It should be a story-based, economy-driven open-world sandbox MMORPG with procedurally-generated environments and roguelike dungeons, voiced NPCs, RTS elements, FPS skillshot-based combat and an intricate crafting system. And its own physics engine.
And it HAS to be played with other people. No offline single player mode. Players will have to beg their friends to buy the game just so they can play it. This will increase your player base exponentially. This is especially important for small indie devs with 0 followers.
To make sure I never start/finish my games, I make sure I loose all my time watching all the tutorials or courses of features I may not even need, constantly feeling I need more knowledge before even starting.
Here's a tip. It's very painful at first to learn programming so don't try to make a game at all...I know it sounds insane but stay with me a moment...As you learn each concept, write the code and try to edit it some in a small way. Once you fairly understand what you are doing in that small step, try adding something to it. Say you are learning movement, well then also make the object grow/change color if you touch it. Combine very simple concepts. After a few weeks THEN try making a very simple gameplay loop. Otherwise you will get stuck and stuck and stuck over and over because you didn't gain a foundation first. 👍
Ooohhh, oh, oh, I see someone wants to starts a fight huh? Crying in a corner.... One positive though, it did feel good seeing how you've improved when you go back to tidy up
As long as gamedev is not your main job it's actually a great idea. Much code transfers from project to project, so cleaning up is an investment in your future!
The old saying, and I hate this saying but you cannot deny it, "Published is better than perfect." Take it from me, it will NEVER be perfect. So don't listen to this video and make your F'ing game. The world needs to know that it exists.
@@FinalMyle Another saying: there are only two types of code, and it's not good code vs. bad code. The only types that actually matter are: code that works and code that doesn't.
Don't listen to this crap. This video is one giant naysayer. almost like someone who wanted to make something, whether or not it was a game and someone else made something better and they are bitter about it. I might be wrong but...red flags.
It's just sarcasm. But I will say the one tricky step is the feedback one for me. It has a bit of truth to it. I get told I should add this or I should add that,. They are probably right but how much can I do by myself? I thin line between joke and truth = Jokingly serious
2 more things that I always include in my game un-making vision: - Make sure to always refine and improve your code, because you can be 110% sure that it sucks and if anybody gets their hand on it to check your game or try to mod it, you'll be a laughing stock all over the internet! - Embrace the scope creep. Any idea, no matter how small or big, that comes to mind is definitely cool and must make it into the game one way or another (make sure to have a list to never forget any of them). Even better, ideas that spawn even more ideas! Gotta love those creeper mommies.
This video just got recommended to me. I learned game dev from this guy from his Udemy course, probably like 6 years ago. Good to see you again mate! Great video.
Some rules from me as well, I always follow these rules for my unfinished projects; -Always second guess yourself, your idea might've felt cool at the start; but is it really the best idea you could be working on? Probably not, better just stop right there and turn to step 1, which is thinking of ideas. In fact think about other industries as well, I hear there is a lot of money in AI right now. -In your game, everything must be perfect, games aren't about fun; they are about the perfection of the developers skill in every single discipline. Never put something in the game that is "good enough". -No need for planning and timeboxing tasks; it will be done when it's done. (Hopefully never) -Only work on it if you're inspired/motivated. Discipline is overrated. -Whenever you're really stuck, take a month long break from your project. You'll solve it when you're ready. -Only work on games, forget social life, your family and friends, forget working out and striving for anything else. You're a game developer and you are only that. This will help you get burnt out really well and it will ensure your game doesn't get finished and make you hate your project to eventually let you quit it.
27 years since I had my idea and no one's made it, so I'm doing it myself before I snuff it. In fact, I posted ONCE about a very general idea and within 6 months someone had made a quick game about it. Some ideas are actually worth keeping to yourself. It's the other 4 points I unsarcastically agree with!
Yup, sounds like my strategy. That, or the other one where I jump in, get it mostly done, then get bored with it, go do something else for a month or more, then realize I neglected it, but it is poorly written but working code, so not wanting to break it, I abandon it completely!
Tip 6: Make it bigger. Always. Don't get bogged down on getting your basic mechanics right. Add new features, more details, bigger areas, richer animations.
Published is better than perfect. I hate it but it's true. How many published games vs non-published games because they wanted them to be perfect, exist? Make yo shizzz, then make the next one better.
6. If your game is not fun to play and does not look good, make sure to add at least 20 filters like bloom, camera shake, chromatic aberration and lens flares to make it really pop💥
Fwiw I think you CAN make it work, but you're making the conscious choice to put something down and walk away. You could always say the game could have future updates, and so it's not "done" but you're choosing to work on other things, and I think that's a fair compromise.
Having multiple games to work on isn't the problem, as most gamedev's have a list of game ideas they would like to work on. Having multiple prototypes is also quite normal, as long as you find out what is most interesting, be it commercially or from a hobby satisfaction point of view. The one thing to finish the game is dedication to a project, preferably with a planning consisting of estimated and prioritized tasks and enough documentation to pick up where you left off.
I lol'd at the idea theft one. I have a recruiting and consulting business for entrepreneurs, and I can't count the number of times I've been asked about whether their developer is going to steal their app idea.
I see it a lot when people are trying to put a team together. Fear of idea theft is the single biggest red flag that the person is clueless and you don't want to be on that team. Even the smallest amount of practical experience will knock that fear out of you. Game designers have way more ideas for games than they have time to develop them all, nobody who is actually capable of stealing your idea will steal it. The exception of course is places like King (Candy Crush) and Rovio (Angry Birds) but they will only clone your game idea after it has been published and proven successful.
I thought it took at least a decade to come up with the right idea and start thinking about how to plan a game and determine tools for at least another two or three years before... oh man! My world just exploded! Thanks Rick! Now I've got to start over from the beginning.
@@FinalMyle Yah definitely. Although all the things Rick brings up are really common issues people, including myself have with finishing projects. This video is a list of what not to do's.
If you narrowed down the genre you want to specialize in, it may have been time well spend. What's a few years if you are going to have a 40 year career in that game genre?
Props to the video editor - really good. I disagree a bit on the "make your own engine" one - sometimes it is definitely better to not have all the extras from a game engine and just use a library or framework to give you more flexibility - but this depends on how much you like writing code.
Celeste, dead cells, hades, the witness and many other indies are custom tech. The development time of these titles isn't even longer than those in an engine most of the time... And porting isnt as much an issue as it was 15years ago with libraries such as vulkan
I have news for you; when you use an established game engine only use what you're gonna use, and leave the rest; when you cook the game ready for release the bloat from the software does not come with it. Better: use the game engine that suits what you need. Don't need some features? Don't use them. Rewriting an engine from scratch is a much more frustrating experience and will introduce a lot of the bugs that the other devs of game engines already went through over the multiple versions throughout the years.
@@arjenmiedema8991 Sometimes we must be careful about what they say regarding their "own proprietary" engines. Many times it's a heavily modified version of an existing engine. Lumberyard? As a totally independent engine? It's cry engine modified to the core, but it kept all the basic stuff you need to have an engine. Also not all engines are made with a GUI. The actual engine is the code that runs the game loop.
Amazing! I can't wait for part 2. where you mention learning all aspects of game development yourself such as music, sound, art, animation, story, and more. Then don't forget the important aspect of becoming a marketing genius and 10X everything in your daily life so you can sell it to every person you meet. Most of all being able to easily debug any issues due to having completed cs50 for Harvard in a week and now you secretly are a computer genius. Looking forward to this, thanks. 👍🏆
Bro had me going at first lol I was literally doing the opposite of everything. Then he said "Game Development should never be difficult or challenging." lol
Some more tips: * Make your game mechanics as complicated as possible; * Remember if there is no perfect system made at the very beginning of your project without any testing whatsoever, its bad. Don`t test, don`t try just write a f*****g 5000 lines of code to make the game fighting/other system that will at the end of the day not be fitting your needs and you will need to make another one from scratch… * Look if it is your first game, it MUST be an AAA. Trust me you don`t need to have hundreds people in your team to make an AAA game, you can do it all by yourself. Just ensure that your map size is at least the size of the Skyrim, you have an animation quality level of Sekiro or higher and you are good to go!
Woah, I genuinely didn't know that other people actually copy other's peoples games from just a few devlogs... And then there's me posting almost daily showing off every single feature and showing my dream game's story in full detail... I might reconsider and turn all of my stuff private so it doesn't happen to me (and once I finish the game I'll toggle back the devlogs). Very helpful video! Thanks a lot!
My experience with game plot is that it could have used a rewrite and that includes Renpy visual novels who are mostly plot. Having even mentioned a rewrite makes you a HERO in my book. Bonus points if you know about a screenplay writing channel like FilmCourage where Hollywood pro's talk about script writing. Games are a visual medium so lots applies and pacing as one of the hardest part of a script, is left to the player. Super combo if you heard Brandon Sanderson talk about world building and magic systems.
Motivation is the key. Always keep in mind that probably no one is ever going to play your game, which is a good thing since whatever you're making has already been made, much better, by someone else.
Two extra things from my own experience: - Polish your code all the time, trying to make everything so scalable and flexible that you could sell it as a game engine asset one day or the other. Spend hours looking for best practices, and try to optimize your code even before having a fun prototype to play! - Watch videos daily about marketing video games, so you realize it is hopeless and that you'll never make it. Excellent motivation breaker!
Tip 5 is the easiest for me to follow because my interests keep changing. One week I want to make a zombie game, the next I want to make a stealth action game, the next I want to make a flying game.
Hey, I've been working on my own game using your courses. Thankfully, I'm only doing the first thing you mentioned. But I've been taking notes in Obsidian while my game idea is stewing around and I'm working through your courses and finding asset packs. I'm hoping that by focusing on the GDD and figuring out the tech stack, that very soon I will be able to start making the game, and it will be easy to document over time. That should make me more productive in the long run. Does that make sense?
Finally! No one is talking about this in the game industry, but this man has blessed us with a solid roadmap to help ensure we never finish our games! Thanks, mate! 😂
Never finishing a game well enough to publish it on steam and not having to end up with the cesspits of steam reviews and steam forums to deal with sounds like a good enough reason for this mindset to me. And this is speaking as someone who loves doing gamejams and working on smaller projects etc and has taken part in tons of those sort of events.
I think gamejams are the modern version of the Commodore 64 and Amiga demo scene. You wont make a dime, but you will learn a lot and hopefully have fun. Many from that scene ended up in gamedev, but many didn't. When the thing you do becomes work, it stopes being a hobby.
@@dancingdoormanable Funnily enough if I valued everything at same as buying it, I've probably made more value from gamejam prizes (including cash, gift cards, software licenses, subscription coupons (like free year of X etc) and merch etc) than a certain percentile of steam launches even make gross revenue. But not a livable income at all lol.
I find writing the game in a new still in development programming language with no history of successful use in game development, iffy library availability and which frequently makes breaking changes to the compiler and syntax really helps boost my productivity to the next level.
Yes, I do too. Lots of ideas coming for 2 games, devices, systems, and website design. Organizing my time has been difficult. Career change, online friends, fictional project with blender and krita, a writing project for storytelling, and family stuff.
I was laughing along until the last one... I've been simultaneously working on a First-Person Horror and a 2D action side scroller and I keep telling people it's because I'm learning more about the program between each project...🤦♂ that one felt personal. So.... thanks 😂😂
I found it helps to spend at least a week putting off the one thing you don't wanna do. Don't do anything else during this period, especially anything that may progress your skills or push forward that aforementioned procrastinated task. Just think about the fact that you could get it done, and will get it done, but it'd take too much time, so just do it later.
Also, your perfect game should definitely be ported to every single platform. First, click the "build for mobile, console, PC, VR, and Alexa" button in your preferred modern engine, then spend a year or two optimizing and testing your mechanics with every possible kind of input. No need to design for these kinds of things ahead of time.
This is the best non-tutorial content I've seen from you guys, love it. Hope you don't take my feedback seriously though, it might make your content "unpure"
another important tip is to compare yourself to others, focus on how much fame and money your perfect game will make, and focus on that more than what you're actually making. This will both demotivate you and make you lose interest on what you're currently making, and increase your anxiety to even try.
how I don't finish my game is to work on things other than the game itself to earn money to live and make the game Thank you for the video~ xD It made my day!
I have only just learnt to get out of my own way! I've been doing your courses with Grant Abbitt and it's so well done the only issue would be me and I am not gonna stop me!
Hello! I have a question about something in this course: Unity 2D RPG: Complete Combat System | Udemy Specifically in "Section Intro - Portals and scene transitions". The character we control goes to another scene and destroys flowers there, then returns back to the previous scene. After the next pass, the flowers are intact, but they were destroyed. Will the course show how to prevent the enemy from appearing again in a given scene after destroying something, e.g. an enemy?
I like to add a dash of imposter syndrome and a little bit of unrealistic perfectionism to allow myself to convince myself that finishing the project isn't worth the effort anyway, because it's never going to be good enough. But before I get that far, I plan out way more features than I can realistically add to my game, so I can take a step back and realize how long the road is, and give up right there, because of course the game will never be complete, unless I add every one of my ideas.
And remember, if you aren't sure your game idea will sell 1 billion copy, get a massive loyal fanbase, and win game of the year then don't even dare to make it. You will be the shame of the family.
A very cool video, i never tried to finish a game all the time i keept making systems LOL, i get bored at some point when i start making a full game ;--;
I think the problem is that there have been attempts to steal games in the past... Like Mobile specifically... Preferably I make my sh*t myself because I learned to do it myself, but at the same time if I get an asset pack to work with its like a literal chef's kiss... Idk... Tho I do recommend to stay indie, my team with bigger companies was riddled with marketing decissions and alike... F*ck off Tencent I hate you... Managments are likely the biggest threats to new games nowadays, which is why staying a compact studio with realistic and focused ideals, such as Larian for example, is absolutely worth it... Oh yea never work for Blizzard... They don't pay enough to put up with their sh*t...