How To PLAN your Game as a Solo Developer

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  • Опубликовано: 20 ноя 2024

Комментарии • 491

  • @uheartbeast
    @uheartbeast  2 года назад +105

    Here is the substack post: heartgamedev.substack.com/p/production-point
    Here is the book: courses.heartgamedev.com/p/my-downloadable-87616?coupon_code=RUclips_REF

  • @KryyssTV
    @KryyssTV 2 года назад +1291

    Nintendo actually uses this exact approach for most of their in-house games. They have teams who just develop game systems with no planned products to use them. When they come across something fun then the senior staff decide what franchise would make best use of that gameplay, then the product is developed around those systems. This approach seems to be the legacy of when Nintendo was a toy company as that industry does a lot of prototyping for toy concepts and the best are chosen to go into production.
    This method is why we have Splatoon. If you ever watched documentaries on its development you'll discover that the senior Nintendo folks loved the prototype but didn't feel that it fit with anything like Mario, Zelda, Metroid or any IP they had. But rather than discard it, they created an all new IP built around the gameplay - and so the Squidlings were born.

    • @Donzy213
      @Donzy213 2 года назад +85

      That is... legitimately interesting. I think this is why feel some game franchises can do with some "unguided" experimentation. A little time to play around with some ideas. Though I imagine that that can get expensive.

    • @KryyssTV
      @KryyssTV 2 года назад +64

      @@Donzy213 Not as expensive as starting with the idea for a game, then building systems around the idea before realising too late that the idea worked better on paper than in practice. Start with systems and build the idea around that gameplay.
      Quite often I've seen gameplay problems occur with clear solutions but the creators avoid those solutions because they don't fit within the aesthetic of their game idea.

    • @Donzy213
      @Donzy213 2 года назад +17

      @@KryyssTV yeah I can see that. I remember when I was working on a stealth game for an online Videogame development course it was difficult for me to conceptualize the game without the characters, graphics etc. But that was the point: working out the mechanics on paper can be an important exercise. Something that was reinforce in my Computer methodology class.

    • @adithya260
      @adithya260 2 года назад +6

      Exactly i find that really fascinating a big reason why Nintendo games can be so fun and deep at the same time is because they approach gameplay first and how it feels. If it dosent pass that stage then they dont even bother they build an entire game with those mechanics rather than coming up with a story point and having to jam gameplay alongside it.

    • @revimfadli4666
      @revimfadli4666 2 года назад +10

      That explains the diverse mechanics in Mario spinoffs

  • @thomrade
    @thomrade 2 года назад +1309

    This is a really smart take on project management. A lot of people get bogged down for example, in fine tuning graphics and content really early on, when they could drop in some ms-paint placeholders and focus on getting the mechanics done. Thats especially common in the RPG maker community, you can build an entire game with the standard assets and come back later and replace and refine them as needed. I really nenjoyed this video, would love to see more like this!

    • @atlantic_love
      @atlantic_love 2 года назад +1

      What types of games could you put ms-paint placeholders in early in the process?

    • @Zoyous
      @Zoyous 2 года назад +63

      @@atlantic_love Usually any type of 2D games. The equivalent for 3D games would be something like "grey box" levels where you mostly use untextured cubes to rough in the level layout, check sightlines, and work out how to direct the player's progression through the map.

    • @atlantic_love
      @atlantic_love 2 года назад +1

      @@Zoyous Okay, so most serious game development wouldn't include putting in ms-paint placeholders?

    • @timezonelafontaine4987
      @timezonelafontaine4987 2 года назад +73

      @@atlantic_love Are you implying that 2D games aren't "serious game development"? Or no serious developer would use MS Paint? If you're a solo developer and you're prototyping a 2D game, MS Paint is a perfectly adequate tool to use for placeholder art that doesn't cost $50/month like Photoshop.

    • @DexFire1115
      @DexFire1115 2 года назад +77

      @@timezonelafontaine4987 They aren’t serious. If I’m being honest, neither are 3D games. 4D games are adequate enough I suppose, but 5D is where it’s at.

  • @erikahlundhelguera
    @erikahlundhelguera 2 года назад +266

    I decide to make an arpg game using Godot, HeartBeast starts his arpg series literally the day after I begin.
    I get unmotivated, a few days later HeartBeast has a video about him feeling unmotivated and how he deals with that.
    I take a break and start thinking about how to manage my time and the project in general. Again, LITERALLY the day after, HeartBeast posts a video about it on youtube... Are you in my head or what?
    I swear if I ever finish the game it'll be thanks to you

    • @IcedCub
      @IcedCub 7 месяцев назад +17

      Did u finish it?

    • @HighImHorizon
      @HighImHorizon 3 месяца назад +2

      @@IcedCub i guess we will never know :(

    • @atxm1c45
      @atxm1c45 Месяц назад

      update us pls

    • @xaby996
      @xaby996 27 дней назад

      Cringe

  • @ghaydn
    @ghaydn 2 года назад +549

    I think, very important thing in solo developing is change of activity. When I code day after day, at some moment I get tired and my productivity is declining. At that moment I need to switch to writing music or drawing graphics. If I don't do that (like, I cannot draw graphics when I don't know where to use it), I won't be able to get any progress and will abandon the game for several months. That's not what I want, so it's important to always have possibility to switch between prototyping and production.
    It is sometimes very hard to finish something, if it is big enough. Not hard or complicated, just big.

    • @alpack2027
      @alpack2027 2 года назад +5

      wow thats clever when i was doing some coding later i was just drawing characters, background and never returned to it sadly

    • @atlantic_love
      @atlantic_love 2 года назад +34

      I second the activity changing, but what destroyed any chance of me becoming a software developer is that I have multiple interests (fine art painting, programming) and I would switch back and forth between those. Obviously when you switch back and forth between a text editor and an easel it is very difficult to get back in that frame of mind again.

    • @Unelith
      @Unelith 2 года назад +12

      @@atlantic_love I'm a bit similar, I cannot stick to anything, it just stops being enjoyable for me, and I only began any of my projects because I really felt a strong compulsion to do so. If there is no more enjoyment, I just won't do it. Sometimes I even start working on yet another idea I have while 100% aware that I'm gonna just work on it for 2 weeks and drop it afterwards

    • @MichaelCoorlim
      @MichaelCoorlim 2 года назад +15

      @@atlantic_love I'm the same way, and I juggle multiple projects of multiple sorts all day long. What works for me is dividing the day up into two hour blocks devoted to specific tasks - long enough to get into that 'flow' but not long enough to get tired - and then switch. So from, say, 8am to 10am I'm writing a novel, from 10am to noon I'll be coding, take a break for lunch, then from 1pm to 3pm I'll be doing pixel art, then 3pm to 5pm maybe I'm doing marketing or working on a different project or doing some video editing. Keeps me busy, keeps me fresh, keeps me productive.
      (I've also tried breaking things up *weekly* - like project A on Monday and Wednesday, B on Tuesday and Thursday, bookkeeping/marketing/blogging on Friday, but this has seen mixed results.)
      The key is scheduling and being flexible enough to adjust when needed.

    • @pamparam3495
      @pamparam3495 Год назад +2

      Yeah that's reasonable, I'm trying to regularly switch between coding and modeling/texturing

  • @pigdev
    @pigdev 2 года назад +225

    Awesome content Ben!
    Regarding the "when to switch to production phase", had you read Sprint? The Google's book about prototyping? There they mention something that really stuck to my head:
    - Each prototype should answer questions that must be known by the time of the actual production
    Things like "how players react to X mechanism" or "which GUI is more intuitive". So I think that when you have these important questions answered with a prototype, it's time for production

    • @uheartbeast
      @uheartbeast  2 года назад +70

      Yeah, it's about removing uncertainty. If a developer is really new to making games they should combine all those small sprints into a completed experience before moving to production because even the act of putting it all together may cause large issues for a new developer.
      If they have experience with stuff like that they may not need to.
      I've also come to the conclusion that calling phase 1 the prototyping phase is bad, it makes people assume that the phase is about making a prototype, but it's not, it's about making several prototypes and finding one that has removed nearly all the uncertainty. I think a common issue (one I've experienced myself) is committing way too soon to production when there are still large areas of uncertainty.

    • @pustota7254
      @pustota7254 2 года назад +2

      Your comment got liked 69 times.

  • @vast634
    @vast634 Год назад +59

    Really important: keeping files, assets, code-examples, design docs and workflow-steps etc organized. Projects often run into a complexity trap, where adding a new system or mechanic is exponentially more complex than in the early prototyping phase, simply because there are so much more files and dependencies to regard, a much larger codebase and unclear workflow in the asset pipeline.

    • @cryptzzz1188
      @cryptzzz1188 5 месяцев назад +1

      That's really important and something I'm beggining to understand more as I make my first shy steps in the field

  • @julio1148
    @julio1148 2 года назад +40

    Shoutout to the book “algorithms to live by,” you’ll get nuggets of wisdom like that (like the multi arm bandit problem). Definitely worth your time to anyone interested. Audiobook is great too.

  • @wulfsnack3594
    @wulfsnack3594 5 месяцев назад +28

    It's good to note that if you're a hobbyist solo game developer with no desire to make money, you can do whatever tf you want! Just make games that sound cool to you without worry of making a successful hit or filling a space in the market.

  • @siidaf
    @siidaf Год назад +15

    I find this approach very useful
    phase 1: experiment and find a solid and fun "game loop".
    phase 2: complete levels, graphics, music, fix bugs, etc...
    Thank you

  • @cool.guy.
    @cool.guy. 2 года назад +238

    One critique I want to make and that you should address is, as a fellow solo developer, it’s really important for me to break up the monotony, working too long on systems or content production can really be draining mentally. On the other hand, alternating between content production and systems can really be fulfilling once you get into a sustainable rhythm.
    I feel like the most important aspect of making games, especially if you haven’t released any commercial games yet, is fostering your motivation and creative drive. If you are not fulfilled with your current project it is often too easy to switch to another project.
    Take this with a grain of salt tho as I’ve only released my first commercial game last year haha

    • @nyscersul42
      @nyscersul42 2 года назад +2

      Agreed.

    • @GreenBlueWalkthrough
      @GreenBlueWalkthrough 2 года назад +10

      Same way and I've been Youtubing for 9 years with 6k+ videos and 1.6k subs,Writing novels for 2 years with 1 released, been doing arts and TT/Video game dev for 1 year and music writing for a few monrths... Jumping between by works when I get bored of one, works great!

  • @dismasbanda8153
    @dismasbanda8153 2 месяца назад +2

    This is the shortest 16-minute video I've ever watched. Thanks for the advice.

  • @Ivorforce
    @Ivorforce 2 года назад +37

    This is solid advice! You know a solution is valuable when after you heard it, it seems obvious. I have previously experienced similar problems and come up with similar solutions, but you put it down very concisely and clearly!

  • @apoxfox
    @apoxfox 2 года назад +60

    I feel like the first indicator that you’re ready for the production phase is when the prototyping slope reaches its limits. I can get caught up polishing my prototypes “game feel” forever, so I think that’s probably the first hint that it’s time to move on

    • @Inanedata
      @Inanedata 11 месяцев назад +3

      ​@JahvaughnEllisidk, but most likely it's a diminishing returns kind of thing, where after working on the prototype for so long the changes and benefits are smaller and smaller over time.

  • @tumbleweb
    @tumbleweb 5 месяцев назад +2

    Discovered this naturally while working on a game. It's nice to have a system put into words so I can better understand the flow. Thanks for making this!

  • @GnRGaming
    @GnRGaming 2 года назад +34

    One thing that really helps you learn proper planning of a solo project is to participate in game jams. You have limited time to get everything done, so in order to finish on time you have to learn really fast what's gonna help you progress & what's gonna slow you down. And when you're done with the jam, you can keep working on the project using the same methodology applied to a longer period of time.

    • @lewiji
      @lewiji 2 года назад +10

      Game jams definitely help you manage scope and decide what's important and what isn't, what can be cut and what the core features are vs nice to haves, that's a reaaaaally useful skill for a solo gamedev. That said, planning and executing over a long period of time (months, years... decades?) is a whole other skill. They compliment each other.

  • @SinfulCreature
    @SinfulCreature 2 года назад +50

    As a learning solodev with a bad habit for leaving or forgetting projects, starting a new project... this video has helped me think about prioritising what I need to focus on and what can be done later in development
    Thanks for keeping the gears in my head turning!

  • @davidmcbride5357
    @davidmcbride5357 2 года назад +4

    People doesn't understand the importance of methods and ways of working! Thanks for helping people.

  • @TackerTacker
    @TackerTacker 2 года назад +6

    Thanks for clearing up in my face attic.
    I was already doing most of this intuitively, but more in a jumbled messy way, really great to see it all clearly laid out like that. That should really help.

  • @mindrunegames6658
    @mindrunegames6658 2 года назад +15

    It's great to see you here 😀. This is an amazing advice on management, and I'll probably apply this to my game development process (solo dev here). And I would definitely buy this book. Thanks!

  • @sweet_dijon
    @sweet_dijon 2 года назад +8

    Your videos are so great, man. They inspired me to start my solo-dev journey and they continue to inspire me. Thanks for all you do, looking forward to your stuff coming out!

  • @samuellotz8304
    @samuellotz8304 2 года назад +1

    The scope aspect was particularly insightful, thank you.

  • @jj-qq8dg
    @jj-qq8dg 2 года назад +3

    This is really helpful. Thank you for clearing up my mind. I love the point about being playful with the prototype phase, sometimes I really spread myself thin by aiming for polish when prototyping.

  • @silvernode
    @silvernode Год назад +4

    Ben is the only game dev teacher on youtube that speaks in a way that works with my brain. He is just verbose enough but not so much that I get lost and not so little that I can't grasp the concept.

  • @npx_riff_lift-g
    @npx_riff_lift-g 5 месяцев назад +1

    You really helped me get over a mental block with this. Extremely valuable take on project management.

  • @HexonineGames
    @HexonineGames 9 месяцев назад +1

    Thank you for the great information. It is great that you are using project management methodologies while maintaining a simplistic explanation.

  •  2 года назад +6

    Wow, this is exactly what I was looking for. I'm graduated in Game Design, but there we used to create games in groups. They haven't teach any solo game dev methodologies, strategies, frameworks, etc. Thanks very much for this video! Subscribed to your channel.

    • @uheartbeast
      @uheartbeast  2 года назад +1

      Thank you! Welcome to the channel :)

  • @pythonxz
    @pythonxz Год назад +1

    I really like the Valve process which mirrors a lot from this video. They put emphasis on play testing early and often.

  • @landnavgame2160
    @landnavgame2160 2 года назад +15

    This is very useful. Thanks.
    one thing I might add from my experience as solo developer is that in prototype phase you may also need to prototype your production pipeline. Depending on the sort of art assets you are using, it may be a serious endevaour to figure out how or if you'll be able to produce the content you need, and so you need to actually go through the process of making that stuff to ensure you'll be able to survive the production phase.
    And so if you have to do a bit of that, then you sort of end up making a vertical slice by the end of your prototype phase - that is, you have a good bit of "finished" art ready, anyway.
    Obviously it depends on your games art needs. If you are relying on bought assets and wont need to make things on your own, you probably wont have to spend time validating production pipeline liek this.

  • @defomort
    @defomort 2 года назад +1

    wow, what a perfectly concise and helpful video. understanding where to put your energies at every stage is most of the battle but the way you explained it makes it seem intuitive.

  • @etdenever4944
    @etdenever4944 10 месяцев назад +1

    11:14 that startled me when you mentioned rpg maker, i picked your video to take notes on specifically bc a friend recommended them to me but i was feeling a little lost on where to start! thank you for making this video i feel a bit more confident now

  • @BruceBalensiefer
    @BruceBalensiefer 4 месяца назад +1

    I'm considering solo dev-ing a game and this made a lot of sense and reminded me of a couple of my own videos. Cheers.

  • @SuperJohnsmith
    @SuperJohnsmith 2 года назад +1

    I naturally discovered this approach in working on my latest project. This video has confirmed I'm on the right track with how I'm tackling things.

  • @jamesbogart3334
    @jamesbogart3334 9 месяцев назад +1

    Wow, I was just describing the "super position" feeling to a friend earlier this week. You really helped me diagnose why I was in that state, and what design issues I was having.

  • @Macalaka
    @Macalaka 2 года назад +4

    This is a great video, helped me realise that I'm in the prototyping phase on my project and dipping into production a bit too much. It seems much clearer how I should manage it now, thanks very much! :D

  • @Pengoony
    @Pengoony 2 года назад +2

    Your "How to scope" section alone has solved the problems I always faced planning projects

  • @FireManiac58
    @FireManiac58 7 месяцев назад +1

    This is quite helpful. I think I’m gonna try and mess around with different game mechanics and try to find something fun and then build an idea onto that game mechanic

  • @rogueagency7714
    @rogueagency7714 2 года назад +8

    Such a boss I resonate with everything in this especially that superposition stage. Thanks Benjamin, can't wait for more on this as a solo dev very insightful, and clearly experienced based insights you're sharing.

  • @JoeTaber
    @JoeTaber 2 года назад +4

    The comparison between work modes expressed as exponential vs linear effort/reward is wonderful. Even a large long-term project could benefit from clearly transitioning between these prototyping/production modes at a regular interval.

  • @usarian
    @usarian 2 года назад +8

    REALLY great info. I'm a self taught database developer who moonlights picking up gigs on upwork, and I just don't have any training with managing projects at all. I've been doing it by the seat of my pants for 20 years, but I recently landed a bigger contract and I'm drowning in managing it to the point where every time I sit down with it I just stare at the screen not knowing what to do next.
    Your concepts are applicable to general programming. I can kind of cross apply most of this, but I would love to see another video where you abstract this out and maybe even talk about tools that help you manage everything.

  • @ryan.j113
    @ryan.j113 Год назад +1

    This video so perfectly describes thw issues I've been having with the development process. I can't wait to apply this. Great video.

  • @tissueinu
    @tissueinu 2 года назад +5

    Thanks so much for this video. Project management is a very complex discipline. After investigating several approaches none seem to really fit with the process of solo game development. Agile for example has been tremendously hard to apply because of the months and months of no "releases" as such. It was about time someone took a good look at how to better organize this type of workflow. I would be very interested in a book if you decide to write it!

  • @The_Omega
    @The_Omega 11 месяцев назад +1

    As someone looking to test their capabilities and not being sure where to start this video is really helpful as overview for a clearer start point and progressive goals, very helpful, thank you!

  • @unityvelop2763
    @unityvelop2763 2 года назад +4

    This has been a huge battle for me in every single project. I don't know how to create a good plan to follow either. I get inspired and jump straight to coding it which is fun until it's not lol and not the right way to go about it from a business standpoint. I was just last week able to identify why all my projects stop and this was it. This and separating classes and systems with good communication between them. Great video hope you and the family are well.

  • @Smartcoughdrop
    @Smartcoughdrop 2 года назад +1

    A lot of good info, I have struggles with balancing workflow, and it's nice to have it broken down into a simpler process.

  • @Coolae450
    @Coolae450 3 месяца назад

    my game is currently WELL into that superposition, and I am currently scrapping what was going to be for a way more structured and planned out base gameplay style etc. This video helped me out for when I need to transition my game from prototype to polish and production!

  • @Zzkkb98
    @Zzkkb98 9 месяцев назад +1

    Its been 4 years since last time i watched a video in this channel and i still like that dude he’s a nice men

  • @HadiLePanda
    @HadiLePanda 2 года назад +3

    I really enjoyed the presentation and clear explanation of this concept.
    I find it very useful to clearly see the line between both the prototyping and production phases :)
    Thank you.

  • @TaraRaeDev
    @TaraRaeDev 2 года назад +2

    This is sooooo good!!! 🌟 Thank you! A huge trap that I fall into is making more content when the game isn't fun enough.

  • @daka.notatp
    @daka.notatp Год назад +1

    MASSIVE value, thank you for debbunking the thinking process

  • @prairieinteractive
    @prairieinteractive Год назад +1

    Enjoyed the video. It's a simple idea once it's understood. I related to the issues brought up about not having a defined separation between prototyping and production.

  • @BlortNet
    @BlortNet 2 года назад

    The exponential graph for Systems and Mechanics. Wow, thanks for pointing that out

  • @squishmcmuffin
    @squishmcmuffin 5 месяцев назад +1

    I was just thinking to add vertical slice to this as a transition between prototype and production, And I see you mention that in the book. I'll def pick up the book. So far I think goals for developement are rough prototype, vertical slice and then finished product.

  • @hawkgamedev
    @hawkgamedev Год назад +1

    I can thank you for this enough, the amount of hours and headaches you just saved me is unimaginable.

  • @nturceni2172
    @nturceni2172 Год назад +1

    This video was extremely helpful! Also looking forward to checking out your book. Thank you

  • @notthenine2780
    @notthenine2780 2 года назад +1

    Absolutely incredible video. I have struggled in this exact point during game development and was unable to articulate why and how to fix it but I believe that this video has just done that.

  • @adamprogramming1111
    @adamprogramming1111 2 года назад +11

    When i released 1 game i waited for my first donation but i got nothing and now i made 3 and i got my first donation
    The tip is :
    - Dont wait for progress just it will come gradually
    - concentrate on one game and when you finish it make a new game
    Dont start a new game without finishing an old one
    - a good start will get you a good progress so release the game better from the 1st time

  • @nomad7317
    @nomad7317 Год назад +2

    No one could have done this better. This is really helpful! Thank you so much!

  • @reyhax7132
    @reyhax7132 2 года назад +1

    Great video! I never looked at development this way but it makes so much sense. I've had moments where I'll be making content along side a system causing me to go back and forth and not getting much progress done. The distinct attitudes to have for prototype and production that you mentioned make having consistent progress attainable. Thanks for sharing!

  • @Manja500
    @Manja500 6 месяцев назад

    This is an amazing video. I would say only 3% of videos on RUclips really make me go "wow, that was really good" and your video did exactly that. Keep up the good work.

  • @NoahNCopeland
    @NoahNCopeland 2 года назад +3

    This is very very helpful! Thank you. You hit the nail on the head.
    If you have not heard of Mark Cerny's "Method" (youtube the DICE talk from early 2000's), they are similar sentiments in that as well that could be good additional reference.

    • @uheartbeast
      @uheartbeast  2 года назад +1

      I'll check it out!

    • @uheartbeast
      @uheartbeast  2 года назад +2

      What the heck! This is talk so validating. It feels good to see an industry giant like this who feels so similarly to me about this.

  • @kennethkline7702
    @kennethkline7702 2 года назад

    I definitely go back-and-forth between these phases.

  • @BitTinker
    @BitTinker 2 года назад +2

    best greeting ever "wherever and whenever you are" 😄 Nice content too.

  • @tedbendixson
    @tedbendixson 5 месяцев назад +1

    Just four minutes in, and I can already tell this is a fantastic video on the subject

  • @memine5595
    @memine5595 2 года назад +1

    Handy Thanks. I didn't know you still made tutorials online. I bought your ebook years ago and LOVED IT but sadly I lost the file and couldnt re-download the pdf because I couldnt find the link again but the ebook was awesome and I would very much like to be able to redownload it again somehow.

    • @uheartbeast
      @uheartbeast  2 года назад

      Send me an email and I can get you a link to download it again: heartbeast.studios@gmail.com

  • @RGHdrizzle
    @RGHdrizzle 10 месяцев назад +1

    The main problem with my projects is getting assets which is what makes my production phase more longer and the other problem is I dont have deadlines which actually makes me work less everyday instead of actually working for hours on it when I could. These points made me realize deadlines and pre planning is very important to actually reach a goal and complete a game.

  • @kingfuzius6190
    @kingfuzius6190 9 месяцев назад +2

    very nice video you are using. kind of related sidequestion: what kind of app/program are you using for your slide show?

  • @BabyAteTheDingo
    @BabyAteTheDingo Год назад +1

    This is an amazing articulation of a problem which commonly plagues the average indie developer, perhaps with many of us not even aware of it. Thank you so much for making this video!

  • @PaulHockerOnEarth
    @PaulHockerOnEarth 2 года назад +1

    Great Video! I already have some takeaway that I will try to use in my next project. I think a book on this would be very helpful.

  • @RobSeib
    @RobSeib Год назад +2

    Absolutely fantastic & practical method, thanks for sharing!

  • @themathmoth7393
    @themathmoth7393 2 года назад +5

    This is genuinely fantastic.

  • @madpinger
    @madpinger 2 года назад +1

    Thanks for making the video, it was useful and I look forward to you flushing it out to even the extent of a book.

  • @oDinodyr
    @oDinodyr 2 года назад +6

    This approach is perfect to me, when I saw the first question in the faq section I realized how to separate prototyping and production in my game, which is a roguelike, so is quite hard to leave the first phase.
    Great video as always! I've been into Godot watching your action rpg tutorial and never left it since, I'm very grateful for your content!

  • @lordhn6699
    @lordhn6699 2 года назад +1

    thats some real project management gold here, have never thought about that yet

  • @cjwang1121
    @cjwang1121 2 года назад +1

    This is by far the best solo dev suggestion video! Thank you

  • @Taugeshtu
    @Taugeshtu 20 дней назад

    Great content. Reflecting on it, I realized that I already did many of these things subconsciously - different mentality, different focus and trying to keep the two kind of separate.
    One point I wouldn't agree with is the graphs; I feel like (at least for me) adding new systems doesn't tend to spike up in effort exponentially. What does tend to go exponentially in effort is adding _depth_ to the systems (compare simple character controller with a very well-developed one; in couple of my pet projects I've spent combined several month developing a controller)

  • @NullMello
    @NullMello 2 года назад +1

    Thanks for this video!
    Definitely looking forward to anything else you release on project management as a solo dev or small team. I'm always trying to plan better mainly cuz when I'm unorganized I've noticed I lose a lot motivation in my projects. In fact, your point to separate the 2 focuses (prototype v prod) is really useful.
    Can't wait for the next vid!

  • @Wrathgir
    @Wrathgir 2 года назад +1

    OMG this helped me out quite a bit. I am really new to making any games that I wanted to bring out, but I needed to figure out how to actually start. I have been in the stuck for many many years on this game unsure where to start and what all to do. Though I did figure out more of the story aspect while in this phase. I did figure out a few things I wanted to do with it, but it is still a very much WIP at this point. Someday I want to see my game out, but it will be a good while since I am working on the story and everything myself.
    Thank you for making this video. I will try doing my best to set myself a deadline for things to be finished so I feel a bit more organized with it.

  • @animambc1950
    @animambc1950 4 месяца назад

    My timestamp may not be perfectmy timestamp may not be perfect
    Time: 0:00 Production Point
    Time: 0:27 Multi-Armed Bandit Problem
    Time: 2:40 Explore & Exploit
    Time: 3:12 Prototyping & Production
    Time: 3:56 Superposition
    Time: 4:16 Focus
    Time: 5:27 How to Scope?
    Time: 6:22 Mentality
    Time: 7:06 Feedback
    Time: 8:44 Graph
    Time: 9:43 Production Point
    Time: 10:14 FAQ
    I encourage to watch the whole video.
    this was for me to recap, hope this helps.

  • @opti12
    @opti12 2 года назад +1

    Very interesting to hear your perspective and approach to this, it seems effective and attempts to eliminate most problems, thanks!

  • @siljamickeify
    @siljamickeify Год назад +1

    I've seen this video quite a while ago. It really affected how I work. Now I revisited it, and it motivated me yet again. I realize thay I will want to view this regularly. At least once a year! I say that about 0 other videos on RUclips.

  • @Seskon
    @Seskon 2 года назад +1

    Great Video!
    It took me several years to figure that out... I used to make everything in Unity and got so frustrated of not finishing my projects because I wanted to do everything at once and also perfectly.
    A few Months ago, I discovered that you can prototype on your Phone with JavaScript and html canvas, which basically means you can do it whenever and wherever you want. Now I can sit relaxed outside in the park and enjoy the sun while prototyping :)
    PS: Not sure if this is an actual valid strategy in the long run because I currently can only do it after Work. Sofar I'm only on my second prototype (partly because I also wrote half a Game Engine for it) but it brought me back the joy of Game Dev, so I thought I share it for inspiration :)

  • @SandyGarnelle
    @SandyGarnelle 8 месяцев назад +1

    Treat your project the way you make a cake - even a virtual one
    Create a base - the biscuit, the bread - the base of your gameplay
    Then create fillings - cream and jam and stuff - add your personal touch to it
    Then coat it in icing smoothing out the surface - make it all work
    Then decorate it - and only then add flishy-flashies like sound design, music, effects, polish out the graphics and what not

  • @unknownuser5609
    @unknownuser5609 Год назад +1

    this has answered a lot of questions for me. idk what to put here, I just wanna try to boost your engagement

  • @Midnight_Rein
    @Midnight_Rein 2 года назад +2

    This is incredibly helpful, I am brand spanking new to this, and I had a project that started as a fan game project and has evolved into a full blown personal project that has. Very little actually going for it right now. I have 10 notebooks floating around my workspace with plans and ideas and a tiny level with nothing but a basic greybox. Aiming for modular-openworld survival horror. I know what I want to happen, where I want things to go, and have good paper progress for levels. But I sit down in my workspace and feel flustered as to where to start - a lot of "well I need the inventory system coded" "yeah but I may as well start with the assets first" "yeah but what's the point of the assets without the code".
    I've come to the conclusion that I'm going to aim for a demo that *is* a fan game, figuring out all my coding and using the assets already present, and if everything works out well, continuing on with the original idea. Kinda feels like giving in and loosing progress, but it'll give me more time to work towards a bigger and better comercial product, I think.

  • @HYPERMUSH64
    @HYPERMUSH64 2 года назад +1

    Great observations about game design, but also project management in general!

  • @tryptamigo
    @tryptamigo 10 месяцев назад +1

    this is really well thought out. great advice

  • @nixel1324
    @nixel1324 2 года назад

    Thanks for making me better at the Pokemon Game Corner with that slot machine intro.

  • @gaudenzin
    @gaudenzin 2 года назад +1

    I really liked your explanations, and it was all very relevant to my own experience going solo. very well done

  • @StarContract
    @StarContract 2 года назад +1

    Absolutely gold content, please return to form and post often HeartBeast

  • @KiwiSeedz
    @KiwiSeedz Год назад

    geez this guy is good. I had to double-check that I wasn't paying for a college course. Thank you for not making us read 4 books before this Thursday!

  • @XoIoRouge
    @XoIoRouge 11 месяцев назад +3

    I love the pace of this video specifically because I can comfortably listen to it in 2x speed - I do this all the time but there's finally a video where I don't feel like I'm missing content. I loved how simple your visual aids were - fantastic presentation and usage of the dividing line in the center. It kept our brain engaged to Prototyping on the left, and then Production on the right, which also enforces the order of these two phases based on simply how most of the world reads (left to right). Seeing the differences and graphs between the two phases alone helps motivate me towards development as I'm able to understand more about what phase I'm in, and can focus on the right features at the right times.
    Thanks for the great instructional video!

  • @RastinPlay
    @RastinPlay Год назад +1

    Thanks. That was awesome. I will buy the book.

  • @a.j.outlaster1222
    @a.j.outlaster1222 Год назад +2

    What I have learned: I am almost at production, But still have some prototyping to do, Thank you, This video feels useful.
    I appreciate you. 🙃

  • @charlieg2262
    @charlieg2262 2 года назад +2

    I love you. and i love this video, its so perfectly articulated what changes I need to make in my work. in fact i think this can be applied to development of other things, for example animation ( im an animator by study )

  • @jamesgracia8643
    @jamesgracia8643 Год назад +1

    Such fun comprehensible content! Thank you :)

  • @javanaguirre4425
    @javanaguirre4425 Год назад

    Thank you so, sooo much. I've been looking for a video like this for a while now and this is the most helpful! 😢

  • @alansmithee419
    @alansmithee419 9 месяцев назад

    My current idea for adding RPG systems without needing a lot of content is having an adventure-quest style click-through menu where each beat of the game is available, complete with area enemies, location navigation, shops, and boss fights (and inns/any other buildings you may plan to have in your game like alchemy or whatever - just turned into collapsible menus for testing). This would allow you to test all the mechanics relevant to those things. You could eventually grow this click-through menu into the entire game and even add all of your story to a prototype version without needing a game world at all. Not even so much as a starting town/your mom's house (a la pokemon).
    This was just my first idea though, I'm sure proper developers have simplified this way more than I have XD

  • @shallowdive
    @shallowdive 2 года назад +1

    Thanks for a video. Your videos can support. They are insightful and your attitude is stoic.
    Although I was conscious about prototype / polish phases, in the retrospect I fell for the trap in the last year, polishing features that are then thrown away.
    On the topic: during the prototyping those exploration paths that are most uncertain must be explored first, I think. In a sense there can be a value metric to choose the next task - in the exploration phase it may be positively dependent on the uncertainty. In the exploitation phase I find it convenient to use some kind of agile methodology with frequent releases. So the most important tasks requiring the least effort should be done first. I don't follow a strict plan or timed sprints, but toss around tasks to make a release as soon as possible having the least possible amount of features.
    Thanks again.

  • @b4ph0m3tdk9
    @b4ph0m3tdk9 Год назад +1

    This is pure gold, thank you!