@@CaitlynMcClelland I deal with this even now! It took me many many years to finally capture the fundamentals. I think the key was not focusing on tutorials as much since that's not how I really learn. You got this!! Lmk if you ever need help with anything
@@altridev yeah I’ve done a few tutorials before, but now I’m going to focus more on learning coding instead of following tutorials that tell me how to do stuff, and try to make a few small simple games.
For me I use Playmaker in Unity, like most things it has a learning curve but it did teach me how to approach programming and to an actual point where I can break features/mechanics down and recreate them myself, and now I am creating things I never even thought I could get close to. The good thing with Playmaker too, is you can look in the code C# and i'm at a point now where I could use C#. It does take patience and time, but one day it will suddenly click that you know how do to things now aha! Great video :)
Learning C# before using Playmaker is actually making it a lot easier to understand. I was planning on using Playmaker only but there are some situation that force me to learn a bit of C# and when I come back to Playmaker to make some function, I can understand Playmaker easier. Fortunately, both C# Script and Playmaker can work together.
And remember, when learning something new, you won't be great at it immediately. Think of what you're currently good at, and how many years and hours you poured into it. But stick with it. Look back after a year. Then two. And you'll see a pattern. Improvement!
I've been saying the same thing for years. Usually visual scripting tools like Bolt and Blueprints are sold as being non coder friendly, but in the end it doesn't matter because it's the same skillset. You still have to learn the logic of programming to use these tools. A condition is a condition, a loop is always a loop, and variables are still variables, no matter what language or visual scripting tool you use.
Currently working on my first game (physics based realistic skateboarding game). I am pretty profecient in art, but only been learning to code for about 18 months. Your advice at 5.36 really struck a chord with me and I need to remember that. Realistic skate games is all about the feel for those players, they dont care how I get the skater to do something with complex code, they just want it to feel right and run
if you truly want to learn programming you have to start writing it on paper, and doing the math and line per line interpretation on paper, your brain is the compiler and interpreter. Learn first mathematical Logic and Programming Logic and you will be abble to understand and solve complex problems with programming.
I wished I knew this when I first started. I lean more to the artist side so picking up programming was very difficult for me. Unity visual scripting (bolt) really helped me connect with the logic of programming but even still, like you said, I had to understand how the logic works which was quite a learning curve.
was really hard for me to get in to c# after years of just doing art for projects but when i got the basics it's really satisfying with my own project and open a lot of new perspectives XD
There is a major 3rd group no one wants to acknowledge... Or rather, those two groups dont include game designers. A lot of crappy games are made because they are made by these two kinds of people: those who are technically proficient and those who are artistically proficient. But neither of those skillsets necessarily includes any GAME DESIGN.
In the original Star Trek whenever there is an away team put together to explore a world (of Game Development), WHO is wearing the RED T-shirts (the Programmer), and WHO is wearing the BLUE T-shirts (the Artist and story writer)? At the moment I am wearing a BLUE T-shirt (literally).
What about people like me who have a little bit of programming and a little bit of art? Lol Ive watched this video and your art one now and both have been amazingly helpful
what would you recommend as the best language to learn first? not necessarily the easiest, but the best one to use as a root that can help you learn other languages later on
Unfortunately, coding is not for me. I don't have head for it and I don't understand it. I gave myself a chance and spent over 100hrs in Godot, which is supposed to be easy engine to learn coding. Result of this is that after that time I still don't understand anything of it. So the simplest solution for me is to buy ready-made script that does not require coding, however, elements that would require coding I order freelancer.
I was interested in starting out in gdevelop as I am looking for a visual coder and it supports basic 3d (looking to make something with the doom look, 1st person, mostly turn based and with basic models or even 2.5D). Should I instead go with godot or some other engine that offers visual coding plugins? Thanks
Get better at coding. I promise you, it will eventually click, you just need practice. You will be doing your players and yourself a huge disservice if you dont want to improve in this aspect of game development
The problem is figuring out how to learn. Most courses out there are based web and app design, and don't show how to implement what you learned on projects.
@@mateuscristianschannelen961 i agree that the way coding is taught is flawed, but i believe if you really and i mean REALLY want to learn, you will find a way to make it effective for you. I think this is more of an issue that people just dont want it that much. And if you dont, i promise you, your game will suffer as a result. How do you expect to make an entire game when you dont take the time to study a language? The studying is the easy part.
I totally disagree with this whole video! 🤬 Its NEITHER "your lovely art" NOR "your amazing code" that makes a good game! Its the original GAME DESIGN. Which is neither art nor code. Its mechanics, core loops, and level/puzzle design. If you don't get that, you wont get that.
The thing is though, game design is impossible to be attempted when you can't make the mechanics, loops, level design and such because you don't know how to either make the assets, or program them. Yes, game design is the most important thing about it, but you can't make a game without assets or coding.
Prompt engineering: Despite what people might think, I’m just average at coding. But when I know what I want to achieve, generative AI is an absolute game-changer.
AI-generated art is disgraceful, and I don’t support its use beyond maybe thumbnails-and even then, I’m questioning the value. So, I’m definitely against it for art. However, when it comes to code generation or automating tedious tasks, that's the only use case I fully support.
@@neppallv Ok yeah I actually see your point there, after all that is the main industry application of AI and isn't necessarily unethical. So yeah I agree, sorry if I came across as a bit rude
I'm part of a 3rd group that sucks in both art and coding >.
need a new video for you
kinda the same. everytime i try, i somewhat learn the code, but immediately forget, abd im just horrible at art.
@@CaitlynMcClelland I deal with this even now! It took me many many years to finally capture the fundamentals. I think the key was not focusing on tutorials as much since that's not how I really learn. You got this!! Lmk if you ever need help with anything
@@altridev yeah I’ve done a few tutorials before, but now I’m going to focus more on learning coding instead of following tutorials that tell me how to do stuff, and try to make a few small simple games.
@@CaitlynMcClelland Good! I wish you luck :D you got this!!
For me I use Playmaker in Unity, like most things it has a learning curve but it did teach me how to approach programming and to an actual point where I can break features/mechanics down and recreate them myself, and now I am creating things I never even thought I could get close to. The good thing with Playmaker too, is you can look in the code C# and i'm at a point now where I could use C#. It does take patience and time, but one day it will suddenly click that you know how do to things now aha! Great video :)
Learning C# before using Playmaker is actually making it a lot easier to understand. I was planning on using Playmaker only but there are some situation that force me to learn a bit of C# and when I come back to Playmaker to make some function, I can understand Playmaker easier. Fortunately, both C# Script and Playmaker can work together.
Then there is the group I am in. No Art and No Technical.
Me two, just a little more to learn.
Where’s our video?
Same 😂, felt slightly ignored
Same. lmao
@@abdou2247 just watch both of them ig 😂
And remember, when learning something new, you won't be great at it immediately. Think of what you're currently good at, and how many years and hours you poured into it. But stick with it. Look back after a year. Then two. And you'll see a pattern. Improvement!
I've been saying the same thing for years. Usually visual scripting tools like Bolt and Blueprints are sold as being non coder friendly, but in the end it doesn't matter because it's the same skillset. You still have to learn the logic of programming to use these tools. A condition is a condition, a loop is always a loop, and variables are still variables, no matter what language or visual scripting tool you use.
Currently working on my first game (physics based realistic skateboarding game). I am pretty profecient in art, but only been learning to code for about 18 months. Your advice at 5.36 really struck a chord with me and I need to remember that. Realistic skate games is all about the feel for those players, they dont care how I get the skater to do something with complex code, they just want it to feel right and run
if you truly want to learn programming you have to start writing it on paper, and doing the math and line per line interpretation on paper, your brain is the compiler and interpreter. Learn first mathematical Logic and Programming Logic and you will be abble to understand and solve complex problems with programming.
I wished I knew this when I first started. I lean more to the artist side so picking up programming was very difficult for me. Unity visual scripting (bolt) really helped me connect with the logic of programming but even still, like you said, I had to understand how the logic works which was quite a learning curve.
Thanks buddy for the motivational video! I needed this! 👨🎓
was really hard for me to get in to c# after years of just doing art for projects but when i got the basics it's really satisfying with my own project and open a lot of new perspectives XD
There is a major 3rd group no one wants to acknowledge... Or rather, those two groups dont include game designers. A lot of crappy games are made because they are made by these two kinds of people: those who are technically proficient and those who are artistically proficient. But neither of those skillsets necessarily includes any GAME DESIGN.
Meanwhile, you have me in the 3rd group: I know how to code and do art, but I just really don't want to.
Im pretty sure it gets harder to make a game the more you know to code.
Lol, relatable.
In the original Star Trek whenever there is an away team put together to explore a world (of Game Development), WHO is wearing the RED T-shirts (the Programmer), and WHO is wearing the BLUE T-shirts (the Artist and story writer)? At the moment I am wearing a BLUE T-shirt (literally).
Then there is the group that is just almost decent at both. That's me. It's alright, I'll learn with practice lol.
Well, i can do art at least somehow. Coding is just a closed door for me.
This makes sense.
1:58 also you can't use this engine expecting to only work on your game, you need to do a lot of free coding work to fix it for free for starters.
finally somebody talk about it, m the one who fit perfectly on 2nd kinda category.
What about people like me who have a little bit of programming and a little bit of art? Lol
Ive watched this video and your art one now and both have been amazingly helpful
What if I have nothing? No art, no code...
what would you recommend as the best language to learn first? not necessarily the easiest, but the best one to use as a root that can help you learn other languages later on
Or music artists.
honestly as long as you have a basic understanding, Ai is great for making simple functions.
There are also designers who are bad at both things.
biggest issue with tutorials people don't know how to get to the point or show a basic workflow. most the time people rambling on about something .
Unfortunately, coding is not for me. I don't have head for it and I don't understand it. I gave myself a chance and spent over 100hrs in Godot, which is supposed to be easy engine to learn coding. Result of this is that after that time I still don't understand anything of it. So the simplest solution for me is to buy ready-made script that does not require coding, however, elements that would require coding I order freelancer.
I was interested in starting out in gdevelop as I am looking for a visual coder and it supports basic 3d (looking to make something with the doom look, 1st person, mostly turn based and with basic models or even 2.5D). Should I instead go with godot or some other engine that offers visual coding plugins? Thanks
Question is, why should a person make a game if they dislike coding?
Get better at coding. I promise you, it will eventually click, you just need practice. You will be doing your players and yourself a huge disservice if you dont want to improve in this aspect of game development
The problem is figuring out how to learn. Most courses out there are based web and app design, and don't show how to implement what you learned on projects.
@@mateuscristianschannelen961 i agree that the way coding is taught is flawed, but i believe if you really and i mean REALLY want to learn, you will find a way to make it effective for you. I think this is more of an issue that people just dont want it that much. And if you dont, i promise you, your game will suffer as a result. How do you expect to make an entire game when you dont take the time to study a language? The studying is the easy part.
I can code...but my art sucks
Second?
I totally disagree with this whole video! 🤬 Its NEITHER "your lovely art" NOR "your amazing code" that makes a good game! Its the original GAME DESIGN. Which is neither art nor code. Its mechanics, core loops, and level/puzzle design. If you don't get that, you wont get that.
The thing is though, game design is impossible to be attempted when you can't make the mechanics, loops, level design and such because you don't know how to either make the assets, or program them. Yes, game design is the most important thing about it, but you can't make a game without assets or coding.
Prompt engineering: Despite what people might think, I’m just average at coding. But when I know what I want to achieve, generative AI is an absolute game-changer.
Generative AI is a disgrace to all art forms.
Ew, dude.
AI-generated art is disgraceful, and I don’t support its use beyond maybe thumbnails-and even then, I’m questioning the value. So, I’m definitely against it for art. However, when it comes to code generation or automating tedious tasks, that's the only use case I fully support.
I do think it's overhyped. I’ll admit, calling it a "game changer" is an exaggeration
@@neppallv Ok yeah I actually see your point there, after all that is the main industry application of AI and isn't necessarily unethical. So yeah I agree, sorry if I came across as a bit rude
Firsttt