Edward Labarca
Edward Labarca
  • Видео 29
  • Просмотров 54 856
Bullet-Proof Ways to Make Games Quickly
🎮 Ready to PLAY awesome games? Play DodgeKing: store.steampowered.com/app/2086270/DodgeKing/?beta=1
✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: mailchi.mp/18769141c5f2/kick-ass-game-development
Follow My Journey:
📺 Watch My Streams: / @edwardivandeveloper
📱 Connect on Socials: edwardivandev.carrd.co/
Hi, I'm Edwardivan Labarca. Creating video games has always been my dream, and now, I'm passionate about teaching others how to turn their game development dreams into reality. Here’s a glimpse into my journey:
• Published My First Game: DodgeKing on Steam (store.steampowered.com/app/2086270/DodgeKing/?beta=1)
• Worked at a Double-AA Studio: Gladius Studios
• Recreated Classic ...
Просмотров: 3 467

Видео

Powerful Habits to make Games Quickly
Просмотров 38 тыс.Месяц назад
🎮 Ready to PLAY awesome games? Play DodgeKing: store.steampowered.com/app/2086270/DodgeKing/?beta=1 ✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: mailchi.mp/18769141c5f2/kick-ass-game-development Follow My Journey: 📺 Watch My Streams: / @edwardivandeveloper 📱 Connect on Socials: edwardivandev.carrd.co/ Hi, I'm Edwardivan Labarca. Creating video games has always been my dream...
Using Games to Make Games
Просмотров 7 тыс.Месяц назад
🎮 Ready to PLAY awesome games? Play DodgeKing: store.steampowered.com/app/2086270/DodgeKing/?beta=1 ✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: mailchi.mp/18769141c5f2/kick-ass-game-development Follow My Journey: 📺 Watch My Streams: / @edwardivandeveloper 📱 Connect on Socials: edwardivandev.carrd.co/ Hi, I'm Edwardivan Labarca. Creating video games has always been my dream...
Making two games into one was a huge mistake
Просмотров 2763 месяца назад
🎮 Ready to PLAY awesome games? Play DodgeKing: store.steampowered.com/app/2086270/DodgeKing/?beta=1 ✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: mailchi.mp/18769141c5f2/kick-ass-game-development Follow My Journey: 📺 Watch My Streams: / @edwardivandeveloper 📱 Connect on Socials: edwardivandev.carrd.co/ Hi, I'm Edwardivan Labarca. Creating video games has always been my dream...
One Hard-Hitting trick your game needs
Просмотров 2 тыс.3 месяца назад
tl;dr - Make sure you are communicating your damage effects or your game won't feel that good. Algorithm Words: Game Development Game Dev Live Livestream Make a Game Indie Game Roguelike Replayability Free Lessons Coding C# Unity Game Engine OC Comic Knights Puerto Rico Megaman Mega Man Battle Network Star Force Learn Example Tutorial Code Learn C# GameDev Design Game Design Coding Tips One Lin...
The secret ingredient to great games
Просмотров 883 месяца назад
tl;dr Game feel is key to making stronger games Algorithm Words: Game Development Game Dev Live Livestream Make a Game Indie Game Roguelike Replayability Free Lessons Coding C# Unity Game Engine OC Comic Knights Puerto Rico Megaman Mega Man Battle Network Star Force Learn Example Tutorial Code Learn C# GameDev Design Game Design Coding Tips One Liners Facebook Software Engineer Vibe Music Radio...
Your Brain is lazy - Take advantage of it!
Просмотров 2,1 тыс.3 месяца назад
tl;dr - Conjoing large blocks of code (or text) together is an easy way to filter out / ignore what is in front of you. Use this to your advantage when you're done drafting a section you know you will not revisit. Algorithm Words: Game Development Game Dev Live Livestream Make a Game Indie Game Roguelike Replayability Free Lessons Coding C# Unity Game Engine OC Comic Knights Puerto Rico Megaman...
Why Music can’t trump Gameplay - Game Dev Tips
Просмотров 993 месяца назад
Join the void for Early Access/Beta Testing and More: mailchi.mp/a3d19d39f294/join-... tl;dr - Gameplay must be the focus of games, leaving Music as a secondary option. Music/Ryhtm-based games have different priorities, but can't ignore the fact that gameplay comes first. punpunartz?igsh=MWVseDZjYm13Y3c4ZQ for Nichole Ramo’s (Punpunartz) shout out. shout out to VenatorDev for the ...
Dodge or Die - DodgeKing
Просмотров 944 месяца назад
Dodge or Die - DodgeKing
DodgeKing Deluxe - Character Select Theme
Просмотров 645 месяцев назад
DodgeKing Deluxe - Character Select Theme
Dodge to Win? - DodgeKing Trailer
Просмотров 5711 месяцев назад
Dodge to Win? - DodgeKing Trailer
In this game you win by dodging - DodgeKing
Просмотров 35Год назад
In this game you win by dodging - DodgeKing
New Twin Stick Shooter just dropped...
Просмотров 117Год назад
New Twin Stick Shooter just dropped...
AC@H - Another Chance at Happiness (Current State)
Просмотров 135Год назад
AC@H - Another Chance at Happiness (Current State)
Project [B]eauty
Просмотров 63Год назад
Project [B]eauty
DodgeKing's Double Down Mode Demo Deluxe!
Просмотров 35Год назад
DodgeKing's Double Down Mode Demo Deluxe!
DodgeKing - Launch Trailer
Просмотров 68Год назад
DodgeKing - Launch Trailer
DodgeKing Final Pre-Launch Gameplay
Просмотров 95Год назад
DodgeKing Final Pre-Launch Gameplay
DodgeKing - Preview Trailer
Просмотров 6082 года назад
DodgeKing - Preview Trailer
DodgeKing Complete OST (2022)
Просмотров 2782 года назад
DodgeKing Complete OST (2022)
DodgeKing gameplay
Просмотров 972 года назад
DodgeKing gameplay
DodgeKing Announcement Trailer
Просмотров 792 года назад
DodgeKing Announcement Trailer

Комментарии

  • @allendawodu
    @allendawodu 6 часов назад

    Another banger Edward! Thank you for your advice on deadlines and integrity, as well as actually explaining how scope creep truly happens (everyone talks about it, but no one explains its mechanics). I've been working on my upcoming video for 3 months, but with your advice my work rate suddenly doubled and now I can finally get it done and move on. "Die on Experiences, Not Expectations." I understand where you're coming from, especially with your tight deadline of 90 days, however, what is game but an experience? I was reading The Art of Game Design by Jesse Schell and in the second chapter, he talks about how games are a means to an end towards providing the player with an experience (think games like Euro Truck Simulator or Slime Rancher). The way I think of it is that games transport its players into a different world to live a different life (experience) and the game must do everything in its power to convince them of that reality until they're transported back to this world by closing the game. What are your thoughts on this? We could very well be saying the same thing, especially with your slide, "Do NOT underperform you[r] scope needs," but I'd like more clarity directly from you. Also, it's nice to see another Ultralearner in the game dev space, I just finished an Ultralearning project on 2D game art (the video I was referring to earlier). Keep up the great work!

    • @edwardivandeveloper
      @edwardivandeveloper 5 часов назад

      Heck yeah, Allen! Ultralearning is life-changing, I'm estatic to hear you recognize Scott H. Young's methods as his teachings are easily one of the most revolutionary tactics for turbo-charging recognization patterns and long-term retention! Speaking of goated authors, Jesse Schell's Player-Centric design philosphy is absolutely top-tier too since he stresses on how we must serve the player thorugh our game(s) by making the experience as compelling and satisfying as possible. I completely understand your point when saying games are essentially player experiences. I'll preface this by saying we're on the same page and I think we already have the same conclusion (you're spot on with the Do NOT underperform your scope needs) - but - I'm glad you challenged my wording in the video because the lack of clarity did make me want to tack on a few more points to what I originally was trying to say: "Die On Experiences, Not Expectations" - the idea is basically to prioritize creating fun experiences over strictly adhering to expectations, but be mindful of balancing this approach with genre-specific elements. For example, in a roguelite, permadeath is usually expected. If you remove permadeath, you risk missing what players want from the genre. However, if your non-permadeath feature introduces a new level of fun that overshadows the need to follow genre conventions, then it's acceptable to break the rules. While it's important not to underperform in terms of genre expectations (unless you are truly innovating), it’s often safer to respect those conventions and introduce unique mechanics elsewhere. For instance, a feature like parrying isn't typical in roguelites but could still work if it's enjoyable. If parrying in your game is fun, the fact that it's not expected in the genre won't matter. In short - if the feature is fun and enhances the experience, you don't need to worry about defying player expectations (unless it’s a core aspect of the genre or an actual feedback issue.) Otherwise, you'd want to optimize the feature to align with why players are engaging with the genre in the first place. I hope this helped clear any confusion and again - huge thanks for you comment, insights, and opportunity to clarify. You've got a great ultralearning project approach from what I've seen and those qualities are definitely going to push you towards another level higher when speed-running game projects. Goodluck with your development journey!

  • @ardosims
    @ardosims 10 часов назад

    Thank you for this video! I wish I could've seen this video 7 years ago, when I started my game dev journey. If I can help out and add more advices, here they are: 1) the Pomo Doro method helped me a lot : tho my version is 50 mins of work, then 10 mins of rest. 2) I use a website blocker like Forest on browser. I block Twitter and RUclips (especially RUclips Shorts) to stay away from doom scrolling. 3) I write my ideas down in a physical booklog. It's not perfect and looks like a scrap book on some parts but I keep it as clear as possible so future me can still understand what I've wrote ages ago and remember quickly how to do or change things. 4) If you have more than one project in mind and don't know which one to begin with, make a list of the features, places, characters, etc... of each project. Then pick the one that is going to be done the quickest. You'll get rewarded sooner and will get the experience you need for your bigger projects. Good luck fellow game dev, never lose the spark and don't burn yourself out.

    • @edwardivandeveloper
      @edwardivandeveloper 9 часов назад

      This is honestly such goated advice, huge thanks for delivering this list on what you do to increase your productivity, Ardonie. The best part about these tips is how you can customize them to best suit your needs and habits. Also adding to point #4: Asset Pooling - once you complete a project and if you've designed your systems to be modular/felxible for porting to others, you've essentially created an asset that can be used for other project. Intrinsically, your reward for speedrunning a game is the ability to make another game faster provided it uses the same type of system(s) you've created. Thanks for dropping those tips - goodluck with your game development journey!

  • @computernerd8157
    @computernerd8157 16 часов назад

    Wearing a bunch of hats is forced upon indie game devs. I think it more productive to create a team as soon as possible. Having a person that just makes arts is extremely valuable if you are mainly a programmer. A sound and music person will make or break the experience.

    • @edwardivandeveloper
      @edwardivandeveloper 16 часов назад

      Absolutely - delegation can not only cut the entire development process by double digit percentages, but can easily allow role-specific members ot sharpen their craft without compromising quality. If you are able to gather a cooperative team that is willing to contest with the project at hand, by all means do it. Thank you for taking the time to share this insight - I hope this helped!

  • @WaffleMWG
    @WaffleMWG 18 часов назад

    Thank you for your video! Its really helpful and you're explaning stuff I learnt on my own. As Im starting my career making small but fun games, all of this comes in handy. I agree 100% with what was said on the video

    • @edwardivandeveloper
      @edwardivandeveloper 18 часов назад

      Hey man, huge thanks for taking the time to say such kind words. I'm rooting for you and your development and I'm here to answer questions if anything pops up. Whether you use all of these tips or some of them, I really hope it helps you in any way shape or form. Goodluck with your journey!

  • @pilotdawn1661
    @pilotdawn1661 День назад

    Superb topic and presentation Subscribed and Liked

  • @neolynxer
    @neolynxer День назад

    It's a good video and advice, but what if the end goal and the point of it all is not to release something risk-averse derivative, but actually something risky and novel? Sorry, but when you do complex enough stuff, you just can not estimate everything. Your advice seems like "if it's ended up to be too hard - drop it and keep it simple". There is a billion of cookie cutter "3 month" games out there. It may be a good practice run, like a re-eally long jam, but it's not a good way to actually compete on the market.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Hey, huge thanks for the compliment and I really enjoyed this comment because you bring up an excellent point on if quick games lack market viablity, the experimental approach of risky/novelness, and how everything can't be estimated. I'd like to preface this with how the endpoint you set is what you must commit to. If you want to double-down on risky/novel projects, then you will need to optimize your scope, approach, and decisions based off of what will be needed to achieve the project's completion. There's no need to strap yourself to just 90 days of development if your project truly requires to exploration of unseen features that are market "risky." I would simply advise to optimize your execution on said "risky" feature(s) to be playable, fun, and enjoyable. Once this is established, then you can move onto the next task to continue the progress of your project. If you're taking a look where there are many "unknowns" then yea - there's going to be a unclear endpoint - thus the consequence of that is that more time will be needed. The habit of being firm/definite of what you game looks like is something you'd have ot build overtime to truly pin-point and roadmap all of the necessary decisions your game would require of you to be build. Only then when you're able to establish this with crystal-clear clarity can you execute the speedrunning approach. This entire 90-day approach considers commercial viablity if you look at it in a very long-term viewpoint. These tips and tricks are intended to create a practice to further propel the likelihood of making a successful game in the market overtime. For example, see (49:03) - the more small scope games you make, the more assets you'll have, which will compound into making more games faster with higher quality and quantitiy features. You absolutely can make a hit game in 90-days and integrate a marketing campaign that pushes this forward - while this portion/topic wasn't discussed in this video, that doesn't mean that that its impossible. Market success has many, MANY variables - so being risk-averse or fully risky and novel both have their Pro's and Con's - which one works better is simply determined by what the end result is for the player. Respecting the airtight deadline will force you to finish as soon as possible, which is why you see lots of cut content, simplified mechanics and other aspects that may come off as "drop this and move one." If we're talking about market viability in quick games, consider building features that matter and meet player's expectations per Genre (discussed in 19:16). If we're talking about general benefits of developing quickly for long-term progression of being a better developer, check out Drilling (37:45) which is the skill you build to estimate, navigate, and overcome complex problems. And if we're talking about short-structures to get to the point ASAP, then following the most important key structure is needed for any game. (59:40) - the point of all of this is that overtime, you build experience and foresight of what is necessary and how to handle more complex tasks so that you can build and deliver better games overtime. (Keyword: Game[s] with an 's' ) I firmly believe that the example I'm showcasing, "DodgeKing Deluxe Version" (new, second game) is a HUGE improvement from "DodgeKing" (first game) which is why all of the lessons I've been able to share in this video highlight the concept of quick games can be made with good quality too. However, thing that turly matters is what the player thinks and feels when playing the game. Both statements of being quick and experimenting can be true and live in cohesion. End of the day, we can only gather better decision making skills by continously building skills, improving our foresight as a result, and understanding what needs exist inside of game development as a whole. Once again, thank you for your input and for sharing what you think on this matter. I really hope your game development journey goes smoothly! Cheers!

    • @neolynxer
      @neolynxer 22 часа назад

      @@edwardivandeveloper thank you for your time on this answer. I think your approach can be used even for big and risky project if you dissect all tasks into small enough chunks, each of which can be shoved into a non-negotiable deadline and then interleave planning phase and execution phase, which is what i will try to do. I make games for a living for 20 years, so i've made a bunch of cookie-cutter stuff. For my own project i go overly-ambicious, because it's the only type of game that matters to me.

  • @Sundji
    @Sundji День назад

    Maybe it's my ADHD but trying to focus on one project at a time seems like it has a worse impact on my productivity. I find that I get stuck and rather than the focus helping me find the answer, it just demotivates me from engaging with the task until I miss whatever deadline I set for myself. Taking mental time away from a particular project and working on other things usually helps me approach the project with a new perspective when I come back. I guess the trick is to be intentional about the break, know that whatever you're working on is non-commital and, make sure you schedule when you're going to come back to the main project.

  • @limesta
    @limesta День назад

    Solid, actionable advice.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Solid, admirable comment. Thank you - I hope this helped you in any way shape or form!

  • @faztznya5207
    @faztznya5207 День назад

    Blessed video

  • @PedroBarbosaRoman
    @PedroBarbosaRoman День назад

    Excellent presentation! Never seen one like this, a masterclass on quick game dev from start to finish, thank you! Also, in 47:30 for asset pooling what do you use to isolate those systems? Are you using the unity packages system and importing your own systems in new projects?

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      @@PedroBarbosaRoman Both methods are identical in their results. Personally, I import them in the old fashion way - when I start a project the first thing I do is set the folder architecture to what I need (Folders that pertain to “Art, Code, Managers,” etc.) and then in the older project that has said Asset, l would simply go to the file explorer and quite literally copy-paste it into the new project under the respective folder its best suited for. Recently l made a new “Project” that just has all of the Assets l’ve made and it’s made porting easier since it becomes a one-stop-shop to grab and get what you need. I’ve tried the Unity Package System and it too works like a charm, but l’d personally like to avoid any friction so a simple copy-paste does the trick for me. The main advantage of Unity Package System is used to share/sell assets between different users. If you create an asset and wish to distribute it to others, then copy-pasting would not be an option. Thank you for your kind words and l really hope that the video improves your development in any way shape or form. Good luck with your journey!

  • @bodardr
    @bodardr День назад

    2:30 So yes you made it quickly, but was it a commercial success? No, sadly. And you spent way more than 90 days if you include post launch. With that said, you did release a game and that's commendable, so you have my respect.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Thanks for pointing this out and I appreciate your comment! You're absolutely correct on both points - DodgeKing Deluxe Version indeed is not a commerical success at this precise point of time. And while no bug patches have ocurred yet since there hasn't been a game-breaking issue detected, if/when a bug is discovered, suddenly development time increases in order to patch it out. The main focus of this video is scoped to creating and launching your game as soon as possible. There's obviously other valid efforts that need to be considered when aiming for a commerical success - this entails marketing, content creator reach-out/streaming, press-kit readiness, applications for festivals and featurettes, game branding, ads, constant exposure of your game, etc. Now, I mention this because the habit of creating games quickly, challenging yourself to try something unorthadox, and adopting the various disciplines mentioned in this video will grant you a plethora of huge game-changing benefits that allows you to aim for commercial success more effectively later down the road. I cannot speak too much on this just yet, but just imagine the sheer advantages you would have if you have if your next project had access to: - (49:03) The Asset Pooling Advantage - (37:45) Increased Tolerance, Problem-Solving, Confidence and Knowing how to progress in Projects - (1:14:44) Understanding and Executing what it takes to accomplish an airtight deadline - (19:16) The practice of meeting Player Expectations per Genre - (36:19) Integrating feedback in your project to give what the players want - (39:45) Knowing how to pick the right battles to save time - (8:26) Stronger decision making skills + knowing how to commit reaching the established endpoint, and much, much more. These would definitely play a role when aiming for commercial success irregardless of what type of game or project is being made. While no result is ultimately garenteed, it truly comes down to what you can do to make that happen. Without any beef, I'm just pointing out the supplimentary benefits of quick-lauching your game in order to best prepare for the bigger projects that come next. Despite everything I've said here, I really hope you have a wonder game development journey and hope this helped you in any way shape or form!

    • @Garmichael1
      @Garmichael1 День назад

      Commercial success isn't the goal - It's the dream.

  • @LucasVogel
    @LucasVogel День назад

    It's a good video, although, with the risk of maybe being too much of a reductionist, this is basically having a professional mentality, not very different from how a start-up functions, for example. Don't get me wrong, there's still a lot to learn and insight from this video, thank you.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      You're absolutely right. The reductionistic approach may fit well for really small-scoped games but may not be applicable for other genres, scope, endpoints, etc. Just remember that as long as your endpoint is being respected at all times, it'll be hyper-possible to make the necessary decisions to reach your goal. And we are talking about "the 90 day game development challenge" but if you recongize your game needs more time due to the sheer demand it needs, feel free to scope and readjust the timeframe appropiately. Regardless, thank you for taking the time to point this out and to comment your thoughts. It really helps more than you think! Goodluck on your development journey!

  • @luckyknot
    @luckyknot День назад

    Very nice insights on your game dev thought and workflow process thanks a lot!. Just one reqquest, could you please improve your audio setup a bit? your voice felt a bit far away, i wasn't compressed so when you spoke low it was a bit difficult to follo up and sometimes you approach the mic and sounded much higher. Also your room lowend made your voice a bit muddy. Congratulations on the follow up of your game!!

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Thank you for the incredible feedback. Retrospectively, I realized the audio was a bit off and I will ensure this doesn't occur again. Keep me accountable for the next one, haha. I'm glad this helped, and I hope you have an amazing development journey!

    • @luckyknot
      @luckyknot День назад

      @@edwardivandeveloper sure I'll do thanks again!

  • @crutch_bicycle
    @crutch_bicycle День назад

    Great talk. A well defined end goal is what matters the most imho

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Thank you for your words - set an endpoint, be strict on the deadline, and make choices that align with it all to maximize your development route's efficiency. Goodluck with your game development journey!

  • @Ionixification
    @Ionixification День назад

    Now how to implement this... I'm doom scrolling already

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      @@Ionixification If everything discussed in this video were to be performed/expected of you to do overnight, it would probably be a slap in the face. The reason why l mention this and the advantage of a habit is that in order to make it a habit into the first place, you originally need to ease into it and adapt to the change you want to make. This clearly means you’ll need to take a bit of time getting used to the new norm, but once you have enough time/experience doing said habit(s), suddenly it becomes second nature to you and everything will flow more naturally. I was guilty of doomscrolling and eased off of it by first consciously being aware of my problem, then l took another step by “unfollowing accounts and following anti-doomscrolling acounts” (check luckyculture.media on instagram who posts daily/often content that says “hey, get off your phone”), and then l eventually left my phone on do-not-disturb mode to kinda “forget” about notifications. All of these baby-steps compiled and transformed my way of approaching my phone and eventually made it easier to stop doomscrolling. Notice - these were various steps that took time to ease into at the end of the day. What you really want to do is test a few steps that’ll help you avoid “bad habits/build good habits” and get the ball rolling whether it’s efficient or not. Overtime, the newly made habits will overtake the obstacle for you. Also, huge thank you for your comment. I really appreciate the fact that you took the time to share your thoughts. I hope this helped you in anyway shape or form and l wish you a great development journey!

  • @Homsin
    @Homsin День назад

    Two things I disagree with; don't give up your social life to make games! You say you should take care of yourself and social contact is a part of that. And game development should be a hobby! As long as it's not your income, a grindset mentality can just lead to burnout for some.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Hey man, huge thank you for your comment and for taking the time to point this out. It's a very valid point, so let's talk about it. Point 1: Don't give up your social life to make games In the context of a 90-day sprint, balance truly is temporary - we'd need to dismiss it in order to deal with extreme time constraints. Achieving everything that balance asks for is unrealistic during this challenge. If you break it down, the available time you'll averge for this production cycle (factoring work, rest, daily tasks) is about ~540 hours to 600 hours. While that may seem like a lot on paper, game development demands a significant portion of those hours for design, implement, and test your features. And absolutely yes, you can spend an average of 6 hours per week socializing, but that would leave roughly ~468 hour to 528 hours for your game. That’s still a solid amount, minimizing social activities is key to respecting the strict deadline we've established for the 90-day challenge. Also, the added bonus of compressing work in a short perioud is that if you frontload development in three months (instead of a year or more), you’ll save nine months (or more) to enjoy later/do othet things with your newly made time. While we imply other projects, this also means time to chill and relax. The other part of this is how much we as an indivudals value relationships. It's also why I mention that if we approach development with a mission-orientated personality, (8:27) we tend to grow a bit impersonal in our decisions, thus leads us to reach the goal more efficiently. This helps you distance yourself from the emotional/personal weight of rejecting social outings or declining time with loved ones - obviously there are exceptions to this due to special events, emergencies, etc., but not every interaction needs to be prolonged indefinitely. Setting a boundary on when you're avaliable allows you to builds the mental resilience needed to prioritize productivity over socializing. Of course, even if you wanted to, it's impossible to completely delete your social life-it’s human to need connections and we will always find a way to interact with others as communion is part of our nature. Just remember that you _can_ minimize interactions; opt. for quick texts, sending memes, 10 minute phone calls, or short(er) meet-ups, etc. This'll can be done while staying on track with your game's development cycle. Point 2: Game development should be a hobby I want to preface by saying it's not really about whether hobbyists or proffesionals are better - there's a huge overlap between them anyway. Therefore, it's about the bigger picture of how you approach your work. You can absolutely be a successful hobbyst the same way how you can be a successful profesional. The big idea behind this is how you approach your work. From experience, when I applied hobbyist approach, I tended to lean more into dismissing deadlines and the challenge of pressuring yourself into accomplishing boring, complex, mundane tasks. It’s crucial to set concrete deadlines, as this focuses efforts and gives purpose to the work. Setting a clear endpoint is CRITICAL. Without deadlines, the "grindset" mentality is poisonous because it can and will lead to burnout and being aimless in your endeavor. I argue from experience that the professional mindset simply pushes through the high-pressure, boring/mundane, and hard work required to beat heavy obstacles. If you want to launch quickly, disciplined/consistent output is a must. That’s where prioritization and commitment come into play; it’s not about abandoning the hobbyist mindset - it’s about adapting your mindset to match the urgency of your goals. tl;dr - for a 90-day challenge, personal sacrifices are essential. You don’t have to give up your social life or hobbyist mentality completely, but treating your work like a professional job will help you hit tight deadlines. You can absolutely can do this and ultimately, this is what hard looks like. What I offer here are temporary sprint, - I dont reccommend any developer or person to live this way for their entire life/extended periods of time. We need endpoints and we need to work on getting it done. These are just some of the prices we pay to reach the hard goals. Regardless, I'm forever grateful for your comment. Having the opportunity to see your point of view is amazing and please remember that you have the complete authority to completely dismiss what I've said - end of the day the choice is yours on what you do with your projects. I hope you have a wonderful game development journey and hope to see your progress! Cheers!

    • @635574
      @635574 День назад

      I just say what's there to give up when I don't have any besides parasocial youtube consumption.

  • @Tombitp
    @Tombitp День назад

    Man, your game is a shitty shovelware with like 6 reviews after 2 years, its clearly it is shitty game. This video its like tutorial how to create shitty asset flip games, the Steam sick it needs to be rid off.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Hey man, thanks for pointing out that exact detail. The game's sequel was just launched and imported over the page of the first game, which is why you see a Oct. 7th, 2022 launch date when in reality everything's been reamped to from scratch. I'll share more details on why I'm experimenting with a "Page Overlay" launch instead of making another steam page from the ground-up. Regardless, I'm glad you're able to speak passionately about the issue with shovelware on Steam as quality is an important part of game development at the end of the day. Regardless, I hope this video's advice helped you in anyway shape or form. Goodluck with your Game Development Journey!

    • @Tombitp
      @Tombitp День назад

      @@edwardivandeveloper Sorry btw but as a game developers along with making games we must also try not to make our market clean so the customers feel that quality=happy while shopping etc.

  • @developergd-y5r
    @developergd-y5r 2 дня назад

    Awesome video, no fancy editing, no pretentiousness, only clear, actionable and valuable advice.

  • @WeisterXDprogrammer
    @WeisterXDprogrammer 2 дня назад

    I was looking through your uploads!! I’ll have to watch more of your videos they look great and this one was awesome ! I’m surprised your not way bigger ! Keep it up new sub here 🎉

    • @edwardivandeveloper
      @edwardivandeveloper 2 дня назад

      @@WeisterXDprogrammer Huge thanks for the kind words and comment! I the tips in this video helped propel your game development journey!

  • @GigaChadBigW
    @GigaChadBigW 2 дня назад

    first Insane value thanks for sharing

    • @edwardivandeveloper
      @edwardivandeveloper 2 дня назад

      Always knew I could rely on you - it's why you're the Gigachad. Hope this helped!

    • @GigaChadBigW
      @GigaChadBigW 2 дня назад

      @@edwardivandeveloper today is a special Day the Dodge king himself launch another banger!! Im still watching it, one day im gonna be like you!!

  • @generallyunimportant
    @generallyunimportant 2 дня назад

    you know, i can see how this method of optimizing your life for a specific thing, gamedev in this case, can fuck up someone who has a life but i don't _have_ a life, so i'm not even gonna try to leave any meaningful criticism :3

    • @edwardivandeveloper
      @edwardivandeveloper 2 дня назад

      There's never any room for self-disrespect. You absolutely do have a life and whether you believe this is the case or not, you always have the ability to change and improve no matter what. Chin-up, King. I completely understand that this method can be terrible if you do not have an endpoint/termination point. Otherwise, it's just endless sprinting which leads to overworking yourself for no reason. Make sure you run to the goal knowing why and when it ends. Regardless, I really do appreciate you taking the time to speak up about how you see that this isn't suitable for long-term. This feedback is important to analyze.

  • @damori3604
    @damori3604 3 дня назад

    This is without a doubt the most helpful advice I've heard for being an indie game developer. By far the most useful stuff. Amazing!

    • @edwardivandeveloper
      @edwardivandeveloper 3 дня назад

      @@damori3604 Thank you for your kind words, l’m glad to help and can’t wait to share more. Good luck on your development journey!

  • @DoctorMario606
    @DoctorMario606 3 дня назад

    Saying "No I dont feel like going" is so satisfying 😂

    • @edwardivandeveloper
      @edwardivandeveloper 3 дня назад

      @@DoctorMario606 lmao such a power move when you put it like that. 😂

  • @vandoodev
    @vandoodev 3 дня назад

    Great video. Thanks 🙏

    • @edwardivandeveloper
      @edwardivandeveloper 3 дня назад

      @@vandoodev Thank you for your support! Can’t wait to see how your game development journey goes! 🫡

    • @vandoodev
      @vandoodev 3 дня назад

      @@edwardivandeveloper hehe Thanks. I'm working on it. 😅

  • @NotAlgion
    @NotAlgion 4 дня назад

    thanks for this! <3

    • @edwardivandeveloper
      @edwardivandeveloper 3 дня назад

      @@NotAlgion Glad to help! I hope you have a wonderful game development journey!

  • @dobrx6199
    @dobrx6199 4 дня назад

    Great video, lots of good points but be careful to not make game development all you do ever. It's important to not shut out your social life or you'll end up feeling lonely and depressed, and this damage your game dev speed a lot more than doing social things occasionally ever could

  • @cloodheegamedev
    @cloodheegamedev 4 дня назад

    thank you. great talk and great advices

    • @edwardivandeveloper
      @edwardivandeveloper 4 дня назад

      @@cloodheegamedev Thank you for the kind comment! I wish you well in your journey!

  • @maheryrazafindralambo9679
    @maheryrazafindralambo9679 4 дня назад

    The "Get Better" really is kicking good, I can relate to it so much. Also it was also a grid-based movement like in pokemon Emerald.

    • @edwardivandeveloper
      @edwardivandeveloper 4 дня назад

      @@maheryrazafindralambo9679 More skills = less friction, and yeah -gotta love grid-based systems after you experiment with them hehe. Glad this helped and l hope you excel in your game development journey!

  • @kloa4219
    @kloa4219 4 дня назад

    1. Go to bed 2. Do exercise 3. Prepare meal 4. Push chore in a blocked set period of time 5. Condition yourself to saying "No" with no excuses 6. Go autopilot on decisions 7. Cut distractions like social media 8. Take shorter breaks 9. Parksinson's law, work expands the more you limit yourself game dev related 10. one project at a time, grab one, ginish 11. invest in scalable system (aka components, inheritance) 12. Recycle assets 13. delegate other tasks that you can't do quickly when possible 14. Take better programming notes 15. Passive and Active feedback, get a survey and playtest (make it in google forms) 16. large chunks of blocked periods = focused work 17. small chunks of blocked periods = quick tasks 18. use critical tools. not all of them 19. drilling : engaging in exercises that challenge you go apply concepts in various contexts. 20. Internal steam: Be quiet avout new features that you have to force yourself to remain motivated 21. Ensure incremental progress, learn to get better

    • @edwardivandeveloper
      @edwardivandeveloper 4 дня назад

      @@kloa4219 Thank you for the summary!

    • @kloa4219
      @kloa4219 4 дня назад

      @@edwardivandeveloper thank you! I remember stuff when I take notes on them

  • @AndrewS-vu4ji
    @AndrewS-vu4ji 5 дней назад

    Not me watching this video instead of developing. Like I HAVE the time, I just need to get the motivation to use it. Its like you either have too much time and nothing to do with it or not enough and you need to make sacrifices to make time.

    • @edwardivandeveloper
      @edwardivandeveloper 4 дня назад

      @@AndrewS-vu4ji Great assessment; set the deadline! I promise everything fundamentally changes when you chase a deadline. You start to zone-in / tune-out everything that doesn’t help you meet that deadline and suddenly all the habits l’ve mentioned become second-nature. I really really like how you recognize you have time. The allocation of it comes down to how you prioritize it which is why when you set a deadline, you’d force yourself to use it towards that direction. Love this comment, you can do this! Good luck on your development journey!

    • @AndrewS-vu4ji
      @AndrewS-vu4ji 4 дня назад

      @@edwardivandeveloper I meant it more like, I'm young and it's summer, and I have nothing to do besides get ready for school, yet I'm infinitely more productive when I'm in the middle of school, club, and work. I do agree that deadlines help, as would the frustration of not revealing your plans to others, it's just those bear a lot more of the weight of continuing work on a project. But idk, it's all useful info either way.

  • @wildrosegamedev
    @wildrosegamedev 5 дней назад

    I think most of the advice is good, except the one about learning to "Say No". Ive done that before, friendships will slowly to rot away if you keep choosing gamedev over spending time with them. From their perspective it's shitty, you are choosing speculative time-risky business venture over hanging out.

    • @edwardivandeveloper
      @edwardivandeveloper 5 дней назад

      @@wildrosegamedev Thank you for the comment and l understand your point of view. Ultimately it comes down to what you’re willing to/what you prioritize in your life. l personally admire those who value the strength of relationships and do not/cannot judge their situation because of their values. However if you have supportive friends, that’s even better. I understand neglect/abandoning those around you who deeply care for you is generally a wrong choice, but like l’ve stated in this particular video, none of these habits are good for long term practices. Always establish an end-goal to ensure you don’t waste your time doing endless work. I really hope this helped you in one way shape or form. Regardless, l hope you have a wonderful game development journey.

  • @harryworner1990
    @harryworner1990 5 дней назад

    Thank you so much for investing your time in creating this insightful video and sharing your invaluable experience on how to become more efficient in game development. After watching, I feel inspired and re-energized to continue working on my own game. It's always motivating to learn from passionate individuals like yourself. Wishing you continued success in your game development journey!

    • @edwardivandeveloper
      @edwardivandeveloper 5 дней назад

      @@harryworner1990 It brings me joy to hear you get revamped on tackling the game development journey, Harry. I’m stoked to hear how this helped and can’t wait to share more of my insights soon - for now, practice some of those habits and you’ll see how development becomes a different game of itself.

  • @mwpretorius7913
    @mwpretorius7913 5 дней назад

    great video. consider, making your face cam portion a little bit bigger.

    • @edwardivandeveloper
      @edwardivandeveloper 5 дней назад

      @@mwpretorius7913 Absolutely-thank you for the feedback, l hope this helped you!

  • @gianni_gab
    @gianni_gab 6 дней назад

    This is the best video I’ve seen on practical productivity advice. Especially the tips in the beginning. I think it can apply to anyone in any field. I was surprised to see disagreements in the comments on this kind of mindset. It is a grind mindset, and that probably doesn’t work for everyone. If game development is simply a hobby of yours, then sure, you can spend your time however you’d like. But if the intention is to turn it into a career, then it’ll take a lot of effort and intention to get to that point. That doesn’t mean having a casual mindset is always bad, but you can’t put in casual effort if you want to turn something into a professional career.

    • @edwardivandeveloper
      @edwardivandeveloper 6 дней назад

      Godsent comment, Gianni. Thank you for your input and for synthesizing the approach of career versus hobby. There's a whole set of ways we tackle our work/career, why not apply that to the same degree in Game Development? I really hope this video helped you in one way shape or form and there's more advice I'm about to launch.

  • @jordanjackson6151
    @jordanjackson6151 6 дней назад

    Dude. I ain't never heard of you before or anything you've ever done until this day of commenting. But I love the way you think. Awesome lecture dude. So it looked like you were using C# for scripting. Well. I love the intellectual side of RUclips and I like your art style. I think it will be entertaining to observe. <Subscribed>.

    • @edwardivandeveloper
      @edwardivandeveloper 6 дней назад

      @@jordanjackson6151 You made my day with this comment. Thank you for writing this and more importantly, l really hoped that any/all of these tips helped you in any way shape or form. I have more videos coming out soon so l promise to get you more of this type of content soon. Good luck with your game dev journey!

    • @jordanjackson6151
      @jordanjackson6151 6 дней назад

      @@edwardivandeveloper Thanks. My thing is mostly a hobbyist pastime. I don’t see enough vids on RUclips depicting 90’s style spaceship shooter style games. Though they are apparently more linear in design and less exploratory in the level department. As a result I’m getting busy with Lua using the Love 2D framework.

  • @turnkey_hole
    @turnkey_hole 7 дней назад

    It's cool that this worked for you, but it sounds like the sort of monkish lifestyle that Jon Blow has, and I have honestly never seen a man more miserable with his life and in denial about it.

    • @edwardivandeveloper
      @edwardivandeveloper 6 дней назад

      @@turnkey_hole Huge thanks for the warning! Prolonged sprints aren’t healthy long term, but sometimes we need to throw balance out the window to achieve the goals we set. If you don’t have an end point, you’ll crunch and burden yourself for nothing. Keep your endpoint in mind at all times and take a good break after a sprint to stay sane.

    • @turnkey_hole
      @turnkey_hole 5 дней назад

      @@edwardivandeveloper I definitely agree that it's reasonable and okay to carve out time to make sacrifices to achieve goals. Most of us would probably be on board with that. The issue, I think is more a question of what a goal should be. It's weirdly fashionable these days to "set goals" instead of "cultivate hobbies." I couldn't tell you why, but I would guess it's because a goal feels like it should have a product, whereas a hobby doesn't *feel* like it has a product. A hobby, like making games, can be a pursuit you do forever if you take ego out of it. But like, "make a game a month" or "do four jams a year" are two very achievable goals that end up creating a sort of self demand that ruins people. I dunno though. I guess that's just the difference between a hobbyist and somebody who wants to pay the bills with their games. I've never put my social life on hold for productivity's sake. Though I can understand how that might be helpful a month or two out from release. Although, if you're crunching that close to deadline, seems like a fuckup in planning.

  • @shenshaw5345
    @shenshaw5345 7 дней назад

    1. Abuse Claude 3.5 lmao

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      Hey man, I have no idea what this means, could you elaborate on it?

    • @shenshaw5345
      @shenshaw5345 День назад

      @@edwardivandeveloper Claude 3.5 is an LLM like chagpt. I've found it really good for helping with Unity coding.

    • @edwardivandeveloper
      @edwardivandeveloper День назад

      @@shenshaw5345 Oh, this makes so much sense now. Any programming tool that helps you speedrun your efforts definitely is wlecomed. Thank you for taking the time to clarify this!

  • @TYNEPUNK
    @TYNEPUNK 8 дней назад

    good tips my friend. yeh add comments, name variables better :-) sometimes moving all { } onto new lines helps too for readability. Agreed GDD is worthless imho. As is Jira etc. Just use a text doc if you need to make notes (i dont really note anything anymore). 4 hours is not long enough, need a full day, today ive done 20 hrs, though thats too much for most I understand (move around if you do!). Drilling? never heard that term, basically you mean fixing a bug yeh? Good luck!..

    • @edwardivandeveloper
      @edwardivandeveloper 8 дней назад

      @@TYNEPUNK Absolutely love your energy bro, thank you for sharing your point of view and you know exactly what works based off of what you’ve explained here. Good luck with your development journey! 🫡

  • @artyomslife9488
    @artyomslife9488 9 дней назад

    This content is good. Thank you for sharing

    • @edwardivandeveloper
      @edwardivandeveloper 9 дней назад

      @@artyomslife9488 Thank you for your support, glad l could help!

  • @Noixelfer
    @Noixelfer 10 дней назад

    This video is really helpful and I like how some optimization patterns can be used in real life too (IE: create food in batches). There would be some downsides though: losing how strong the connection with your friends is (if you minimize the social interactions) or even a burnout if you're not to careful. On the development side, I think that your tips are good but there are still lots of things to learn, I'm going to tell you some tips that I wish I knew faster: 1. The inheritance is definitely helpful (enemies for example) but it can also lead to bloated classes that with lots of logic that is not used by all instances and it also becomes harder to manage. A fix to this problem (overusing it, not just using it) is the use of Composite pattern, where you divide the logic into components and then you can build entities from them. For example you could have a moving component and an attack component and you can create GroundMovement, FlyingMovement, MeleeAttack, RangedAttack and you can combine these components however you need them. 2.DRY principle (Don't repeat yourself) - It's actually a very easy concept but you should always apply it: Even if just 2 lines of code repeat in the same class, make a function for it. It's going to pay off very well in the long run. 3. Use abstraction instead of concrete implementation, If you use interfaces you can decouple your code a lot and also change implementation without having to change lots of code. 3. Code decoupling: your code should be as decoupled as possible, there are tons of materials on this topic but one of my favorites is the Messaging system (there are some good implementations for it on github) 4. Design patterns - Read them once per month, you need to have them fresh in your memory and then you are going yo apply them without even noticing. 5.Proper naming: usually you should not need comments for your code to be lisible and easy to understand, add a proper name to your methods and variables. 6. Don't use magic strings, instead define them as constants (in a static class if you use them in multiple scripts) 7. The UI and VFX should not affect your gameplay logic (The UI can send inputs to the logic, but you should br able to replace the input source and the code should still work) - I saw that you modified the health of an entity in a VFX effect, consider moving that logic somewhere else. These are some of the things that popped in my help, I hope that you fill find them useful.

  • @adog3129
    @adog3129 10 дней назад

    the thing about making new assets, i acknowledge that as a massive time sink and i just consider it worth it in most cases. that's the kind of time investment that players will really feel, i think they really appreciate having lots of genuinely new things to look at. i pour tons of time into that, but the way i see it, every minute spent creating new assets is a good investment.

    • @edwardivandeveloper
      @edwardivandeveloper 10 дней назад

      @@adog3129 Nothing wrong with assets, especially since it’s what makes your game charming/unique. It just happens that if you have a team or someone to delegate that type of work to, you could save a huge chunk of time. Regardless, it is important to have your own “signature” when making your assets too. Thanks for your words!

  • @lufuoena
    @lufuoena 10 дней назад

    the notes thing is so real. I coded this dynamic movement system in like one sitting thinking oh ill remember why this argument is here etc etc. By the next day I woke and was just like bruh wait why is there 3 arguments for this one action wait wait. It works as intended and there is no bugs to it that I don't intend to be there but eventually im gonna have to practically reverse engineer the shi and rewrite it so I can actually understand wtf I was doing LOOL. Honestly whatever names you give something. idc if its like 20 characters if the name can tell you everything you need to know from the name use it. Practice proper naming OFF RIP from files to game objects to everything you have to type a name.

    • @edwardivandeveloper
      @edwardivandeveloper 10 дней назад

      @@lufuoena Once again, thank you for sharing your story on how notes are critical to prevent time loss and confusion. While l do not know what are the Pros/Cons of long letter words, l’d rather use an extremely long variable that explicitly states what it does than to guess for days on end and performing extra debugging for something that could’ve been delegated to a singular word. And as you also pointed out - it’s easy to fix a bug when the compiler tells you what error occurred. It’s a nightmare when it works fine and you can’t locate what the function does hahaha

  • @lufuoena
    @lufuoena 10 дней назад

    i feel like if you can afford it set unrealistic time frames with Parkinson's law. I made a checklist for aug of stuff I needed to be done. All of it did not get done but a significant amount of work was done to the point I was ahead of schedule in reality of what realistically could be done on average the trick is staying ahead and not getting comfortable with your extra time but it really depends on what you're doing. I'd say only do this for a myriad set of simple tasks you need to be done, really simple design stuff nothing major.

    • @edwardivandeveloper
      @edwardivandeveloper 10 дней назад

      @@lufuoena This is EXACTLY what happens when you use the law. You’re going to be way better off reaching your goals with it rather than without out. Huge thanks for sharing this insight!

  • @ptkstefano
    @ptkstefano 11 дней назад

    I found this video a bit presumptuous. But one of the tips is really important: drilling. Not getting past major hurdles and showing off all the small achievements are real killers on the long run.

    • @edwardivandeveloper
      @edwardivandeveloper 10 дней назад

      Thanks for the comment and I appreciate the feedback! It's important to share info based on direct evidence/experience, that way the source is reliable for all developers who want to engage in trying out these habits. It's also why I had to double down on lots of these points, especially the drilling aspect. Its something most of us struggle with and my solution to it is to remain grazing on it. Regardless, I really hope that this video helps you in any way shape or form!

  • @GingerCat_Studios
    @GingerCat_Studios 11 дней назад

    GameDev Level increased to 100

  • @reebalt5851
    @reebalt5851 12 дней назад

    I am so torn by how the tips in this vid are both incredibly helpful in achieving set goals while simultaneously they seem so artificial and robotic. It all feels like a highway to achieving your dreams and reaching burnout by the way. Becoming a perfectly tuned factory that looses its' humanity somewhere along the way, minmaxing your life so you have time to create, limiting the time you spend with other people unless it's necessary - it all works but I'm wondering at what price from a future-you point of view

    • @edwardivandeveloper
      @edwardivandeveloper 11 дней назад

      This is what hard looks like. The strategies I'm sharing are meant for short-term sprints, not a permanent way of life. To achieve something truly remarkable, balance often gets sacrificed - whether it's missing out on social events or setting aside other interests. These are the prices we pay to reach challenging goals. Your comment made me reflect deeply, and I genuinely appreciate your words. You’re right: "GameDevMaxxing" isn’t a sustainable lifestyle. Too much of anything can be harmful, and burnout is real. Moreover, even with intense effort, there's no guarantee of financial success or any tangible results beyond finishing the project. The so-called "powerful habits" I've mentioned are just a fraction of what it takes to speed up development. There’s also marketing, community management, team leadership, ideation, post-launch support, and more - each adding its own layer of complexity. This has made me question whether these habits are truly humanizing. I do want to share the lessons I’ve learned and why I believe it's sometimes okay to commit to these intense bursts of effort: Retrospectivelty reflecting, here’s what this journey has taught me: 1. You can accomplish more in less time than you think, freeing up time for other life pursuits. Every moment counts because it's time you'll never get back. If this project had taken me a year, I might have spent nine months on tasks and systems that may or may not have succeeded. The outcomes from three months of intense effort are often similar to what you'd achieve over a longer period. So, investing three tough months instead of twelve gives me more time for other things in life. I’ve realized that adhering to Parkinson's Law (10:00) - where work expands to fill the time available - can help avoid unnecessarily prolonged challenges. 2. Your priorities, habits, and worldview shape who you are. If you're willing to push yourself, take on challenges, and explore unconventional methods, that’s a reflection of who you are. It’s perfectly fine if that's not for you. But if you build your identity around embracing challenges and prioritizing the unexpected or difficult, you'll set yourself apart. You may even become a source of guidance for others facing similar struggles. This shift in perspective changes how you approach various aspects of life. 3. The bigger the challenge, the deeper the reward. Even if the reward isn’t something tangible like money, reaching milestones is something to be proud of. It builds confidence, helps you assess your capabilities, and encourages you to take on even greater challenges. That’s why I emphasize the importance of completing difficult tasks - not just for the sake of completion, but for the personal growth that comes from pushing through. (26:37) I should've articulated this a better, but that's the point of drilling - doing the hard to build tolerance to do harder tasks. 4. Self-imposed limits are often untested beliefs. I never thought making a full commercial game in three months was possible until I asked, "Why not?" By setting ambitious goals and adjusting my approach, I discovered that even if you don’t hit every target, you achieve far more than you would have without that pressure. Yes, it involves making tough choices, like saying no to social events or optimizing every minute of your day. While this might sound robotic or inhumane, I believe there's always a way to make it more manageable. Each of us has the ability to adapt these methods to make them more human and sustainable. Most importantly, 5. Life doesn’t stop for your projects. No matter how focused you are, life will keep happening. During this intense period, I still had to participate in family celebrations, play in a pickleball tournament, have difficult conversations with coworkers, fulfill church duties, and handle other personal responsibilities. Life teaches you that you can’t become a robot, even if you try. Ultimately, only you can decide what matters most to you. We all have different backgrounds, beliefs, goals, and limits. The most important thing is to choose what aligns best with your values and circumstances. If you’re ready to take on something hard and sacrificial without guaranteed outcomes-go for it! If that’s not for you, that’s okay too. Prioritizing friends and family is incredibly admirable, and pushing them aside for a project without guaranteed success can feel like a questionable move. These are the hard decisions that go beyond the scope of actual game development, but they are essential if you want to achieve difficult goals. Regardless, I genuinely wish you the best to your development journey. Your comment is amazing and addresses real concerns, which again really got me reflecting and I appreciate it. Thank you for taking the time for stating your words and for checking out the video! Cheers!

  • @syncasela
    @syncasela 15 дней назад

    @edwardivandeveloper What software do you use for your calendar example when explaining Parkinson's Law? Is there a way to integrate this with Trello?

    • @edwardivandeveloper
      @edwardivandeveloper 15 дней назад

      @syncasela It comes from a combinnation of milanote (app.milanote.com/) and Excalidraw (excalidraw.com/) It's a manual graph I made when creating a pitch for one of my games. However, please do not be fooled - I used visual example to illustrate the idea of "hey guys, calenders and deadlines are important" - In reality, I do not use any fancy software tracking tool because all you really need is a simple checklist of what your game needs/what your players want + be strict on the deadline. Part of practicing Parkison's law is using your own integrity to meet the deadline you've established no matter the circumstance (this includes creating the aforementioned habits to accelerate your process and really committing to your promise of "I'm going to finish this no matter what.") I'd also like to point out that these software tools create an extra layer of management/minor nuances that kinda distract you from actual production time. (23:43) It might take a few minutes to set up tasks and later revisit what was completed or remains in progess. If you really need a tracking tool, then for sure you should use it to keep organized. I'm simply arguing that in the long run its more unproductive because: 1. It keeps you away from the core focus of getting tasks done 2. Demands you to scope your project a certain way that may be inflexible to cutting content / meeting deadline expectations 3. You can't plan for player feedback request - you will simply end up adjusting for this, thus more time spent "fixing" the tracker is required, pulling you away from your work. 4. The bigger picture is progress not perfection I will say that tracking tools such as Trello or Jira are very effective when managing team-based efforts and/or for extremely large scope projects (assuming you want to overview everyone's general progress and host meetings to discuss roadblocks) - but these are one of the few standard practices I personally reccommend avoiding. Another layer/reason for this is that once you've sharpened your development skills to the point where you don't need general instructions to know how to execute your entire project cycle, said tools simply become a hassle. In other words - think about Game Jams - small projects don't need these tools to shine, it's about getting things done. Now, if we think about AAA studios, then management tools becomes a necessity. It's really about what type of project you're handling at the end of the day. Regardless, I'm simply advising what works for me personally and patterns that I know can benefit other developers. Like I said, if you're absolutely bent on using tracking tools because you need them to guide you in your project, 100% go for it. Whatever helps you in your journey is the most vauable way to go about the problem. However, if you realize that these tools may not be 100% necessary for small-scope projects too, then there's no harm in attempting to withdraw yourself from creating these habits that drain your time/energy. Lastly, deadlines, deadlines, deadlines. It is a requirement to get anything done. (11:30) Set a deadline, be strict on it, and deploy the most honest version of yourself to meet that standard you've placed. You're a developer - before you picked up any line of code you were a different person than the person you are now. By now, you've learned how to code, prototype, play-test, etc. All of these wonderful skills you've made for yourself is simply another step towards being better. Nothing is stopping you from improving your habits. HUGE thank you for the comment and I appreciate your question!

  • @noodle-eater
    @noodle-eater 16 дней назад

    Thanks this is pretty helpfull, I learn a lot by watching ur video, I repeatedly stuck on making prototype not continuing it or stop working on it, change other ideas. now I also stuck in working on my game for a few months and I feel this is taking too long.

    • @edwardivandeveloper
      @edwardivandeveloper 15 дней назад

      @@noodle-eater Thank you for your comment - the hack that you need (this is the most necessary requirement all developers need) is to set a deadline. Parkison’s law does WONDERS for finishing projects. Take your experience (and assets) between your past prototypes and your current project, apply a deadline, start play testing early and launch within the next two months. It sounds crazy and impossible until you realize its’s not and you’re more than ready to accomplish this. You got this!

  • @Alex5000148
    @Alex5000148 17 дней назад

    I would argue against "Drilling". When I encounter a hard problem, I drop it for a couple of days. This allows the mind to take a step back and invent solutions out of nowhere or realize that the problem doesn't need solving and can be completely removed. On the contrary, focusing on a thing and methodically hacking at it only stresses me out and bears no fruit.

    • @edwardivandeveloper
      @edwardivandeveloper 17 дней назад

      Glad to hear your approach on it - I can see why its frustrating to hack at something with no avail. I should've communicated this better, but the main concept of drilling is to stay in the area of frustration when hacking away because that's what would build your tolerance to deal with those "Impossible" problems until a solution is reached. However, like you stated, taking breaks/letting go of the problem definitely allows you to think about it from other angles and provides clearer solutions. I strongly suggest drilling primarily because of the following three benefits: 1. It tends to give you the benefits of tolerance building 2. Is less expensive on time when you "take a break" and 3. It reliable keeps you engaged on said task. You're not wrong and if you are not shifting into other tasks duirng that break process, then you've absolutely hammered it and are completely right. I'm voicing this for the sake of not losing production time and/or getting distracted by other "smaller" tasks that take away from actually solving the big problem. Great insight and Iovely comment. Thank you for your advice!

    • @Alex5000148
      @Alex5000148 17 дней назад

      ​@@edwardivandevelopermany thanks for the reply

    • @dmas7749
      @dmas7749 11 дней назад

      i hate to agree with this because i have spent days at a time on a single problem only to realize that the solution was mad simple, and this has happened multiple times, blah blah blah, sunk cost fallacy, blah

  • @HettyP
    @HettyP 19 дней назад

    Thanks man good tips! Trying to get into game dev but am in grad school time management is tuff

    • @edwardivandeveloper
      @edwardivandeveloper 19 дней назад

      Grad School is tough - I'm personally seeing the effects of just how of a time sink getting a Master's/Ph.D - mad respect for your attempt at it and the sheer dedication/commitment needed is a lot. Regardless, I really hope any one of these (or multiple of these) tips truly helps you. Remember your priorities, rest well, and if you're in the intro stage of Game Dev, please consider Game Jams / Micro-games. Small steps at your stage of life are extremely recommended as it'll help you grasp game design concepts more rapidly while integrating positive habits into your journey. No shame in taking your time now, but once you get the hang of it, that's when the accelerated process can truly kick in.