1000 Hours Of Learning Game Dev
ฝัง
- เผยแพร่เมื่อ 11 เม.ย. 2024
- 1000 hours of Game Dev taught me quite a bit, which I will share with you today. Changing the plan will happen throughout the development cycle and maybe the lessons I've learned can save you some time!
I hope you enjoy the video.
If you're interested in learning about indie game development, check out these channels that were a tremendous help:
@CodeMonkeyUnity
@SebastianGraves
@Acerola_t
@thomasbrush
#indiegame #gamedev #gamedevelopment #devlog #unity #unity3d #indiedev #roguelike - เกม
Sometimes the TH-cam algorithm smiles on us. Excellent video, really well described processes and brilliant presentation. Thank you for making and sharing this, much appreciated. Peace and love from the UK.
Thank you for your kind words!! It gives me a really good feeling when I know that people enjoy the video and responses like yours give me motivation to continue my game dev journey. I really appreciate your words!
Such an enjoyable watch! Really looking forward to following your journey and your game!
Underrated video. Easily one the best overall explanation for starting gamedev.
Hey thank you!! I appreciate the kind words! 🥰🥰
As a fellow indie dev, I can relate a lot. I will follow your journey with interest!
I appreciate it, thanks!!
I like the way you portray information, very accessible. Hope algorithm will pick it up. Great content
Thank you for you kind words!!
I've tried my best to make it simple but informative. I'm glad you recognized it! 🥰
Cool video man, really fun to see someone who does what I'm learning, one day I'll reach your level.
Oh man thanks! I'm so happy to hear something like that. Keep going and you will soon reach your goals!! 🥰
Keep up the good work! I too am a game developer. I have far less hours invested, and definitely need to finish a project but from what i've learned the info in this video is spot on
Hey thanks man!! I'm glad you liked it!
Great to hear, that you agree with me on the points. :)
Totally get the learning experience you've gone through! Balancing time spent on your kids and wife whilst trying to make progress that feels substantial. Uncanny how similar your experience has been! Knowing when to buy assets to save time, or to pull myself from hyperfocusing on something small when I should fully prototype core mechanics is personally difficult. Also Jonas tyler has some great videos for indie devs if you're interested (creator of thronefall) "This problem changes your perspective on game dev". Loved your video ,subbed and liked :) maybe we'll both get out game out within a few years! haha
I'll make sure to watch that video! I've seen some of his videos and they are definitely worth watching.
The asset part is so true. I thought so much about which parts of the game dev journey I could replace with assets, but in a way which makes sense. I watched a couple videos about that and decided, that I'll use assets for VFX, Audio and some textures. There are only so many hours in a day and 8 of them should be for sleeping (even if getting 8 hours with a little kid is almost impossible). But for the game after this, I want to learn VFX.
But making all the audio requires so much expensive stuff.. so I will use mostly assets for that in the future.
Thank you and I also hope that we'll reach the point, where we can release a game! 😂
Ah hell, I'm just getting started, too. I design wargames in my spare time, and teach full time. Also have a small, new family.
I'll subscribe and hope to follow you.
Getting started is the most important part! Congratulations to your new family, I hope you have an easy-care child. :D
Thanks! :)
i avoided re topology by making base meshes with the skin modifier technique then just using the decimate ( un-subdivide, so its even ) I dont know if it helps, but it makes creating the character models fun. I also was not making low poly though I did go with a more simple look. You would still have to do head/face manually though.
Gret video! I'm making my first game and I can relate to a lot of the stuff you mentioned. Btw, does your game have a steam page?
Thank you!! I hope you are able to finish your game and it turns out great!
Not yet. I have at least 3 - 4 more month of development ahead of me before I can show anything worth of a steam page. At the moment I'm working on the ability system and the inventory system. If I have those prototypes done, I would consider making a steam page. :)
retopo is like really a non-problem.
For things that deform, yeah kinda important, but things like bipeds already have perfectly well-made base-meshes, you just have to basically shrinkwrap. Also you'll benefit from sharing skinning and animations.
Everythng else we got tons of automatic retopo tools.
And if things dont deform, rigging couldnt be easier.
If you have a model, which was made with the knowledge of how to do retopology, it is only tedious and not difficult.
But that's only possible, if you have done it before. Knowing which parts have to be own layers, how the fingers have to be spread out, how cloth and/or overlapping parts have to be handled etc.
So while learning modeling and retopology it is definitely not a non-problem. Only if your models already have a simple geometry.
Automatic tools only give usable results for simpler objects, which aren't thin lines or have sharp thin pointy ends.
Also the amount of geometry you end up with is definitely higher overall if you do it algorithmically, since the retopology is not optimized. For now there is just not a tool, which calculates how much geometry the objects need at certain points efficiently enough. So objects with an inconsistent amount of complexity over the surface won't be optimized.
Doing a game with many objects, a hord of enemies, spells etc. every mesh has to be well optimized, otherwise you cut out all of the potential player base with low end hardware.
If you have the knowledge and experience, it becomes a non-problem process. But the start is not a non-problem process.
You should make a dev log on your game, the game mechanics & setting look rlly interesting.
Thanks! I thought about making a devlog about the mechanics etc, but I will probably finish the ability system prototype first and then make a devlog. I'm not completely sure. Sooner or later a devlog will definitely come! :)
I'm glad you like it!
@@VinyxStudios for sure, look forward to it!
great video thanks
Thank you! I'm glad you enjoyed it. :)
So whats that game you showed us this whole time?
Is it out yet?
Hey! Sadly we still have about 70% of the way to go. :(
For now it's mostly visuals and movement, but the combat system still needs to be developed and then of course the gameplay loop!
For now I plan to call the game "Luminous Abyss", but that could also change in the future.
I hope I can publish an early access version in about 6 month! :)
Thanks for your interest, that means much to me!! 🥰🥰
@@VinyxStudios
Hey, take as much time as you need for it.
IMO, a smoot movement gameplay with an equaly cool combat should be the highest priority.
A game can look awesome, but if it plays like jank shit, it just aint no good.
Just look at Ultrakill or Minecraft!
I see much promis to you, so please be shure to take an actual break once in a while.
I'll keep on following you an hope for the best.
Yours, Igel
@@derigel9783
I agree 100%.
If the gameplay isn't fun, the quality of the graphic doesn't matter, since noone wants to play it. It can be the most realistic graphic or great artstyle, but that isn't enough.
Thank you Igel! I wish you the best. 😊
1:16 all I can hear is Kerning City music
Just looked for the song and I can hear the similarities 😄
Bro can u help😢 how to learn game code
I have pretty basic knowledge of programming but unity pre build functions confuses me
can u help
And live the video ❤ u can work on editing
I linked a couple of very helpful channels in the description! 😊
That's how I learned the coding in unity. It's probably the most effective method.
Thanks bro 💪appreciate 🙌
7:20 bro you know you can use automated tools like 'mesh destruction' to reduce geometry automatically and then just touch it up a tiny bit.... right?
Anyways.. I pay someone to do my 3d models for my indie game
The automated tools aren't optimized.
Pointy ends and thin lines won't get calculated right and the amount of geometry you get if you do it algorithmically is much higher compared to a manual retopology.
There is currently no algorithm, which calculates nearly effective enough, how a surface with an inconsistent amount of geometry has to be retopologized and don't get me started with edge flow.
If you have a simple mesh, you can use a tool, but in any other case you will always end up with a retopology, which has more geometry and a worse edge flow, so it uses more resources and doesn't deform correctly.
The amount of things you have to change manually is not worth the work, you can just do the whole thing manually, learn retopology and then you will be faster and cleaner.
7:15 I also said there, that AI tools only work for simple objects. :D