You may ask: what game engine should you choose? I break it step by step down here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-aMgB018o71U.html Sign up to Milanote for free with no time-limit: milanote.com/samyam
@@Jazengamic I absolutely agree that taking calculated risks is smart, and people should engage in that. But that's not what the quote means and implies. It implies that being risk-adverse is risky. And that's simply false.
@@Biru_to that's just your perspective on the quotes, I clarify to you that it also can be calculated risk because its still in the context of taking any risk. Avoid any kind of risk is the one that you will never thrive and also it doesnt matter you avoid it or not - the risk is still there. Its how you look at it.Nope its not risk adverse but avoid any kind of risk you will stay in comfort zone and never improve.
I truly hate The "How I X with no experience" titeling. No-one has experience when they start and even in these most often people are software engineers or know another engine but have "no experience" in another.
does it matter what engine i use? I wanted to start slow at first, I'm using rpg maker, I have the most experience with it and I am quite the event scripter. I have intent to learn Godot in due time but i feel not ready for it.
@@samyam it was a good video. the voice just through me off as i was cleaning my kitchen, it caught me off guard when i saw it was a talking head video.
Literally me doing a web dev boot camp from the beginning rn even though I know most of it but feel like I'm unemployable in a way that would make a big financial difference for me
Great video. What I learnt ultimately, a game development project (video game, boardgame, based on paper) start with pen and paper. These steps bellow are for create a basic prototype and maybe a pre-alpha. Step 1 : Define the game and scope and goals 1. Simple game description 2. Game experience goals 3. Inspiration (Research) 4. Pillars (Main mechanics and theme in a high level description) 5. Set a milestone, for example develop a prototype (A short gantt chart is great) Step 2 : Design a very simple level on paper 2.1 Goals level (What is the purpose of the level) 2.2 Theme: About what is going to be your level 2.3 Elements (Like enemies, items, mechanics) 2.4 Sequence (Step by step what is going on in the level) 2.5 Layout (An ugly map of your level) Step 3: Prototype that easy level with low level assets (Basic shapes is enough). 3.1 Greyboxing (Basic layout of your level with grey and basic shapes) 3.2 Create all the elements you'll need in your level and import them into your game engine (More basic shapes or simple assets) 3.3 Program the basic behavior of your scene Step 4: Test it, fix the bugs and analyse it (Does it work as design ? It was fun? Did you acomplish your first goals? How to improve it) Step 5: Iterate the process from step one, with new information, new goals, new activities, new elements with the objective of improving the game, many times as needed. All the other element like music composition, artistic style, special effects, comes much later, once your game has a strong foundation. Good luck guys, It is a long journey.
Yep... that first step! My students are like: I want to make an open world, point and click, turned base battle with bosses and puzzles in one semester! Also my students: how do I download Godot? I already know html.... Great video to clear those minds! This goes to my class plan... Thank you
Heyo! I'm going into game developing class when I start school again! Wondering what engines most schools use, I already use ue5 and have made a few prototypes, my dream game is a relaxing indie, medival-ish game about fishing and taking photos of different exotic animals! Also having an emotional storyline with npcs and everything. Just wondering if I could do that within around 12-14 years, using a pretty beefy computer :D
@@MrSalmonMC Expect your teacher to know next to nothing. You will have to learn most things by yourself probably. maybe not though. Engine will likely be Unity or Godot, highly doubt that they'd start with ue5
If you're making games full time, then making money out of it should be one of the priorities. You need to be paid for the work and time spent to make it.
Agree, but I think what @gakuyax is trying to convey is that if you start your career in game development it must be because you love making games, entering the game making industry for only money cannot take you to great heights. Correct me if my conveying is wrong
@@sporthighlights-sh3exI think what they’re saying is that your passion and what drives you forward shouldn’t be money, an artist doesn’t get passion from selling their pieces. Famous artists became that way because they were just doing it for fun and then started selling, they didn’t start for money.
@@SuperDestroyerFox Nah that's nonsense, lots of artists get into the game for the money. If you want to be successful in the business then you have to take it seriously. The people who got into it "for fun" are the ones you've never heard of. Besides, games aren't directly analogous to art.
I never watched an interview of an admirable game dev that says that he made a game choice because of how well it would perform in the market. The best indie games are original, usually well polished and fun to play. If you aim only for the success, you'll only reach the base of the mountain(that's full of garbage). The greatness of indie games is that the devs put something that only them could do. Enjoy the ride, the end of road is an illusion.
Firstly, avoid social medias, I'm halfway done of releasing my first steam game, it's not good, and I know it, it does not compare.... with guys that had years of professional experience and had gone solo. My game is mine, a creation of love and that's all that matter, it may not sell, I may not recover expenses, but it's my child
Even is its not perfect games at are over at some point. Once the player is done playing the large games, he maye give a shot yo yours and enjoy it as well.
This is great advice if you’re not interested in learning and growing. Less so, if you are. I know that sounds a bit snarky, but actually I think it’s totally fine to not care about what others think of your game at all. But if you _do_ care at all, then you _obviously_ have to be able to actually take others’ criticisms so you can turn them into positive changes. (That being said, the customer _isn’t_ alway right and they don’t always know what it is they really want)
I'm doing a multiplayer game, almost 2 years of godot experience and gamedev in general. Publishing my first game soon, its mostly how much you want it to happen, not because of money or success/fame, if its a passion project you'll get it done and it'll be worth it, you just have to keep in mind that improovement is always possible, you don't have to keep a under-developed game this way forever and become sad about it.
I can confirm Game Jams do really help. I just did one and it took me from barely making a prototype of an idea, to having a finished mk1 prototype of a game I now want to continue making. It's inspiring motivation really.
No offense but shouldnt you prove some success before teaching other people how to do it? You have a basic platformer on steam which isnt even released yet and AI shovelware. This is kind of the equivalent of all the business gurus that make money off selling courses. Looks like you make your money off teaching other people how to game dev rather than being in the industry. Being a pretty girl in tech is like being a unicorn so im not suprised your successful and not trying to hate but dont you think its slightly unethical. Im sure your just gonna trump my comment up to sexism and ignore it but i would appreciate an answer. Thanks
Awesome video, this is a good refresher tbh. I studied BsCs Game Development for 4 years, and the greatest lesson I've learned is to not give up. You will doubt, and you will get tired, but whatever happens, you will grow and be stronger than you were before. What am I making? An RPG and a Racing game...oh boy😰
Video ideas for you "I made a game in scratch" "I made a game in 1 hour, 10 hours, 1 day, and 1 week" "I made the same game in 5 engines 'I made the same game in different languages" 'I made a game only using 1 sprite"
When you start learning music yourself, the best thing to do (at least what I'm doing) is to search for tutorials and learn new songs to play. You'll learn to improvise as you're learning new songs and chords in them. And I believe it's the same thing with Game Development.
1:33 There is a quote I like from Kanye from an interview when someone doubted he'd make it into the NBA if he quit music, "If you're told you can't do anything you won't do anything. I was taught I can do anything." I think about it often in combination with a "Why not me?" mentality, and I think it helps me a lot when facing new challenges and dealing with imposter syndrome.
I never bother to watch RU-vid videos of games that were developed in a short period of time. It's impossible to make relatively complex and fun games in a few dozen hours...
I made a version of Tetris in less than a dozen hours when I was 13 in BASIC on Apple 2. However with today's expected game quality standards, it is indeed mostly impossible to create a sellable game quickly. Prize-winning game-jammers indeed do not start from zero.
@@richardbloemenkamp8532 You're amazing ! I once spent a dozen hours creating a simple DND game by using the C language in the ASCII form. The "relatively complex and fun games" I mentioned in my previous comment were games like Factorio and Pathfinder: Kingmaker...
Real talk. That first part of the video about pushing forward was so inspiring. I've been working on my first game for almost 3 years now, and you have reassured me that it will get done. Will finish the rest of the video now. Thanks!
I challenge you to watch the game tutorial video of Jonas Tyroller and NOT have a game after 30 minutes. The very first one, he shows how to make a marble move, with reset and goal triggers. That's the beginning of every Marble Madness type game right there.
It is not difficult to make a game. It is difficult to make a game that is good enough such that people that you do not know will buy it. I made many games but never sold one. Okay I never tried to sell any game, which doesn't help.
I watched this for entertainment I suppose as I'm pretty well versed in game development, but I wish I watched this as a beginner because it is so dang comprehensive! This is a 10/10 video and I wish you developers good luck, listen to the advice in this video, can't wait to see your games :)
1 minute in and i already dislike this video. Idc what genre it is art, animation, music etc. Stop telling beginners what they shouldn't create. Art was the only field where i took that advice and I almost quit. If I wasn't stubborn I would've. Someone who'll inevitably give up will do it. Those who are passionate and competent aren't going to give up regardless of the task as long as its enjoyable. I started my first game with a simple Turn Based RPG. Took me a month. Was it hard? Yes. But seeing the progress piece by piece was extremely motivating. I genuinely dont know why people want to limit creativity so often when someone is a beginner. My only assumption is that people arent used to or cant accept failure. Which unfortunately, if you're a beginner failure is inevitable.
I think you and the video creator both want people to make games and be successful at it. There's good info in this video I don't think she was trying to limit creativity but to set people's expectations so they don't give up after they are overwhelmed. It's more of a warning than a limitation. How big was the rpg you made in a month? Was it a crazy in depth well built out rpg of your dreams?! If so then damn but most people want these crazy open world rpgs with dialogue, cutscenes, complex quests and then give up
i dont understand your feedback at this point. in the video are very good tips and she doesnt try to limit your creativity. its is good to know what you shouldnt do so you know what you can do and know what can destroy you everything. watch the video again and use your brain before you write these kind of comments
Some basic SOLID implementation can save u a lot of problems too. Is just if u dont start the right way refactoring your code in late stage to increase the optimization wont be any good so better start properly from the get go.
Wonderful video -- I'd love to reference it in the future. It would be helpful to have a descriptive chapter names. Thanks again for making great content!
My experience of how to make a game. Step 1 download the game Star for you want. Step 2 think of an idea for your game. Step 3 watch tutorials by from call content creators like Samyam. Step 4 do not code multiplayer at 2:00 a.m. in the morning you will most likely quit if you do that. Step 5 publish your game. Step 6 SLEEP! These are all the steps I did when I started game development back in 2019/ 2020.😅 wouldn't recommend doing step 4 late at night though.
What do you mean not to code multiplayer at 2 am? Do you mean not to write code that is related to the multiplayer aspect of your game (if you have one) or you mean coding in general shouldn't be done at 2am, because it's too late??
Great video. I really appreciate that you cover the steps needed in a comprehensive and realistic way while still being encouraging and presenting the process as achievable, which it is. I especially like that you don't downplay the importance of learning to program, and that you mentioned optimization and getting early feedback. Starting small is also good advice - if you're a new developer on your own, you'll learn far more by working on a small game, or even just a single system or feature, than by starting a years-long project where it will be much harder to learn and change methods as you go Keep up the great content!
this came in a perfect moment for me. I'm currently trying to make a game and got burned out while making art for it, and I got mad at myself for taking a 1 week break. I now understand it's normal and healthy to do so, and now I'll get back to it with brand new advice !
First time i see your videos, thanks for the videos and suggesting all engines while listing their pros and cons and talking about motivation in this field which can be applied to anything :) keep up the good work i enjoyed your videos! Even thou i am still against unreal after their inclusive post...
I think one of the key things to remember for beginners is that your work is gonna be crap, it’s gonna be buggy…but that’s ok you are learning would you compare a grad student who wants to be a doctor to a person who’s been a brain surgeon for 10 years? No absolutely not because one is a master and one’s a student, you are the student so don’t compare yourself otherwise you’ll drag yourself down, your a noob and your allowed to be. So let’s make our crappy awesome work together and be proud of it
This is a good video let me just add that some of this youtuber developers already have a lot of technologies and plugins bought that facilitate development. Many successful game devs bought game mechanics template
I’m making an open world multiplayer rpg for my first game. I’m insane. I spend 8 hours a day after work doing it. 12 hours on weekends. I’ve been doing this for over 2 months. I’m not stopping. Coffee? Sleep? What’s that?
@@Mike-wu7ie When they are right they give you disdain, when they are wrong they give you excuses. No one will ever say anything to you that doesn’t reflect how they feel about themselves in a moment. I am a developer who really sucks at art. I couldn’t even draw a good stick figure. After months of work, I can now produce incredibly beautiful stylized 3D assets for my own game. No amount of negativity can take away my accomplishments. It is a flex because I am the only person I need to impress. So carry on speaking facts, I look forward to your purchase of my awesome game :)
@@Mike-wu7ie it’s not an MMO lol, that would be too much. It’s an open world cooperative RPG. And not all years are created equally, I’ve been continuously working at it for 5-8 hours daily for months. Time should be count based on direct time worked, and modified by intensity and consistency of time worked. I wouldn’t suggest people learn how I did, as I sacrificed my mental health to accomplish my goal of making stylized assets. But that doesn’t mean it’s impossible, just unlikely for most sane individuals.
@@kyledore7574 dude, that's so fucking cool! its a goddamn flex, you are incredibly dedicated and disciplined to your craft. sorry for the other guy's negativity, some people just think about the money and not about the art, and love putting people down. Im starting as a game developer and my first game is also going to be insane, its a concept I've been working for a year now(and improving my art along the way) because I really want to put something unique out there, something new that I want to exist. and I don't really care how the public will react to it, the game is for me, for my desire to create. I don't have your immense discipline, so I've been working on it slowly and taking my time to flourish ideas, I'm starting coding just as of now(trying to learn c#) so I can put these mechanics and concepts to work.
@@kyledore7574 excatly, some artists say they have been "drawing for a year" when they've drawn maybe once a week for the entire year, others say they've been drawing for a year, and have been drawing for 8 hours everyday in the most efficient way they could. The arrow of time never stops, you can be either doing stuff all day, or not doing at all, a year will still pass.
My first experience with game dev was my tech class in middle school. I loved being creative and making my parachute spike game and that’s what makes me wanna do this. The problem is that it was very simple back then, at least for me using a simple program. Now everything is complex, I fear I’ll give up because everything is complex and is hard to learn now and idk if I’ll climb over that mountain. Does anyone have any advice? Mind you this was a simple computer game(like solitaire or eye spy) type game and a very simple program.
Great video! I can really recommend Jonas' referenced video about finding a game idea to work on as well. For contracts, always good to set them up to have something of legal weight. There is only one issue that the contract is only as good as someone's capability to enforce it and that can get tricky or costly, depending on circumstances. Game Jams haven't really worked that well for me for learning new things (over focused time investment on your on into a topic). A reason is that the time constraint is often so tight that I just focus on getting things done quickly rather than actively learning something, but they have definitely helped for finding motivation or some external accountability (especially when you have team mates) to finish something or to get back into game dev after a break.
I’ve tried every major game engine (besides game maker) and I can confidently say that I HATE THEM ALL HAHAHAHAHAHA I MAKE MY GAMES IN RAW PYTHON AND JAVA HEHEHEHEHEHEHE
yeah I got you're video in my recommandation after I've been struggling hard on step 7, got flagged on many social media as being non-human, deleted them but it's usually a consistent 0 view, that make it have no interaction, but I have no idea how to build any community. I learn to code, I learn to draw and make music, then I'm doing Big project, marketing none. I'll look at the discord you've mentioned though.
Damn, I'm writting my game in C and developping my own engine just for the fun of it. I didn't even think of getting any penny from it, I might just throw it to the world if it is ever finished some day.
????? The only game genre you shouldn't be making as a beginner is an mmo... go and make that shitty lan multiplayer dungeon crawler you always wanted. You will learn much more than you expected. Should have I watched a youtube video about godot networking before implementing my thingamajig? Yes, probably, but I ended up with a pretty good system either way and I learned a lot
Game dev is a skill just like anything else. Learn and know the process, learn and know the tools, conceptualize, prototype, test, practice, improve to a high level of comfort and familiarity, then experiment with the process and tools to find tricks and workflows that work for you, blend and refine all that skill and knowledge into a fabric of your own unique flavor, then wrap all that up in a pretty pretty package that is your game. Not easy, but rewarding. You can learn anything, but tailor that learning to how you learn best. Knowing HOW you learn best is the most critical part of actually learning, otherwise you'll throw thousands of hours away as wasted effort.
Hey! I also make unity games . Mostly sitting on my hard drive ..i have about 20 polished games that none has played and None on the steam store ...not ready to be a millionaire . Nice video btw !
I would not recommend 50/50 split as this can lead to a lot of strife when the team builds a lot of success. At least a 60/40 split with the 60 being the final decision maker.
First time here just wanted to say that i love the editing and the way you explain things!! Most game devs are boring af or cring af (when trying to keep you engaged) but you talk straight to the point and i absoloutly love it. Subscribed
19:25 "the whole point of them playing the game is to see something that you don't see" Wrong. The whole point is for them to not see all the obvious stuff that you put for them to see and die inside=))))
2.5 Months before Steam next fest. Trying to integrate steam works inventory SDK, leaderboard and achievements in time for the demo. Remortgaging house in September if I get the last bit of confidence round one of QA. Failing this I'll go find a 9-5 again and cry Great video, enjoyed this. Will be sharing to students 👍
here's the actual tutorial for this.From someone with recroom game creating experience but no actual game creating experience. Step 1: Have a computer to run a game creation engine. Step 2: create a game in the game engine. Step 3: If you have 100 dollars upload it to steam Step 4: TRY to profit. Step 5: Repeat
i appreciate this so much! i work as a Atlassian admin for my job and decided to use Jira to carve out a plan, but I was still "stuck" on what comes next within the plan. this was extremely helpful!
You slapped some sense into me. I'm a computer engineering undergrad and I've been coding for, like, ever AND I am an avid gamer! Cuphead, Undertale, so many games made in this language. I'm done giving up on myself. I'll shout it to myself, "FOLLOW YOUR DREAMS!" Make the best game you can, but start small, then build, and build, and keep moving forward! (checkpoint! 😆 )
Im 40 years old, ive been gaming since the my dad put an 2600 controller in my hand. I have just decided to try an make my own game. Im have become disillusioned with AAA games. Indie games have always had a place in my heart. But after all this time, all i want to do is build something so i can play with my kids and send to my friends and their kids. No money, just fun.
@@samyam Thank you for the encouragement. Means the world to me. Was a little depressed if I could finish my game. Thanks for the encouragement once again.
Hi, nooby here, how do you organize scripts? Cuz from what I've seen, pretty much everything that happens inside the game is all in one script, which I imagine would be very messy and prone to bugs. And how do you find and fix bugs?
It’s not good practice to put all things in one script, in my project we have probably 50-100+ scripts. Each of them does their own thing and each function in each script also does its own thing so it’s easier to debug and see what function in what script is causing each problem. i would recommend watching a few videos on project organization and general architecture
Ok i see i got a question Do you need a degree to become a game developer cuz I want to make my game very good to like the point it reached to a game awards
You don’t need one at all, but my degree taught me discipline and gave me some great connections to get started (computer science). But all of the information is online to learn! Many people have become successful without degrees.
I’m lacking skill but I am determined to make a fun rpg just for me in unreal. I don’t need to make money off of it. It’s just pure enjoyment for gaming.
Godot is not a brand. It is a no-cost Free and Open source game engine and its capabilities are improving rapidly. In fact, is it the most popular open source engine and the fast growing game engine!
I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT I CAN DO IT
I'm an indie game developper : I'm literally making more money as a Janitor, than as an Indie Game Developer. I released the demo for one month. ~ 7 000 people added the game to their libraries ("Lifetime free licenses"), only ~ 20 people actually played the game ("Lifetime unique users") , what are the other less than 6 980 ? (a) people adding every possible game to their libraries (b) bots ?
I have a very good excuse tho, i don't have computer of any kind just my phone(i know godot exists on mobile but it's unusable because it looks and feels like direct copy paste of pc version with too little buttons)
I’m a third year uni student studying game design and my teacher said something that contradicts that but I 100% agree with It’s ok to be shit, that’s why we are learning it. If we were masters we wouldn’t be here and that’s ok.
Ppl need to stop trying to Make their own “engine” with zero experience. SMH. And get off game jams and RU-vid’ and work on your game. Learn. Be dedicated. Stop tying to do what “else” is doing. Focus on you. And most importantly. HAVE FUN!