Hey Thank you so much for reviewing my video, your feedbacks added a lot to the video and instead of showing people my original video I'll probably just link this one haha. Totally agree with a lot of your points, specifically the one about polish. Thanks again, and shout out again to your DOTs course I recommend it to anyone interested in Unity's ECS.
Love the video, wanted to add to something as a Neurodivergent individual in gamedev. Re: Telling people to keep you honest. For Neurodivergents this can actually give us the dopamine boost we would have otherwise got from completing the task. leading to a loss of motivation outright and shame from another unfinished project, however Deadlines do help with the 'Impending doom' form of last minute motivation. Thanks for the time :)
Awesome video, thanks for recommendation. I would maybe add to that video (mostly for people still learning like me) to add another thing on that list and that is their own strengths and weaknesses and sort of play on those when working on your project - def. work on everything to improve - but focus on what you do best because at the end of the day - each and every one of those points could and probably should be a different hired person working on your project - doing all of those tasks at top level is a high bar for 1 person and I am amazed at people who can do it solo.
Great tips! It's also super important to know how much time you can realistically dedicate to your game each week. Depending on how "bug free" & polished the game needs to be, I would even almost double the estimate since it's easy to underestimate the work that remains once a game is "finished".
The PlayStation cover thumbnail triggers me in a very positive way. I prefer playing on console so a console game from code monkey is a must buy for me and I love tower defense games.
As a software developer, architecture is the one that I am struggling most with when it comes to Unity development. In Enterprise development you have a lot of architectural patterns but I don't know of any good resources for Unity game architecture such as how to transfer data from scene to scene or how to properly save and load your game state.
One thing personally consider as given but for some reason not every one following this is reuse and refid. What I meant by that lets say that I'm working on my second project or whatever project number of that is not your first project. All the the other priveous project scrap or not it's useful resources for your next project. For example example my priveous project it has multiple mekanics that can easily able to borrow (take) for my next project why make all those mekanics for the binging every time I just reuse My old codes and if sothing need to Chenge on next project I refid this codes. Some with other multiple asset's that it may needed for the project. Even if the game is completely different genre like it's on My case the still useful assets that I'm able to use for my next project.
please don't set deadlines. why i quit watching gamedev videos is that they're full of clickbait advice that's simply unrealistic. in practice, deadlines only help nolife fanatic gamedevs that would succeed without deadlines anyway. for regular people, deadlines are just an easy way of getting disappointed and quit.
@@ultimaxkom8728 for every successful deadline there's 10 burned ones. for every successful game there's a 100 mediocre ones. for every healthy career there's a 1000 stories of crunch, burnout and depression. a youtuber hooks you up on hopetimism, instead of giving you solid numbers of how hard it is to make games, and when you fail, you come back for more