and cast doubt on your skills before you are ready for everyone to see how not good you are. Making a list of your game mechanics often doesn't work, you discover them largely as you make your way through development, and therefore is a waste of time. Even if you know everything you want, that WILL change. You don't know what you don't know in the beginning. I love milanote too, but it is only the right option for some people. The main idea is that you need to do what is best FOR YOU in all areas (which sam said). You may not know what is best for you in note-taking or constructing plans/information yet until you try it for a while. You are unique and some strats will not work no matter what FOR YOU. When picking an engine, you do not know which one is best for you or your game. You are blindly guessing, wildly, but that's okay. Just pick the one you most like the style/flow of. I know, not super definitive but it is best way not to waste time. Ask me how I know... The best advice is JUST START. Take a step. The mountain will continue to pass below you and you'll find everything you need if you walk. Otherwise you'll never learn. Give yourself the chance to learn and progress. Everything else is secondary.
2.5 Months before Steam next fest. Trying to integrate steam works inventory SDK, leaderboard and achievements in time for the demo. Remortgaging house in September if I get the last bit of confidence round one of QA. Failing this I'll go find a 9-5 again and cry Great video, enjoyed this. Will be sharing to students 👍
If you're making games full time, then making money out of it should be one of the priorities. You need to be paid for the work and time spent to make it.
Agree, but I think what @gakuyax is trying to convey is that if you start your career in game development it must be because you love making games, entering the game making industry for only money cannot take you to great heights. Correct me if my conveying is wrong
@@sporthighlights-sh3exI think what they’re saying is that your passion and what drives you forward shouldn’t be money, an artist doesn’t get passion from selling their pieces. Famous artists became that way because they were just doing it for fun and then started selling, they didn’t start for money.
I never bother to watch TH-cam videos of games that were developed in a short period of time. It's impossible to make relatively complex and fun games in a few dozen hours...
I made a version of Tetris in less than a dozen hours when I was 13 in BASIC on Apple 2. However with today's expected game quality standards, it is indeed mostly impossible to create a sellable game quickly. Prize-winning game-jammers indeed do not start from zero.
@@richardbloemenkamp8532 You're amazing ! I once spent a dozen hours creating a simple DND game by using the C language in the ASCII form. The "relatively complex and fun games" I mentioned in my previous comment were games like Factorio and Pathfinder: Kingmaker...
15:45 Patch Quest! Love that game tons. The dev has great devlogs for anyone starting game development or kf you just like watching good devlogs and well made content.
Backup safety: first of all, git is not the same as a backup, a git repository on the same computer would not be a safe backup at all. A backup needs to have some external storage (be that cloud, server, external drive, or GitHub in that regard). Then there is the question if the game is worked on solo or with two or more collaborators. In a team version control is the best solution, but when you work solo, there is a cost to using version control (time spend fiddling around with git when doing larger refactors in the project for example) that might be higher than its payout. A solo dev might run with a simple copy-based backup to an external drive just as well. Important is to use it regularly, be the running a backup script or comitting to git.
I’m making an open world multiplayer rpg for my first game. I’m insane. I spend 8 hours a day after work doing it. 12 hours on weekends. I’ve been doing this for over 2 months. I’m not stopping. Coffee? Sleep? What’s that?
@@Mike-wu7ie When they are right they give you disdain, when they are wrong they give you excuses. No one will ever say anything to you that doesn’t reflect how they feel about themselves in a moment. I am a developer who really sucks at art. I couldn’t even draw a good stick figure. After months of work, I can now produce incredibly beautiful stylized 3D assets for my own game. No amount of negativity can take away my accomplishments. It is a flex because I am the only person I need to impress. So carry on speaking facts, I look forward to your purchase of my awesome game :)
@@Mike-wu7ie it’s not an MMO lol, that would be too much. It’s an open world cooperative RPG. And not all years are created equally, I’ve been continuously working at it for 5-8 hours daily for months. Time should be count based on direct time worked, and modified by intensity and consistency of time worked. I wouldn’t suggest people learn how I did, as I sacrificed my mental health to accomplish my goal of making stylized assets. But that doesn’t mean it’s impossible, just unlikely for most sane individuals.
@@kyledore7574 dude, that's so fucking cool! its a goddamn flex, you are incredibly dedicated and disciplined to your craft. sorry for the other guy's negativity, some people just think about the money and not about the art, and love putting people down. Im starting as a game developer and my first game is also going to be insane, its a concept I've been working for a year now(and improving my art along the way) because I really want to put something unique out there, something new that I want to exist. and I don't really care how the public will react to it, the game is for me, for my desire to create. I don't have your immense discipline, so I've been working on it slowly and taking my time to flourish ideas, I'm starting coding just as of now(trying to learn c#) so I can put these mechanics and concepts to work.
@@kyledore7574 excatly, some artists say they have been "drawing for a year" when they've drawn maybe once a week for the entire year, others say they've been drawing for a year, and have been drawing for 8 hours everyday in the most efficient way they could. The arrow of time never stops, you can be either doing stuff all day, or not doing at all, a year will still pass.
Some basic SOLID implementation can save u a lot of problems too. Is just if u dont start the right way refactoring your code in late stage to increase the optimization wont be any good so better start properly from the get go.
here's the actual tutorial for this.From someone with recroom game creating experience but no actual game creating experience. Step 1: Have a computer to run a game creation engine. Step 2: create a game in the game engine. Step 3: If you have 100 dollars upload it to steam Step 4: TRY to profit. Step 5: Repeat
I would not recommend 50/50 split as this can lead to a lot of strife when the team builds a lot of success. At least a 60/40 split with the 60 being the final decision maker.
I’m a third year uni student studying game design and my teacher said something that contradicts that but I 100% agree with It’s ok to be shit, that’s why we are learning it. If we were masters we wouldn’t be here and that’s ok.
The game advice ones I feel also spread the negativity are the creators who make videos titled "from indie to millions, how to sell your game" then it's an interview with someone who's a 25 year veteran who's worked on over 100 games saying "use your contacts" which is disheartening to new indie devs with no contacts and no prior history.
The best way is to start interacting with other game devs on twitter/discord and slowly build your own community over time, my TH-cam channel is my way of doing that. Also attending in person events or online game jams. It’s not easy but worth it.
@@samyam yeah, I was just pointing out how often others on this platform don't actually explain that, or act like it's super simple but are actually discouraging newcomers by making it seem like you have to have all this experience to use in order to get anywhere. Like this video is great and I was specifically talking about the negativity stopping people from trying isn't always framed negatively sometimes it's "I wouldn't have been able to do this if it wasn't for the fact my old boss works for x and they agreed to publish" or something similar
I like the general idea of this video, however I feel like the mountain metaphor takes away from the main points being laid out. It’s generally fine to use metaphors for complex problems, however here I feel like it gets in the way of the flow and is distracting.
I've got this. I love bashing my head against the wall. See: My playthrough of the Souls series, Bloodborne and Elden Ring. I can climb this mountain through sheer willpower. It's just going to take me a while. lol
Step 1 learn Python Step 2 create tetris with python Step 3 learn java script Step 4 create tetris with your new knowledge Step 5 get a game developed toolkit like GDevelop or something Step 6 create tetris Step 7 create sprites with animation Step 8 create backgrounds Step 9 create random assets Step 10 create a project folder and start putting everything together Step 11 test out your game Step 12 fix it! Step 13 when solved, sell it!
I've been practicing level design lately. It's an area where I'm a bit weaker. My strength is programming. It always seemed when I got the player moving around I'm like... What now? I end up spending hours making a large open world and then it plays like crap. Then I think about all the extra work necessary to optimize and polish it up and I start thinking this is too much work and I give up. I'm finally starting to make complete levels though and they aren't playing horrible like before. So that's something I guess. I've never finished a game jam either. I spend too much time procrastinating and try to do it all at once near the end. Never can finish it like that.
Ok i see i got a question Do you need a degree to become a game developer cuz I want to make my game very good to like the point it reached to a game awards
You don’t need one at all, but my degree taught me discipline and gave me some great connections to get started (computer science). But all of the information is online to learn! Many people have become successful without degrees.
Hu samyam, can you explain how can I use the new input system to set up a controller or mouse camera? I have been looking at your videos but cant get a way to use it
I started watching your videos few weeks ago and I love your videos. You have good sense of humor :) . Love from Nepal . My name is similar to yours mine is " Samyek " if that is your name . I am about to start my game dev journey and hope to see more of your videos.
Hi, nooby here, how do you organize scripts? Cuz from what I've seen, pretty much everything that happens inside the game is all in one script, which I imagine would be very messy and prone to bugs. And how do you find and fix bugs?
It’s not good practice to put all things in one script, in my project we have probably 50-100+ scripts. Each of them does their own thing and each function in each script also does its own thing so it’s easier to debug and see what function in what script is causing each problem. i would recommend watching a few videos on project organization and general architecture
You may ask: what game engine should you choose? I break it step by step down here:
th-cam.com/video/aMgB018o71U/w-d-xo.html
Sign up to Milanote for free with no time-limit: milanote.com/samyam
Whoa! How come this pinned comment says "5days ago"? This video was posted a few hrs ago🤯
@@Ranger8744 I have the video prepared in advance :P
@@samyam I don't believe u😧! It's a glitch in the Matrix😨... You're one of them😱😱😱!!!!
is this like free milanote premium?
@@wheatwhole_ It lets you use Milanote for free up to an X number of notes. Pretty generous free tier with no subscription needed!
"The biggest risks you can take in your life is not taking any risks at all" is SUCH a good quote!! Great video :D
pretty much
It's a terrible quote, because it's simply false. Taking risks, inherently, is risky. "The best way to stay dry is splash yourself with water".
Great video.
What I learnt ultimately, a game development project (video game, boardgame, based on paper) start with pen and paper.
These steps bellow are for create a basic prototype and maybe a pre-alpha.
Step 1 : Define the game and scope and goals
1. Simple game description
2. Game experience goals
3. Inspiration (Research)
4. Pillars (Main mechanics and theme in a high level description)
5. Set a milestone, for example develop a prototype (A short gantt chart is great)
Step 2 : Design a very simple level on paper
2.1 Goals level (What is the purpose of the level)
2.2 Theme: About what is going to be your level
2.3 Elements (Like enemies, items, mechanics)
2.4 Sequence (Step by step what is going on in the level)
2.5 Layout (An ugly map of your level)
Step 3: Prototype that easy level with low level assets (Basic shapes is enough).
3.1 Greyboxing (Basic layout of your level with grey and basic shapes)
3.2 Create all the elements you'll need in your level and import them into your game engine (More basic shapes or simple assets)
3.3 Program the basic behavior of your scene
Step 4: Test it, fix the bugs and analyse it (Does it work as design ? It was fun? Did you acomplish your first goals? How to improve it)
Step 5: Iterate the process from step one, with new information, new goals, new activities, new elements with the objective of improving the game, many times as needed.
All the other element like music composition, artistic style, special effects, comes much later, once your game has a strong foundation.
Good luck guys, It is a long journey.
me with experience: **writes notes**
Fr
😂
Literally me doing a web dev boot camp from the beginning rn even though I know most of it but feel like I'm unemployable in a way that would make a big financial difference for me
damn unreal devloper I worship
Frfr
2:32 man, you really just googled blue screen of death and opened it in your browser without even making it full screen ...... love it XD
:P
I really enjoy with this cuts xD
@@josueferreira2176 agreed
Yep... that first step!
My students are like: I want to make an open world, point and click, turned base battle with bosses and puzzles in one semester!
Also my students: how do I download Godot? I already know html....
Great video to clear those minds! This goes to my class plan... Thank you
Heyo! I'm going into game developing class when I start school again! Wondering what engines most schools use, I already use ue5 and have made a few prototypes, my dream game is a relaxing indie, medival-ish game about fishing and taking photos of different exotic animals! Also having an emotional storyline with npcs and everything. Just wondering if I could do that within around 12-14 years, using a pretty beefy computer :D
@@MrSalmonMC Expect your teacher to know next to nothing. You will have to learn most things by yourself probably. maybe not though. Engine will likely be Unity or Godot, highly doubt that they'd start with ue5
G OMEGALUL D OMEGALUL T
I can confirm Game Jams do really help.
I just did one and it took me from barely making a prototype of an idea, to having a finished mk1 prototype of a game I now want to continue making. It's inspiring motivation really.
I never watched an interview of an admirable game dev that says that he made a game choice because of how well it would perform in the market. The best indie games are original, usually well polished and fun to play. If you aim only for the success, you'll only reach the base of the mountain(that's full of garbage).
The greatness of indie games is that the devs put something that only them could do.
Enjoy the ride, the end of road is an illusion.
good advice
Real talk. That first part of the video about pushing forward was so inspiring. I've been working on my first game for almost 3 years now, and you have reassured me that it will get done. Will finish the rest of the video now. Thanks!
I'm doing a multiplayer game, almost 2 years of godot experience and gamedev in general. Publishing my first game soon, its mostly how much you want it to happen, not because of money or success/fame, if its a passion project you'll get it done and it'll be worth it, you just have to keep in mind that improovement is always possible, you don't have to keep a under-developed game this way forever and become sad about it.
What game is it?
When you start learning music yourself, the best thing to do (at least what I'm doing) is to search for tutorials and learn new songs to play. You'll learn to improvise as you're learning new songs and chords in them. And I believe it's the same thing with Game Development.
One of the best methods is too start using easy engines as pratice, like scratch, castle and maybe Roblox
Video ideas for you
"I made a game in scratch"
"I made a game in 1 hour, 10 hours, 1 day, and 1 week"
"I made the same game in 5 engines
'I made the same game in different languages"
'I made a game only using 1 sprite"
nice ideas thank you!
@@samyam your welcome
Wonderful video -- I'd love to reference it in the future. It would be helpful to have a descriptive chapter names. Thanks again for making great content!
Added them!
Awesome video, this is a good refresher tbh. I studied BsCs Game Development for 4 years, and the greatest lesson I've learned is to not give up. You will doubt, and you will get tired, but whatever happens, you will grow and be stronger than you were before. What am I making? An RPG and a Racing game...oh boy😰
haha good luck!
Don't forget the possibility of health issues sneaking up, it can be a big momentum breaker.
@@unwithering5313 I've been there... It's not fun at all.
@@unwithering5313 Yes always take care of health first!
This is really helpful. Thanks for making this video. I have wishlisted your game as well. Also good choice of sponsor.
Thank you :)!
this came in a perfect moment for me.
I'm currently trying to make a game and got burned out while making art for it, and I got mad at myself for taking a 1 week break.
I now understand it's normal and healthy to do so, and now I'll get back to it with brand new advice !
Well deserved break!
This was exactly the video I needed today. Thank you, and wish me luck. 😊
I challenge you to watch the game tutorial video of Jonas Tyroller and NOT have a game after 30 minutes. The very first one, he shows how to make a marble move, with reset and goal triggers. That's the beginning of every Marble Madness type game right there.
It is not difficult to make a game. It is difficult to make a game that is good enough such that people that you do not know will buy it. I made many games but never sold one. Okay I never tried to sell any game, which doesn't help.
I truly hate The "How I X with no experience" titeling. No-one has experience when they start and even in these most often people are software engineers or know another engine but have "no experience" in another.
Firstly, avoid social medias, I'm halfway done of releasing my first steam game, it's not good, and I know it, it does not compare.... with guys that had years of professional experience and had gone solo. My game is mine, a creation of love and that's all that matter, it may not sell, I may not recover expenses, but it's my child
What game?
Even is its not perfect games at are over at some point.
Once the player is done playing the large games, he maye give a shot yo yours and enjoy it as well.
This is great advice if you’re not interested in learning and growing. Less so, if you are.
I know that sounds a bit snarky, but actually I think it’s totally fine to not care about what others think of your game at all. But if you _do_ care at all, then you _obviously_ have to be able to actually take others’ criticisms so you can turn them into positive changes. (That being said, the customer _isn’t_ alway right and they don’t always know what it is they really want)
if you avoid social medias good luck in making a viable game , that is terrible advice for commercial devs child or not you are trying to sell a game so not telling people what your game is and to get them interested is shooting yourself in the foot .... if you are selling it on steam you obviously want to be a commercial dev lol
I watched this for entertainment I suppose as I'm pretty well versed in game development, but I wish I watched this as a beginner because it is so dang comprehensive! This is a 10/10 video and I wish you developers good luck, listen to the advice in this video, can't wait to see your games :)
Thank you so much :)!
Great video. I really appreciate that you cover the steps needed in a comprehensive and realistic way while still being encouraging and presenting the process as achievable, which it is. I especially like that you don't downplay the importance of learning to program, and that you mentioned optimization and getting early feedback. Starting small is also good advice - if you're a new developer on your own, you'll learn far more by working on a small game, or even just a single system or feature, than by starting a years-long project where it will be much harder to learn and change methods as you go
Keep up the great content!
Thank you so much for the nice comment! :)
I have zero desire to make a game, but getting positive affirmations from a cute person was enough to make me stay
You did another great job. Maybe this should be the first video new game developers should watch when they decide to create a game.
Thank you!
I recall back in 2018-ish, I made a basic as sh*t birds eye view score based on-rail shooter with Unity and C# where my ultimate goal was really just to make a functioning playable game.
That took me a week to get done! (okay technically it was 5 days but the last day was an all-nighter so take it or leave it) And trying to figure out much of anything was quite stressful. However, I don't regret going through that because it did put some perspective on how daunting making a large scale open would action RPG truly is and a lot of those games have big teams working on them and it usually takes multiple years to get them out. A single dev making a game of that scale in a single day isn't possible. Not by a long shot!
As a guy who starting out in game development I'll keep this in mind. Thanks.
I think one of the key things to remember for beginners is that your work is gonna be crap, it’s gonna be buggy…but that’s ok you are learning would you compare a grad student who wants to be a doctor to a person who’s been a brain surgeon for 10 years? No absolutely not because one is a master and one’s a student, you are the student so don’t compare yourself otherwise you’ll drag yourself down, your a noob and your allowed to be. So let’s make our crappy awesome work together and be proud of it
You made that mountain analogy really work 👍
My experience of how to make a game. Step 1 download the game Star for you want. Step 2 think of an idea for your game. Step 3 watch tutorials by from call content creators like Samyam. Step 4 do not code multiplayer at 2:00 a.m. in the morning you will most likely quit if you do that. Step 5 publish your game. Step 6 SLEEP!
These are all the steps I did when I started game development back in 2019/ 2020.😅 wouldn't recommend doing step 4 late at night though.
What do you mean not to code multiplayer at 2 am? Do you mean not to write code that is related to the multiplayer aspect of your game (if you have one) or you mean coding in general shouldn't be done at 2am, because it's too late??
@@bushyyido163That's sarcasm i believe
@bushyyido163 I mean not to do coding like that at 2:00 a.m. and plus when I did that I only had 3 months of coding experience. 😅
First time here just wanted to say that i love the editing and the way you explain things!! Most game devs are boring af or cring af (when trying to keep you engaged) but you talk straight to the point and i absoloutly love it. Subscribed
Thank you so much :)
Thanks for giving me my morning motivation to get coding. :)
Great video to get a lot more understanding about all steps for new developers! Good job Sam!
Thank you for showing the true backstage of developing a game.
*sees the first step at the beginning of the video* "headache? Sign Me Up!"
subbed hahahaha
Thanks 😄
Some of this is good advice. Some of it depends. Game jams are great but only at the right time for you. They can create more stress for you and cast doubt on your skills before you are ready for everyone to see how not good you are. Making a list of your game mechanics often doesn't work, you discover them largely as you make your way through development, and therefore is a waste of time. Even if you know everything you want, that WILL change. You don't know what you don't know in the beginning. I love milanote too, but it is only the right option for some people. The main idea is that you need to do what is best FOR YOU in all areas (which sam said). You may not know what is best for you in note-taking or constructing plans/information yet until you try it for a while. You are unique and some strats will not work no matter what FOR YOU. When picking an engine, you do not know which one is best for you or your game. You are blindly guessing, wildly, but that's okay. Just pick the one you most like the style/flow of. I know, not super definitive but it is best way not to waste time. Ask me how I know... The best advice is JUST START. Take a step. The mountain will continue to pass below you and you'll find everything you need if you walk. Otherwise you'll never learn. Give yourself the chance to learn and progress. Everything else is secondary.
Nice Vid! Liked, Subbed & Wishlisted 😊
Thank you!
Great information. Very helpful. Thank you.
AMAZING Video!! Thanks Samyam :)
@7:19 "ass-a-fright" heres that viewer engagement you wanted.
So glad I came across this, as I'm gearing up to pursue game development
Good luck!
Really helpful video! Thanks!
I LOVED THE VIDEO!!! you're spot on with everything you said, you gained a sub
Thank you so much!!
You did this better than other creators, congrats
Love your work , are you up for collabs? Would love to have you insight, input / expertise apart of this project! Keep up the great work!
Thank you! Not at the moment as I'm super busy :)
2.5 Months before Steam next fest. Trying to integrate steam works inventory SDK, leaderboard and achievements in time for the demo. Remortgaging house in September if I get the last bit of confidence round one of QA. Failing this I'll go find a 9-5 again and cry
Great video, enjoyed this. Will be sharing to students 👍
U'll make it inshaalah
WELL THIS ACUTALLY HELPED ME
Dont make a game because you wanna make money.
If you're making games full time, then making money out of it should be one of the priorities. You need to be paid for the work and time spent to make it.
Agree, but I think what @gakuyax is trying to convey is that if you start your career in game development it must be because you love making games, entering the game making industry for only money cannot take you to great heights. Correct me if my conveying is wrong
@@user-yk8yb5xy8ror you can start your career with the goal of it being, yknow, a career 😂
@@sporthighlights-sh3exI think what they’re saying is that your passion and what drives you forward shouldn’t be money, an artist doesn’t get passion from selling their pieces. Famous artists became that way because they were just doing it for fun and then started selling, they didn’t start for money.
easy step by step guide, exactly what I needed! :D
I never bother to watch TH-cam videos of games that were developed in a short period of time. It's impossible to make relatively complex and fun games in a few dozen hours...
Lmfao. Then you don’t know a single thing about video games do yah?
I made a version of Tetris in less than a dozen hours when I was 13 in BASIC on Apple 2. However with today's expected game quality standards, it is indeed mostly impossible to create a sellable game quickly. Prize-winning game-jammers indeed do not start from zero.
@@richardbloemenkamp8532 You're amazing !
I once spent a dozen hours creating a simple DND game by using the C language in the ASCII form.
The "relatively complex and fun games" I mentioned in my previous comment were games like Factorio and Pathfinder: Kingmaker...
15:45 Patch Quest! Love that game tons. The dev has great devlogs for anyone starting game development or kf you just like watching good devlogs and well made content.
Backup safety: first of all, git is not the same as a backup, a git repository on the same computer would not be a safe backup at all. A backup needs to have some external storage (be that cloud, server, external drive, or GitHub in that regard). Then there is the question if the game is worked on solo or with two or more collaborators. In a team version control is the best solution, but when you work solo, there is a cost to using version control (time spend fiddling around with git when doing larger refactors in the project for example) that might be higher than its payout. A solo dev might run with a simple copy-based backup to an external drive just as well. Important is to use it regularly, be the running a backup script or comitting to git.
I think game jams are the best way to better game dev skills- it also forces most people to limit scope of the game
i have tired unity and right now on godot and after this vid i watched your right keep it up samyam
Thank you!
Thanks! This is really helpful,I’m glad I didn’t finish my game before seeing this
Awesome video. Thank you.
what an amazing video! Also motivational. Climb that mountain!
thank you!
This is very informative, seeing as I’m considering making a game myself
You got this good luck!
If I saw this video when you uploaded I wouldn't have wasted two weeks, so i subscribed to prevent happening like this again. Great video ❤
I hope this video will help me to finally get off my lazy butt and actually do something 🙌
22:37 EPIC SETUP. I need another monitor...
This video is also an awesome insight on the shaders in Godot. Cheers!
I just close godot engine. But I saw your vido. Thank you! Im keep working!
Make sure to take breaks though for your health! :)
I’m making an open world multiplayer rpg for my first game. I’m insane. I spend 8 hours a day after work doing it. 12 hours on weekends. I’ve been doing this for over 2 months. I’m not stopping. Coffee? Sleep? What’s that?
@@Mike-wu7ie When they are right they give you disdain, when they are wrong they give you excuses. No one will ever say anything to you that doesn’t reflect how they feel about themselves in a moment.
I am a developer who really sucks at art. I couldn’t even draw a good stick figure. After months of work, I can now produce incredibly beautiful stylized 3D assets for my own game. No amount of negativity can take away my accomplishments. It is a flex because I am the only person I need to impress. So carry on speaking facts, I look forward to your purchase of my awesome game :)
@@Mike-wu7ie it’s not an MMO lol, that would be too much. It’s an open world cooperative RPG. And not all years are created equally, I’ve been continuously working at it for 5-8 hours daily for months. Time should be count based on direct time worked, and modified by intensity and consistency of time worked. I wouldn’t suggest people learn how I did, as I sacrificed my mental health to accomplish my goal of making stylized assets. But that doesn’t mean it’s impossible, just unlikely for most sane individuals.
@@kyledore7574 dude, that's so fucking cool! its a goddamn flex, you are incredibly dedicated and disciplined to your craft.
sorry for the other guy's negativity, some people just think about the money and not about the art, and love putting people down.
Im starting as a game developer and my first game is also going to be insane, its a concept I've been working for a year now(and improving my art along the way) because I really want to put something unique out there, something new that I want to exist. and I don't really care how the public will react to it, the game is for me, for my desire to create.
I don't have your immense discipline, so I've been working on it slowly and taking my time to flourish ideas, I'm starting coding just as of now(trying to learn c#) so I can put these mechanics and concepts to work.
@@kyledore7574 excatly, some artists say they have been "drawing for a year" when they've drawn maybe once a week for the entire year, others say they've been drawing for a year, and have been drawing for 8 hours everyday in the most efficient way they could.
The arrow of time never stops, you can be either doing stuff all day, or not doing at all, a year will still pass.
You wont finish it lol
Code Programming: Hard
Blueprint Programming: Hard
Block Programming: Ez
Castle Programming: Ez
80% of optimization in the unit is done just by using URP
URP does have batching but it doesn't cover all the other types of optimization you should consider in your games
Some basic SOLID implementation can save u a lot of problems too. Is just if u dont start the right way refactoring your code in late stage to increase the optimization wont be any good so better start properly from the get go.
@@Damian_hright, clean when a block of code isn’t clearly focused on a task, and abstract when you’re repeating yourself.
There’s more to the world that Unity
At first I thought you said "seventy steps", was shocked :')
All around great video. Really starting to fill the gap that Brackeys left.
He's back tho 👀 Thanks!
@@samyam I haven't even noticed, thanks.
here's the actual tutorial for this.From someone with recroom game creating experience but no actual game creating experience. Step 1: Have a computer to run a game creation engine. Step 2: create a game in the game engine. Step 3: If you have 100 dollars upload it to steam Step 4: TRY to profit. Step 5: Repeat
So helpful, Thanks❤
Thank you!
Very informative, your voice and accent is soo clear 💯💯💯💯
Once you reach the top of the mountain you're not done by a long shot.
then you climb the next mountain :P
Really really solid information and motivation.
the problem of folowing tutorials is that codes to do one simple thing may vary and clash with each other
Thank you, I'll remember this.
as a programmer myself, this video is incredibly helpful for beginners 👍
thank you!
I would not recommend 50/50 split as this can lead to a lot of strife when the team builds a lot of success. At least a 60/40 split with the 60 being the final decision maker.
Always important to never let the harsh feedback get to you~ c:
I’m a third year uni student studying game design and my teacher said something that contradicts that but I 100% agree with
It’s ok to be shit, that’s why we are learning it. If we were masters we wouldn’t be here and that’s ok.
The game advice ones I feel also spread the negativity are the creators who make videos titled "from indie to millions, how to sell your game" then it's an interview with someone who's a 25 year veteran who's worked on over 100 games saying "use your contacts" which is disheartening to new indie devs with no contacts and no prior history.
The best way is to start interacting with other game devs on twitter/discord and slowly build your own community over time, my TH-cam channel is my way of doing that. Also attending in person events or online game jams. It’s not easy but worth it.
@@samyam yeah, I was just pointing out how often others on this platform don't actually explain that, or act like it's super simple but are actually discouraging newcomers by making it seem like you have to have all this experience to use in order to get anywhere. Like this video is great and I was specifically talking about the negativity stopping people from trying isn't always framed negatively sometimes it's "I wouldn't have been able to do this if it wasn't for the fact my old boss works for x and they agreed to publish" or something similar
I like the general idea of this video, however I feel like the mountain metaphor takes away from the main points being laid out. It’s generally fine to use metaphors for complex problems, however here I feel like it gets in the way of the flow and is distracting.
Really great video, thank you
I've got this. I love bashing my head against the wall. See: My playthrough of the Souls series, Bloodborne and Elden Ring. I can climb this mountain through sheer willpower. It's just going to take me a while. lol
You can do it!
you are best samyam 😊
Step 1 learn Python
Step 2 create tetris with python
Step 3 learn java script
Step 4 create tetris with your new knowledge
Step 5 get a game developed toolkit like GDevelop or something
Step 6 create tetris
Step 7 create sprites with animation
Step 8 create backgrounds
Step 9 create random assets
Step 10 create a project folder and start putting everything together
Step 11 test out your game
Step 12 fix it!
Step 13 when solved, sell it!
Thank you lovely lady. This was very inspiring
I've been practicing level design lately. It's an area where I'm a bit weaker. My strength is programming. It always seemed when I got the player moving around I'm like... What now? I end up spending hours making a large open world and then it plays like crap. Then I think about all the extra work necessary to optimize and polish it up and I start thinking this is too much work and I give up. I'm finally starting to make complete levels though and they aren't playing horrible like before. So that's something I guess. I've never finished a game jam either. I spend too much time procrastinating and try to do it all at once near the end. Never can finish it like that.
Thanks sister
0:27 Traditional rpgs like dragon quest/final fantasy/pokemon count?
Step 1: make a roblox game (need laptop) and use Roblox free models (if u wanna be lazy) then publish the game and make it paid
What is the name of the game @ 24:26
what that’s the end of the video
@samyam sorry I meant @ 16:56
@@barax9462 Ooblets
Ok i see i got a question Do you need a degree to become a game developer cuz I want to make my game very good to like the point it reached to a game awards
You don’t need one at all, but my
degree taught me discipline and gave me some great connections to get started (computer science). But all of the information is online to learn! Many people have become successful without degrees.
Hu samyam, can you explain how can I use the new input system to set up a controller or mouse camera? I have been looking at your videos but cant get a way to use it
I started watching your videos few weeks ago and I love your videos. You have good sense of humor :) . Love from Nepal . My name is similar to yours mine is " Samyek " if that is your name . I am about to start my game dev journey and hope to see more of your videos.
Thank you! My name is just Sam though haha. Good luck on your journey!
i love you.r voice
But how do i start to learn to code for free
A guy made banana clicker... be that guy.
Going for it this year
Good luck!
Absolute tripe! Can you teach me excell?
She has a video on PowerPoint!
Hi, nooby here, how do you organize scripts? Cuz from what I've seen, pretty much everything that happens inside the game is all in one script, which I imagine would be very messy and prone to bugs. And how do you find and fix bugs?
It’s not good practice to put all things in one script, in my project we have probably 50-100+ scripts. Each of them does their own thing and each function in each script also does its own thing so it’s easier to debug and see what function in what script is causing each problem. i would recommend watching a few videos on project organization and general architecture