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so your Game Design Doc seems to have these sections I saw: GDD:{ Goals [sought for end-result] Synopsis [one sentence summary: maintenance robot fixes space station via puzzles and removes bad breakers from station] Mood [the emotional intensity, frequency, and temperature of the project] Rules [Constraints of game] - Visual [the look of the game:graphics] - Auditory [the sounds used in-game:audio] - Logical [Actions and States within game:the Game Rules] Actors & Phrases [who is in the scene and what they say as well as other sfx] Levels {numbers are placeholders} - 1 [tutorial] - 2 [challenge] - 3 [test] Steps to Completion [from start to finish the plan and arrangement of action to finish game] References [what is referenced where and further explanations] } Hope you have a great day & Safe Travels!
I'm glad, finally a game dev that doesn't just start implementing features. I really like that you've actually planned what your game is supposed to be. Most people don't seem to do that in the detail that is actually requires for a successful design process
I think it's important to have a design doc, but you certainly can plan out too much speaking from experience. Once one things doesn't quite work, a lot of other design decisions that relied on it can easily fall apart, now when planning a project I intentionally keep a lot of things vague. It could've been just me though, which is why I'm especially interested to see what becomes of this game.
@@robertmcdowell6084 I agree, a lot of people end up overplanning and overdesigning without any testing. For my documents, I really only write down the core ideas of what will make my game unique and interesting. All the details about how it's implemented and such are TBD after prototyping.
@@robertmcdowell6084 100%!! Due to me being a beginner developer, I found development so intimidating that I wasted two years trying to pre-plan everything just for it all to get scrapped. Now I'm taking a more chill approach when planning by not trying to overthink my game, or else I will lose the core of it and end up trying to pre-plan everything again
I think you under estimate the importance of this all. This is probably where most people quit, the boring stuff because it isn't super flashy and isn't a lot of changes to see progress on. Keep it up!
It feels great when you do anything with your game! When I made my first one (quiz game) just programming the correct answer audio file and "Correct" or "Incorrect" to pop up made me feel giddy lol.
@@crazychris1123 My first successful Save/Load script in GD made me so excited to keep working on it, until I found out the tutorial screwed up by having it tied to the Player Character, therefore breaking on each scene. Put me off rewriting the code as persistent for a looooong time. The Ebb and Flow of game design, I guess Que Sera, Sera.
I created a physical card game 8 years ago. A little over a year ago, I decided to update the mechanics and turn it into an mobile game. Today, I'm still fleshing out the game. The game mechanics document is over 11k words and it's still growing. I don't know when to say, enough, and just start building the game. I think I'm close to completing it. Hell. I've even said, stop! Just use all these new ideas for updates for later on in the game. I need help!
@@s1ndrome117 it's called Battle Frame. It's a segmented, turn based strategy card game. You choose a frame to build a battle mech that has attributes that are passed on to the limbs. You choose up to 4 limbs/weapons which have their own attributes to complete the mech. It's basically a dice roll based battle system comparing attributes for success. There is a unique energy management system, as well as movement and range systems. There will be obstacle cards to play in various environments for bonuses and debuffs. And much more. I've never seen a game like this so I'm eager to get it built. I just keep coming up with new ideas which cause me to have to update the mechanics to make the ideas fit. I want to release a complete game but have to remind myself I need to slow down and allow these ideas to be available for later updates to keep the game fresh and engaging to the players.
I'll be honest, I don't think I need to be "entertained" by a video like this. I'm watching because I think the concept is very important for me as someone who doesn't have an example of structure and being able to see how other people structure their projects, especially with planning, is incredibly helpful. Thank you for the insight.
i completely agree with this! i hope Lukky reads the comments some so he knows this. I wouldn't want him to worry about making videos interesting on top of everything else he has to balance.
This is gonna shape up nicely into a real project. You're way of handling the process seems like you're going to avoid scope creep! I hope you'll still find time to make tutorials too (I'm selfish sorry haha) best of luck on this game. I'll be here to root you on!
A simple & boring video on a boring topic. This is exactly why it is absolutely needed ! Aspiring game devs need to see this and let the content sink in. A project plan / design document is essential in game dev, as it is in so many other types of projects. You can just watch a tutorial and start working on your new MMO rogue-like super mario hybrid.
These kinds of videos are incredibly interesting and important to me. Unfortunately I don't have any practical experience in game development, I don't know how to start planning or programming in a structured way, so I find the information super helpful. Thank you very much, keep up the good work.
Great video. It was entertaining because the content was concise and straight forward. The content missing from game dev videos is the structural stuff because it isn't eye-catching. I personally would love a deep dive into how you manage the save states, auto updating old saves, etc.
That dev area's looking really clean, Lukky. The game dev document's nicely organised too. I use them for my board game projects so interesting seeing it in a video game :)
I love the art style, I am a little curious how your frame rate is holding, with your current graphics style? Will be watching the progress of this one!
I'm in the process of building/planning a game. I saw the chapters you listed for your document and although it looks very detailed (good), I noticed that there were no chapters covering the software architecture (singletons, state machines, virtual classes for objects/actions, etc). Are you doing a separate document for all of that?
I love the premise of your game, mate. Ibesides Mario 64, I can't think of many games that have used that format, despite it being so fun. Keep on! Fantastic design doc BTW. Mine is all hand scribed into a notebook. Yours is muuuuch better.
Good video bro but I need a favor, please, please could you please make a video on how to create a fighting game in godot engine 4.2, I really beg you, I really need it, I would like to start video game development with that and make it a fighting game. game 2.5D
Good luck on your project! I agree with your approach to making your game and the importance of getting the foundation down and the fundamentals first. I am currently starting the biggest project I have made yet that involves multiplayer and finding myself doing a lot of documentation and planning- mostly just to retain my sanity tho 💀(btw the more I learn about how multiplayer works the more fascinated I become- and closer to losing my sanity)
Hi Lukky! I wish you the best of luck on your game :) Just wanted to ask - is there a chance you could make a quick tutorial on how to implement such a futureproof save system? I'm looking to implement one in my own game, but I'm finding it very difficult to understand. Thank you so much :D
Im currently planning out my bachelor thesis, so Im trying to plan out as much as possible for my game, so I can realise as much as possible in the 3 months I'll get. So this video was actually very interesting and I would have loved to see more of your document. Mine still has a lot of unorganized thoughts and I could definitely use some ideas on things to consider while setting up goals and rules.
are you going to create music for this game yourself, if not I would love to help in the process of this game. 2000s sci fi style music is super fun and pretty easy to make so I would love to produce some tracks for you.
Also solo dev here, using Godot. These videos help a lot keeping my own project(s) on track. Have a notes entry with a subset of what you have in your document. Will create a similar type of document. Thanks man.
Well now I know your reddit handle! I didn't know that was your reddit post till I saw this video. Love your work. I really learned a ton from you. Thanks for all your hard work. Super excited for Endeavor.
It isn't boring, specially if your audience is game devs. Just take note of the process and then show it on video (decision making, failures and achievements). Art style is looking great by the way.
Doesn't have to be entertaining, interesting is more than enough! 😊 Edit: I'd also be interested in learning about the "boring" stuff, because nobody really talks about how to sustainably organize a Godot project, etc.
Love your videos man! I know this unsolicited advice, but I think a little soft music in the background would be nice. Unless you’re are trying to build a ASMR audience, then you’re killing it. Can’t wait for the next vid!
That looks great, I wanted to do something like this, when I used to use Unity, the idea was Raft but in space, I dont use unity anymore, and never got back to it..
It's rather interesting to see this side of solo dev'ing. Even though you felt like the video wasn't interesting enough, I think you did a great job on this one. Subscribed to see how this project goes, and can't wait to see the next one.
I think that you should add(even if it is just ascetic) radiators for the ship, since most sci-fi forgots that it exists and it plays a crucial role in real life. and a power generation system(nuclear reactor, fuel cells, fusion reactor) i dont think that solar panels apply since the ship is supposed to be in deep space. but the rest of the game seems to be really good and nice
I was inspired by you so im also trying to create my own game, and had also made a similar doc, tho more a kin to what ive learnt from uni. Def gonna try to usw your method or look more into it, cuz it looks really well made and more aimed towards a game and not just software
Hi Lukky!! It is a great art style, I think that you have a huge something in your hands! I just have something to say that you may find useful, I ran away from 1st person games since I always got sick, however I found out that having a little something to look at, a crosshair for example, helped me a lot with that issue, and now I am able to play them fine while there is something to focus my attention on, perhaps you can use something like that, it is useful when you can interact with stuff so player knows where his "hand" is trying to get at
Oh yeah for sure I love a good HUD. UI and HUD design are definitely going in soon, just wanna get a good grip on the style of the game first so everything feels "connected". I'm interested though what else helpt with motion sickness in first person games? Should I add the option to smooth the camera movement?
@@lukky. In my own personal experience, the head bob intensity also is something that may kill the experience, because not enough makes it feel less immersive, and too much makes you feel drunk haha. Maybe you can use some of the parameters that you've included on your first person controller series and test it out on this new environment (the roll animation when falling no pls hahahaha)