Fantastic video! The amount of starter devlogs I see that need to watch this video first is high. There are a lot of people that really underestimate what it takes to make their dream games.
Bro, I literally had this conversation with myself this morning after spending roughly two days developing a shader and mask to display a buildings range when hovered over... It looks great, and I'm sure I'll be able to use it in the future. BUT I DON"T EVEN HAVE A WORKING PROTOTYPE. Sat myself down and had a long talk. Also, I totally agree, I have burned myself out on many-a-project (all except 1 so far) because I over-scoped and didn't develop a prototype first.
My main thing is to have a timeline. You can always make content updates in the future. Now, I don't have times on the timeline, more like a task list. (In excel. Columns b => are the list, and Column 1 is random stuff. Go from b, finish that list and do c, etc. That way, I can add the scope creep, but it can be scheduled AFTER launch) For example, my dream game's scope is MASSIVE. Despite this, I have several updates planned after launch and bug fixes. I cannot even start on that game yet, but am managing the scope creep. If I didn't, it would go from unlikely to impossible.
That’s also a smart way of doing things! The projects mentioned in the video were just kinda “wing it and figure it out as you go” which you could image would make things very difficult lol
@@orithekidd My gamedev skills are: Lore, writing, and planning. Still don't have a real game made, except for a spaghetti code from a tutorial. (Tutorial was spaghetti. I tried untangling it. Making my own version of the tutorial will be my final goodbye to Unity) I have pages of lore and mechanics and plots for multiple games though.
Aah to be naive enough to say "I wanna do something inside my limits... A ROGUELIKE SHOULD DO IT!" I'm making games for almost a year, and I still don't think I'm capable of making a roguelike, lol.
Switching my mentality to a developer rather than a consumer or artist has REALLY changed my perspective on how much work stuff actually is. I just awe at menu systems in games now lol
Speaking of games like pong, yeah, people underestimate how much goes into simple games like that... Let me tell you one thing, if you're making a snake clone, or a tetris clone, or a space invaders clone, (also very simple arcade games) let's just say you'll need to have at least a basic familiarity with arrays/lists.... and how to manipulate them... (Especially tetris, tetris seems like a fucking array nightmare...)
so what ARE small and simple games? other than Pong. already did that... I can only think of my dream game as I don't care about small simple games. I need to copycat those small simple games from somewhere then...
Really I would think of any arcade games or even something from the Atari as a lot of these games had very simple concepts! But honestly the best way is trial and error! Look at old games and if you think it’s easy to remake try it and regardless if you get it or not you’ve still learned something to apply to your next project!
When that “10 minute long puzzle platformer” idea turns into 5 hour long immersive sim.
always a BANGER ori, please neva stop 🔥🔥
I don’t plan on stopping! :D
Fantastic video! The amount of starter devlogs I see that need to watch this video first is high. There are a lot of people that really underestimate what it takes to make their dream games.
Bro,
I literally had this conversation with myself this morning after spending roughly two days developing a shader and mask to display a buildings range when hovered over...
It looks great, and I'm sure I'll be able to use it in the future. BUT I DON"T EVEN HAVE A WORKING PROTOTYPE. Sat myself down and had a long talk.
Also, I totally agree, I have burned myself out on many-a-project (all except 1 so far) because I over-scoped and didn't develop a prototype first.
I think over scope is a right of passage for all artist lol. When I make my game dev guide I want to talk about it way more lol
My main thing is to have a timeline. You can always make content updates in the future. Now, I don't have times on the timeline, more like a task list. (In excel. Columns b => are the list, and Column 1 is random stuff. Go from b, finish that list and do c, etc. That way, I can add the scope creep, but it can be scheduled AFTER launch)
For example, my dream game's scope is MASSIVE. Despite this, I have several updates planned after launch and bug fixes. I cannot even start on that game yet, but am managing the scope creep. If I didn't, it would go from unlikely to impossible.
That’s also a smart way of doing things! The projects mentioned in the video were just kinda “wing it and figure it out as you go” which you could image would make things very difficult lol
@@orithekidd My gamedev skills are: Lore, writing, and planning. Still don't have a real game made, except for a spaghetti code from a tutorial. (Tutorial was spaghetti. I tried untangling it. Making my own version of the tutorial will be my final goodbye to Unity)
I have pages of lore and mechanics and plots for multiple games though.
Aah to be naive enough to say "I wanna do something inside my limits... A ROGUELIKE SHOULD DO IT!"
I'm making games for almost a year, and I still don't think I'm capable of making a roguelike, lol.
Switching my mentality to a developer rather than a consumer or artist has REALLY changed my perspective on how much work stuff actually is. I just awe at menu systems in games now lol
always love your videos!
Thank you!
Very wonderful advice tyty
Happy to help!
You are my favorite PNGtuber
Soon with more movement! Maybe even new poses *gasp*
Speaking of games like pong, yeah, people underestimate how much goes into simple games like that...
Let me tell you one thing, if you're making a snake clone, or a tetris clone, or a space invaders clone, (also very simple arcade games) let's just say you'll need to have at least a basic familiarity with arrays/lists.... and how to manipulate them... (Especially tetris, tetris seems like a fucking array nightmare...)
I tried Tetris and it humbled me REALLY quick lol. A lot of beginners don’t really know how much is happening behind the hood.
@@orithekidd True.
hey ori!!
Hey! :3
so what ARE small and simple games? other than Pong. already did that... I can only think of my dream game as I don't care about small simple games. I need to copycat those small simple games from somewhere then...
Really I would think of any arcade games or even something from the Atari as a lot of these games had very simple concepts! But honestly the best way is trial and error! Look at old games and if you think it’s easy to remake try it and regardless if you get it or not you’ve still learned something to apply to your next project!
*click noice* 🍹
scope creep is fine, the world doesn't need more $5 indie games
YOURE SIIIIIIIIICK!!!!
This comes off pretty rude my guy, i know what you mean but come on 😂
Fair enough lol