A concept I feel sort of ties in to this budgeting. Being both economical with your time and wallet. Thinking about similar questions can you produce a game on schedule that fits in your desired budget. That sort of thing
@@haiweihe8737 fair honestly, we havent touched the game in quote some time because we had major issues with scope, but i will keep that in mind next time i pick up the project
Serious please lower the background music or just remove it entirely, it’s useless and annoying. You have good content but the music is pushing me away.
One thing that wasn't talked about as much in this video is the importance of planning. One way to plan out a game is with a Game Design Document or GDD. The channel Serket Studios has a video on it. Look up Serket Studios Game Design Documents. The video is a bit long, but it is quite thorough. It explains what a GDD is, why you need one, and how to put one together.
This is the first video I've seen that talks about the initial conception of a game idea. So many videos titled "How to start making games" talk on and on about how to pick the right game engine and where to learn how to use different game engines or art tools or whatever. No one talks about how to come up with an idea you'd actually want to execute.
Personally, I don’t really believe in the “first 10 you make” law. If you have something truly compelling, then there’s no reason to abandon it. Just keep at it until it’s great. That’s what I’ve been doing and I don’t regret it. Instead of 10 failed games, I have 1 game that’s shaping up to be good (with 6 or so failed past iterations). Although, I’ve seen a lot of new devs get too excited about ideas that probably won’t be worth it. Often times lack of experience means lack of thought that goes into the concept. Which is probably why the law exists. But if you feel that a concept is so great that it’s worth redoing 10 times, then it’s worth it. In conclusion, the best thing to do is what you want.
Nice! It is definitely more a rule of thumb than law. Our biggest game that we care the most about has been on the back burner for a while noe because we don't feel we are ready to do it justice yet
@@floast Yeah, I realized that law was probably the wrong word haha. Also, that’s fair. It’s also a good rule if you are limited by a schedule etc., or especially if you don’t own the IP. Definitely don’t want to mess up a good concept if you might not get a second chance. Thankfully my team and I weren’t in that position, so we could refine and experiment to make it better. As long as I own the IP, then we can eventually give the concept everything it needs to be good.
Your video quality is amazing both in style and editing and your writing/scrips got me hooked the entire video, you've got yourself a new sub and i was extremely suprised to see how few subs and likes you had, insanely underrated, I believe or at least hope you will go far
I dont usually look at small channels, but you art style caught my eye. This was really informative video and I personal won't be making games, but i can see how this can help alot of people! You got my sub
I have lots of drawings for a Minecraft campaign driven gam that I want to pitch to Mojang. Reply to this comment if you're interested in helping me. I'm using unreal engine. I'll find a way we could communicate.
@@_KillerD_ I want to make it as big as Minecraft, I want it to be an official Minecraft game and story. The main character is still Steve. I don't want to make a "CraftMine" I want to work on it until it's acceptable to Mojang. I know that Mojang wouldn't go for it at first so I'm gonna update the public until it gets enough positivity that Mojang would want it. I hate corporate entities.
you should re-watch this video and really pay attention to the first few sentences. Also mojang is not a publisher and they already have two adventure games mostly made by Mojang with help from another largeish corperation called Black Bird Interactive. I highly doubt mojang is looking for new games especially from indie devs. Think about your game and try replacing steve with your own character. Mojang doesn't own blocks so you can keep the general style and ideas, just remove anything mojang does own (entities, specific textures, etc.) and you'll have your own project and not be afilated with mojang or Microsoft who owns Mojang and Minecraft. (They're the people you'd be pitching to, not Mojang.)
@@accreations9590 yeah I thought about that because I had a mission idea I wanted to do a mission that involves an old abandoned farm in the forest away from a main village aka your main base where it would be cool to have a comms device that just wouldn't make sense in a minecraft game. Like I unironically thought about scrapping the entire base of the game idea because I couldn't figure out how to do a cohesive comms device in a minecraft game lol. I think I might do that anyway bc after watching some videos on how to make a minecraft game in Unreal and then make it procedurally generated is not *completley* impossible but it's more than I'm willing to do. It' would be easier to make a set map huge and explorable, and if I make it without being minecraft or even block based I have more freedom for weapons, creatures, characters and so on.
The absolute most fundamental reason humans play games is the same reason behind most of what animals do, acquiring power. We want more control over the world, and we want to know how much control we have over the world in relation to everyone else. There are many ways games can satisfy that evolutionary urge, it can do it through learning (facts, art, experiences), refining skills, creating/simulating relationships, making you compete and compare yourself with other people/npcs, etc.
You've reminded me in a single video what I love about game development, playing games, and enjoying myself. Thank you so much and I can't wait to see the coming videos!
My game will give players the experience of climbing through dangerous areas with powerful movement abilities. This experience is valuable because it evokes a sense of exploration that can lead people to do bigger things in life.
I disagree with your fundamental premise. It's not about novel experiences, it's about "fun" (defined as meaningful inputs over time) and engaging gameplay above all. Nintendo is the proof of this, as the "experience" is most always secondary to gameplay. Additionally, gameplay is what creates the experience, and thus experience devoid of gameplay is meaningless.
i loved this video, with the silly drawings aswell. i have been very thoroughly planning my game for like a year now, i have written books worth of "notes" that of course all invalidate each other the further back i read lol. despite that i never really thought about the purpose, which im really glad about that you pointed it out and made it into something positive, because "the purpose of games" can easily be played down imo. my game will give players the experience of being a shadow of yourself as an uploaded mind in a robot body on a rogue planet far away from earth and isolated from all that is regarded as human. beside being a vr game on mouse and keyboard and without the headset, its gonna be an immersive and authentic experience, actively pushing the player to think to survive, and to think about what truly is going on in the story and in the fictional world as a whole. this experience is valuable because thinking critically and figuring something out for yourself a mystery as big as this brings people together and is a cultural enrichment both as a gameplay experience and as a storytelling piece
Love the video! Bring a lot of cool thoughts into my head. My statement for my idea would be You are a scifi Bounty hunter working to stop a giant corporation from controlling history as we know it. This experience should allow people to feel like they are saving history 1 mission at a time. This game idea is a simple find the object style game with story elements kicked in.