@@ramahozo I meant like with a passion project, if you lose the motivation to work on something you're creating yourself in your own free time, then it's better to stop.. Job wise, yes most of us are forced to work on something.
its cool man, you'll cook up something new and better, being passionate about what you create is important and i'd rather wait way longer for something you actually want to create rather than something that has no personality in it.
I understand, Garbaj. I'm glad you didn't finish the project under circumstances where you were unhappy. I know you'll still create cool things and videos and whatnot :>
nooo! thanks for taking us on the development journey. learned a lot from the experience and respect your decision to make this call. looking forward to what’s next. 🕹️
Well I called this right from the start. It was blatant the project was way too ambitious and it could be seen from your videos that you had totally the wrong mindset while making the game. You just seemed WAY too overconfident and acting like you knew what you were doing while prioritizing obviously the wrong things at the wrong times, such as talking about having multiplayer when you barely even had the basic gameplay underway. But hey you did well from it so who am I to criticise.
Could tell from the start. There was a general disinterest. A long hiatus of devlogs. A lot of direction changes both mechanically and artistically. A lot of promises and little progress on the game. I'm not trying to criticise, i am genuinely interested in how it felt, we could learn from it. Many developers don't have the luxury of any funding besides their work so what went wrong. Was this a one person effort? Many of us offered help in the comments but only got ignorance.
Though I think the project was destined to fail from the beginning because of the saturated genre, I still had a lot of fun watching the series. The insights into solo game dev you gave were inspiring. I am excited for your next adventure !!
I wonder if maybe BattleBit coming out a few days ago had something to do with it. I wouldn't be too stoked to work on something looking fairly similar after such a big hit dropped.
@@BusinessWolf1 And studying and analyzing examples is a way to figure out stuff, and it also would work as inspiration for anyone who wants to make a similar game.
@@trenth7749 im not mad, it sucks to see someone lose passion for something and i was hoping he would go more in depth as to why he stopped a project he obviously spent years working on, theres clearly things going bts that we're not aware of, and it'd be great if he could let those things off his mind by sharing it with his community, but thats obviously his decision and i respect it
This is actually very courageous of you. My number 1 advice for new game developers is that quitting your long-term project can actually be a healthy thing. I have genuine trauma from spending literal years and thousands of hours of work on a project I didn’t like only the end up scrapping it in the end. It is important to finish a game, but if you’re new to game development then you will be making many mistakes and learning so many new things that it won’t be long before you outgrow your old techniques, code, infrastructure, etc. and start seeing that you could do so much more if you just start again. So how do you finish a project if you’re destined to keep learning new things and finding better ways to develop your game? The trick is to pay attention to your dev cycle. How long does it normally take before you get to the point where you start wanting to refactor everything? That is how long you want the development of your game to last. So yes, this means in the beginning it is better to focus on smaller games just because you won’t have to refactor a ton of things along the way. You will finish many more games this way and you’ll still be learning a ton on the way. My personal rule of thumb is to take a lenient “only program it once approach.” This means that whatever limitations I create for myself I try to stick with. This approach also helps with avoiding scope-creep because at some point I am locked into creating content that works with the systems I already have. Personally for booty-blastin, I would have stuck with the early guns and maybe thrown together a few levels for the player to move and fight through. It’s not entirely interesting but you could call the game complete at some point. Another thing to notice is that you’ve created a pretty huge audience for this game and that is a really difficult thing to do. You’re in a really good position to have a successful second game Gl Hf
@@mistadude A useful phraseI learned from robotics, don't get married to your design. What it means is, if you come up with something better it is fine to restart, and not restarting can be detrimental.
@@zamath1895 if you’re working on a project like that it’s better to restart early than continue and waste resources and reach a dead end then restart. Totally agree 👍
I have to say; this is so typical. I loved your tutorials, but when you say "I'm gonna maka a FPS game", then we all know it is the usual stuff of implementing some mediocre features, then shutting down.
sorry but I could see this from a mile away, you've worked on this for more than a year and I would always be surprised by how little progress was being made and what things you were working on. Whenever a game idea is vague, too ambitious or both, it's usually safe to assume the game will never see the light of day. If you really want to finish a game, start extremely small. You have to be able to make progress extremely quickly to remain motivated and to truly gain maturity on how to plan a game. Regardless, I'm very glad you stopped early on in the game's development instead of forcing this on yourself. If you ever get back to making a full game I would emphasize again on keeping it extremely small scale and make your moves fast, make visual changes fast, add features fast and remain motivated. By the time you've finished 2-3 of these small games you will naturally gain maturity about the whole process and be in a position to tackle more ambitious projects. Good luck, you made the right choice. Keep going.
@@lostplug if you are interested in improving your programming skills, I would say just start with an easy language like c#, java or python and follow some tutorials for the basics. When you understand the basics, try to make something yourself like a calculator without looking at tutorials. You will improve quickly if you keep practicing this way.
saw this coming a mile away. This guy worked like 3 years at snails pace and we get a super underwhelming demo which might as well have been made in 2 weeks. Always remember guys, these people are youtuber/entertainers first, game devs second.
Really?? I get that you lost interest in creating the game but you accepted people's money SPECIFICALLY for the development of this game!! That is just theft at this point, I'm really disappointed Garbaj...
hey it's cool there isn't any productive effort that's ever wasted I've been making games since I was a teenager and the majority of my projects never got finished, but I still learned and grew along the way so now I can make stuff I couldn't make back then
As is game dev tradition! Virtually noone finishes their first game(s!). It's a loooot of work, and usually by the time you get to a first prototype you have newer better ideas based on your increased experience. That experience is what matters, perhaps in the future or even with some team it could he really helpful!
You gotta do what makes you happy. We've all seen uninspired games the devs hated working on and no one wants you to have to go thru that. Its unfortunate but for the best if that's how youre feeling. Maybe youll come back to it in the future. Regardless im sure you learned a lot you can use in other projects.
And sometimes it's not "uninspired" per se, but rather they just didn't have the experience/skill to successfully show that inspiration to the audience ... before running out of inspiration to actually keep working on it.
To be completely honest, i saw it long ago. The image of the original game and what was released are drastically different. Whole game is more of compromise between what you want and what you could. Its perfectly normal to be disappointed in you first projects and give up on them. Its actually kinda healthy! You learn, improve, and the mistakes you made won't be repeated! Don't force yourself to complete a lost cause, move on and be happy buddy! No one will be mad because you didn't release the game.
man im gonna be honest i never saw why people got interested in the game, and frankly the demo sucked. i never saw potential in the game itself. but i loved the content on it as it was entertaining to see you figure out what you wanted to make. let's just hope the next project will get better as you've learnt a lot with this one
hahahah i knew that shit wasnt going anywhere. Just a generic fps with nothing unique and you alone making all logic, animations, skins, and content for the game. even if you did finish devolopment it wouldnt go anywhere. its wild you had patreon for it. This would all be different if there was one thing unique about the game.
Maybe this is the wrong place and the wrong time to post the things I am about to write, but perhaps there will be no better future time. When I started watching your videos, and learned that you were a game developer, I wasnt completely convinced about the game project you said you were spending time on. You talked about a multiplayer shooter, in which you are pretty much the only developer working on the project, and in the videos in which you mentioned your project, you often had footage of Apex legends, or other multiplayer game. You also never really showed or talked about any particular quirks or any other special feature or game mechanic in your game. The idea just sort of seemed like "generic multiplayer shooter", but with one developer and not nearly the production quality that the most popular shooters have. In short: Without formulating the actual thought in my head, I realise now that subconsciously I didnt have much faith in your project, and when you first showed off what you had done, I subconsciously thought to myself "what exactly is the appeal of this?" without saying or writing it out loud, in part because I wanted to support you. Perhaps this is a situation in which being a solo developer can make the situation a bit difficult, because perhaps direction is difficult to manage on your own. Its up to you have all the doses of vision and planning needed in order to make a certain game idea come to fruition.
I turned a hobby into a job. If you work too hard without stepping back to why you enjoy it in the first place it becomes a chore. Always remember why you started in the first place and what makes you happy is what you work on.
As someone who wants to dip my feet into developing a shooter prototype this would be an amazing base to learn from! Garbaj you would be a hero if you open sourced this
nothing in this world would be done if people just stopped doing things just because they don't feel like doing them, it takes discipline to complete things, motivation always fades away. you are weak, get stronger.
@@youtub-fj8mu I mean obviously you have to be self-conscious and never follow advice blindly, I'm just generally saying this for everyone and for developer too at the end
This just speaks to the quality of you as a content creator, game dev, and community figure. 99% of other gamedevs would just move on with radio silence, but you have the care and respect to make the announcement. Love your stuff, keep working hard!
I've experienced working on a project I didn't have fun making, and even playing too, like it lasted a year til I found out about ultrakill and realized how burnt out I was.
I haven't watched through the video but thank god you stopped working on the project, it went down hill from the moment you gave it that stupid name. this isn't hate tho I like this channel and I hope you'll get inspiration to work on something better soon. show us what you're capable of with the next project.
When I first learned any programming at all I was constantly hopping between projects and ideas as I learned new things. I had a ton of ideas for games I would love to _see_ (largely inspired by / imitating whatever else I was playing at the time), sure, but not the energy/interest nor raw skill (even with the language I was using) to _actually make_ an accurate representation of those ideas. When people say game development is an art, what tends to get overlooked is how "ideas are easy, execution is hard" and the latter part controls whether the audience can even see the former. You may have a great idea for something (say, a character design) in your head but if you lack the ability to effectively _express_ it in artistic media (for any medium of your choice), other people will not (in fact, can not) see it the way you do. And in the business (and management) world there is a concept called "fail faster", i.e. learning to recognize when a project is doomed so you can stop sinking time into that and start working on something better. Anyway, good luck with your next project(s)!
I understand this 100%. I was really into learning Hammer and all the different tools to create portal 2 chambers, but ended up stopping due to lack of motivation. Obviously making a game is a lot different than modding, but the burnout is absolutely real. Stay healthy man :)
Yeah, I've been there, I tend to be very quiet about my projects, some get far into development like yours; first person shooter models a few test maps etc. but there's always something that overwhelms me, like you may lose passion for it, or you may become disinterested in the theme. - I found through experiencing this a few times, I keep quiet about what I'm working on unless it's truly something special, and some of my regrets have been that I've thrown out old development builds of certain projects, and years later, I have a want or need to go back to them, I also found that I end up reusing my assets in other projects, so I would recommend, if you want any advice from my experience that you make sure you keep backups of all your development builds and documentation of your build environments. - it will help you years down the line when your feelings change, or I find that I don't need to reinvent the wheel if and when I start a new project, and old projects can make a very good base for new projects. Anyway, best of luck with your future endeavours!
Everyone in this comment section is full of shit, kinda. Every game developer absolutely despises their game by the time they've released it. The idea that you just need to find the right game idea which will enthuse you infinitely is bullshit. I don't know whether you should have continued working on your game or not, but just know that knowing when to half-ass production is absolutely a virtue in game development, as is being able to force yourself to continue when you really want to stop.
@@vladislavskronts6113 i really don't blame him at all... he didn't seem that interested in it in the latest videos anyway indie devs really get the rough end of the stick when developing fps games, no wonder the fps indies we see are all singleplayer games
This is a very real part of game development that I deal with in my own projects, and it was really cool to see your development journey! I do hope that you end up doing something like this again, even if it's just for testing out mechanics for interesting video topics. All good, dude, no worries :)
Always appreciate the fully transparent comms! Looking forward to seeing what comes next (whether it's another project, or more video content, or whatever else)!
@@Chemical_AlchemistWhat who? I thought he got tired of youtube. For some reason this happens to many youtubers especially the ones with highly edited content: Dani, Randy, the OG brackeys