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Tim Ruswick | Game Dev Underground
Tim Ruswick | Game Dev Underground
Tim Ruswick | Game Dev Underground
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The science, art, and business of making great games. Join the movement to build, finish, and launch better games! Visit gdu.io for more!
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Комментарии
@nw42
@nw42 17 часов назад
IME nothing brings out the weird like “free”. When you purchase something, one of the first things most people do is judge the value they feel they’ve received against the price they paid to determine whether they got a good or bad deal, and the quality of that deal then colors their perception of the product. You’ll usually feel at least okay about a crap product if you got a good deal on it, and you’ll probably always be at least a little unhappy with a good product that you got a bad deal on. Now, this isn’t real math, it’s a hand-waving analogy, but we could loosely boil that dynamic down to a pretty simple equation: *(value / price) x satisfaction.* But when you get something for free, you’re *dividing by zero,* and that breaks a lot of people’s brains. In theory, people should only have one of two reactions to free stuff: indifference (because it cost them nothing) or gratitude (because it cost them nothing). And sure, _sometimes_ that’s how people react… but sometimes they’ll totally devalue the product, no matter how good it is-if it’s free it must be crap, right? Sometimes they’ll feel entitled, almost like they already own it and you’ve just been babysitting it for them, getting furious at you over any perceived flaw, no matter how small. Sometimes they’ll act like they’re doing _you_ a favor by accepting it. On the other end of the scale, sometimes they’ll get insanely attached and make it part of their identity (coughlinuxcough). Don’t believe me? Try selling something on Craigslist, and then try giving something away. You’ll see WILDLY different reactions. Point is, “free” isn’t just another point along the price spectrum, it’s Bizarroland. Someone’s reaction to a free product can be _completely_ different than if it cost just a dollar, and that reaction is significantly more likely to be unhinged.
@randomsimpson
@randomsimpson 6 дней назад
Where you at Tim? Some of us miss you man!
@RokSlana
@RokSlana 9 дней назад
Whatever happened to Tim Ruswick? The man just stopped posting one day and I just noticed it in 2024. I hope all is well, Tim.
@vast634
@vast634 10 дней назад
Not every College degree returns the value it costs to get it. Quite a lot are a waste of money, and specifically in the IT world, where there are plenty of free online resources to learn from.
@devs1357
@devs1357 18 дней назад
7 years later, this is great advice man thanks
@PeterSvP
@PeterSvP 19 дней назад
Now post a video with ads and their performance
@Gh0St_FaCe816
@Gh0St_FaCe816 21 день назад
Love is Toxic
@everydaymarvin2490
@everydaymarvin2490 22 дня назад
This was excellent man! You are right that most people don't want to hear this , but it needs to be said. Thanks for the reality check. The good news is once you are completed with a project you get such a good feeling from knowing that you stuck it out and put in the hard work. Congrats on your success and I wish you continued success in the future. Thanks for posting this! 😊
@crestofscribbles8761
@crestofscribbles8761 24 дня назад
These are more of project management mistakes but still great advice.
@deepcosmicspacewizard
@deepcosmicspacewizard 27 дней назад
This is such good advice. I have been questioning if game development is the passion that I want to continue pursuing or if music what I would rather focus on. I have been contemplating them for a while. But I think the advice to just pick one and see where it goes is better than indecision. Thank you
@joshualangworthy4794
@joshualangworthy4794 Месяц назад
I’ve beaten almost all my games I bought and I got through at least 20 to 30 games a year also I have a full time 40 hour job and I’m a pastor and chaplain on the side. Also most my games are JRPGS!
@marosmierka1904
@marosmierka1904 Месяц назад
my mistake is not starting to learn this stuff years ago
@leoncantsing
@leoncantsing Месяц назад
Im here because I'm actually an illustrator/concept artist and my brother doesn't want to help me with my game ideas 😂 and i too dumb to learn to code
@D.Ghost92
@D.Ghost92 Месяц назад
I'm doing a mod for TimeSplitters called "Resurgence." 50+ Story missions, 4k Textures and alot of new content. It definitely takes a mental toll and started taking my time a little more. Need clarity
@aidaf2736
@aidaf2736 Месяц назад
Thank you, I learnt a lot from your video.
@personalgamedevyt9830
@personalgamedevyt9830 Месяц назад
Thank you Tim. I like re-listening to your videos while doing chores or moving around when I'm in a bad state of mind to help me get back into a better one and move forward.
@r8Rusoski
@r8Rusoski Месяц назад
Thank you very much! *Note: Remove the link, it leads to a p*** site (because the original site was taken down), and delete this comment when fixed
@Mayhzon
@Mayhzon Месяц назад
Good advice. Hidden gem of a video.
@theressatorres
@theressatorres Месяц назад
Great points in this video, Tim! Engaging authentically with our audience is truly key. I've found that using tools like boost app social really helps in crafting engaging and personalized content quickly.
@sophia-davis
@sophia-davis Месяц назад
Loved the emphasis on consistency, Tim! It's a game-changer. Speaking of which, I found that using tools like boost app social really helps in keeping that consistency in social media posts. It's all about smart work meeting hard work, right?
@schneiderkeith
@schneiderkeith Месяц назад
I've been using boost app social too! It's slick for whipping up quick, creative captions. Keeps my pages looking fresh!
@marosmierka1904
@marosmierka1904 Месяц назад
lol when you are randomly watching videos about gamedev and you accidentaly find your udemy insturctor
@kioly_ah
@kioly_ah Месяц назад
谢谢你
@aligdev
@aligdev Месяц назад
I hope he's fine, last video posted during covid :|
@PeterSvP
@PeterSvP 2 месяца назад
most links in your description are dead
@memesahoy79
@memesahoy79 2 месяца назад
Does this work in 2024 or 2025?
@FrancaXDPRO
@FrancaXDPRO 2 месяца назад
What an underrated video! This helps me a lot, im subscribing.
@HustlerHarshit
@HustlerHarshit 2 месяца назад
5 years later your efforts helped me thanks
@Sportsbikeguy
@Sportsbikeguy 2 месяца назад
Holy shit, this is so true. Especially in the beginning. The same way ideas are overhyped and it's 99% showing up and executing. The creative process is overhyped, and it's 99% working fast, getting it done and finishing. "A high production rate solves many ills." If you have the option of taking a break and getting something to eat or suffering with hunger for those last 2 hours to get to the end, suffer. You should salivate that finish line like a hungry lion with blinders on.
@Pnm279
@Pnm279 3 месяца назад
Is anybody here? Tim?
@Jumpy-Jumptime-Official
@Jumpy-Jumptime-Official 3 месяца назад
I´m using Mirilis Action and/or GifCam for recording. Thank you for the video!
@trenticles
@trenticles 3 месяца назад
You good bro? It's been two years...
@Ferenc-Racz
@Ferenc-Racz 3 месяца назад
Hi guys, can you help me? Where is it possible to buy the games which was made by Tim Ruswick? What is the name of the games what was cerated by him?
@DynamaticGamee0000
@DynamaticGamee0000 3 месяца назад
honestly don't go to any collage especially for B tech of BSc in cs or something like that fuck those things. follow your passion. i am telling you all from my experience. Don't go
@kieranhasler9952
@kieranhasler9952 3 месяца назад
7:55 My biggest worry is that not only am I a black horse candidate, having never made a game before this, but also, my game is very unique, and is an rpg that has some mechanics that are dubiously alien to the rpg genre for combat: pong. Furthermore, my game has point and click aspects. My game is so genius and innovative that I don't think there will ever be an audience for it.
@ArtimasStr
@ArtimasStr 3 месяца назад
I am just beginning UE5 and have been working on an island in the engine atm, I have some great ideas for a game, story, etc. I am just focusing on building the details on the landscape first. I’d love a partner to work with but I feel I am still learning on my own and wouldn’t want my partner getting frustrated if I am considered slow or don’t yet know something lol.
@saratheprincesskashmirivlo1077
@saratheprincesskashmirivlo1077 4 месяца назад
Actually a tear escaped my eye as if those memories whom i adored the mist came back to haunt...... Admiring him to crying over him Happy to sad Heaven to hell Peace to chiose Normal to mentally unwell Good to heartbreak These are the destinations where loves take u..... It takes u somewhere from where u can never never come back......
@rijd2304
@rijd2304 4 месяца назад
Our minds are wildly powerful, too much so for their own good. We've come to believe that our thoughts are facts and need to be in constant production. Shutting down that assembly line of thoughts for a few minutes each days is so necessary. Mindfulness helps. The workbook called 30 Days to Reduce Anxiety by Harper Daniels helps with mindfulness meditation.
@silveringreviews
@silveringreviews 4 месяца назад
Tony Soprano?
@IgorFTL-y8i
@IgorFTL-y8i 4 месяца назад
06:56 that weird rule is like the fusion in DBZ and DBS where 2 people combine and get exponentially stronger instead of 2x.
@niemand7811
@niemand7811 4 месяца назад
If you support game piracy, what kind of developer are you? People didn'tpirate your game because they loved it so muhc. They did for the same reasons they always did and still do - to play for free. And you get nothing because of that. Job not so well done I guess.
@blendedphoenix
@blendedphoenix 5 месяцев назад
Mechanics > moment to moment gameplay > story > theme You can have a video game without a.story, but a story without a video game is a book
@kemo_l7350
@kemo_l7350 5 месяцев назад
I need to gain the momentum
@Axehilt
@Axehilt 5 месяцев назад
Viable is the wrong way to look at depth. Imagine rock-paper-scissors, except instead of 3 objects there are 100. (Each is perfectly viable, countering one target, and being countered by another.) That's a game with a lot of viable options, but _it isn't deep._ So what you've described is balance: * _"A multiplayer game is balanced if a reasonably large number of options available to the player are viable--especially, but not limited to, during high-level play by expert players."_ -David Sirlin, 2001 Depth is instead a measure of how long a game takes to master. It's closely related to *skill ceiling,* really. * _"A multiplayer game is deep if it is still strategically interesting to play after expert players have studied and practiced it for years, decades, or centuries."_ -Sirlin This matters, because the main way most games remain fun to players is the process of mastering their patterns (Raph Koster, A Theory of Fun, 2004) Keep complexity somewhat low also matters, because it's one of the primary obstacles to players just being able to interact with a game on a basic level. Another way it matters is how you described not trying Stellaris (despite it looking visually appealing) due to perceived complexity, but that's a meaningfully different disadvantage than the interaction thing (both are caused by high complexity though). *Design elegance* is the term I use for games like Chess that achieve very high depth with unusually low complexity. It's a good thing to shoot for in any game, but not always possible (and not necessarily the be-all-end-all goal for every game). *Nuance, or dynamic gameplay* are the squishier terms I use to describe how to achieve elegance. The grenade example you mentioned is actually a great example: * where that player is aiming has a huge influence in where the nade lands * additionally, the enemy is often moving during the nade's trajectory, and so that matters too (you want to land the nade where the target is _going_ to be) * lastly, some games have damage falloff making it even more dynamic because now there's a huge difference between a direct hit and a glancing blow * but despite all this depth, to the player it's just "left click, throw". Extremely Simple. So my advice is to make sure your systems have dynamic elements like FPSes do. If you don't have aiming (where each pixel of rotation matters) then try to have other things that accomplish a similar goal: * strategy games can have similar pixel-based movement or for troops like artillery they might have indirect fire options (or even ground-targeted ones, like many LoL champions) * other games might have things like an energy or food meter that gives you more/less movement speed depending on if you're well-fed (or outright health in the case of Valheim's food system) * for simpler web game design you might simply go with the Angry Birds-like pull-back-and-launch mechanic, where nuances in exactly how far you pull back determine where the shot goes * physics interactions are great for the same reason (Billiards is almost entirely these last two points, both IRL and digitally)
@billyfighter6945
@billyfighter6945 5 месяцев назад
This is solid advice. Great video.
@officiallambs
@officiallambs 5 месяцев назад
Appreciate the advice, started my newest game and going to make sure i'm consistant!
@dzzhang2107
@dzzhang2107 5 месяцев назад
This is a really good video. I initially intended to set the price at $2.99, but now I've decided to price it at $4.99.
@DavidSchoneveld
@DavidSchoneveld 6 месяцев назад
This is simple and super helpful. Thanks for sharing it.
@shawn656able
@shawn656able 6 месяцев назад
How about NO! Sell me a finished product!!!
@harrychristopher8548
@harrychristopher8548 6 месяцев назад
Whats name of game
@burnheart2965
@burnheart2965 6 месяцев назад
Running a RU-vid channel instead of developing a game. Also wasting time watching RU-vid videos like this