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5 Game Dev Tips if you're Starting in 2024
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- Опубликовано: 24 май 2024
- Warden's Will on Steam: bit.ly/wardens...
My 5 Game Dev Tips for 2024 if you're just starting. These are tips I wish I knew when I started started making games 10 years ago.
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The advice about making systems instead of trying to make the whole game is GREAT! I have been a game dev and instructor for many years and that is something I always say and do. Just don't make your systems more complicated than what you need for your CURRENT game. You can always add to it later or refactor it for another game but don't do too much work that may or may not be used. You still gotta get all the other systems done so make each one as bare bones as you can and still get the value. Also, try not to interlink your systems too much but you will do that so don't get too pedantic about it. Again, you can always refactor out the excessive linkages later. You will have to strike a balance between being able to reuse in the next game and having ease of use in your current one and saving time. As you gain experience it will be easier to do this and instinctively know the right balance. Give yourself deadlines to make a workable system and try to stick to them. Cut features and focus on the core of each to meet your deadline. Come back to them later if you need more features but try to make something deliverable to yourself for each deadline.
100% agree especially the balance between modularity and ease of use. That would deserve an entire video ^^
Great additional advice buddy! This comment is getting pinned 🙏
As a design professor and operations manager, the MVP concept fascinates me in how it can be extrapolated to every creative process.
Systems design: simplicity, similarity, order, and equilibrium👌
@@erick3139 I agree wholeheartedly as that has been my experience with most projects.
A lot of videos like this are filled with generic advice. This gets specific and coming from a fellow game developer is actually quality advice. Well done sir.
Thanks buddy! These are really things I've learned the hard way 😅
If I had to hear "start small" or "make a mario clone" one more time I was gonna rip my hair out! XD
+1 on this comment from a fellow game developer.
Awesome advice. Working on games is all about making systems. Constantly coming up against problems that need a system to manage. 🎉
Thanks 🙏 and exactly 👍
Amazing tips and your game looks beautiful! It actually looks like a game I’ve dreamed of existing, from art style to movement and mechanics! Instant wishlist for me!
Great advice! As someone said, I really appreciate that your advice is related to actual good practices. It would be cool interesting to hear your thoughts on what good architectural practices are for developing a game.
This is a great idea! As I focus a lot on architecture when developing my systems, I will try to give my recommendations for game architecture in a future video 👍
Tip if youre like me and stating at gray boxes makes you want to tear your hair out: get a color palette from online (i use coolors when im too lazy to think of my own) and just give things a color from that palette. Helps take the edge off and makes things easier to discern.
100% agree! I think I should use the word Blockout instead of Gray Box.
What I meant is simple cubes to blockout the levels instead of including actual assets. But a color palette is really a great addition to that to be able to visualize the level and areas better 👍
Warden's Will looks great! Looking forward to playing it 🎉
Thank you 🙏
Wow! Thank you so much for this.
This advice is absolute gold.
Not that my end goals is to be a Game Developer, but the personal project I’m working on does have a very large gameplay component which has, over time, become the main focus of the whole project.
A lot of what you have talked about felt like you were talking to me personally as I have already made a lot of the mistakes you talk about and already spent a lot of Money on Plugins and assets.
My next purchase from the Marketplace was indeed going to be an inventory system, and yes, “Scope Creep” is indeed a thing for me 😊
Anyway, having watched your video this will no longer be happening and I will definitely be reining it in on the spending.
I can’t even begin to tell you how useful these tips will be for me.
I have liked and subscribed and look forward to any further nuggets like this that you may have.
Thanks you so much for the kind words. I am really glad my advice was helpful to you.
Wishing you great luck with your project 😉
As a person who's being a software developer for 30+ years, I can say that this good man knows what he's talking about. How do I know that if I am a software dev and not a game dev? Indeed games are software, and the first observation about looking a game as a system is something I perceived a long time ago... hear him out, there's no waste on this honest video.
Thank you man for the kind word 🙏 Games are indeed bascially software with come Art sprinkeled on top ^^ and my experience started in software before joining the games' industry :)
Welcome back! And thanks for your great tips!
Thanks mate 🙏
Good Tipps! And cool Game. Not my art style, but cool mechanics and gameplay (as far as I can see in the clips) (so as a hobby-solo-game-dev I absolutely did wishlist it, just to support you)
Thanks man!
What an amazing and invaluable tips, i really needed them especially when im new to game development👍.
Glad to be of help 🙏
Hands down the best advice I’ve had in the year and some change I’ve been learning game development!! Thank you! And 100% wish listing Wardens Will!
Thanks man for the kind words and the support 🙏
Hey! It's fantastic to see your progress. I just watched the latest dev log and wow, you've come such a long way! The footage of Warden Will and your last devlog made my day. I’m thrilled for you and hope you reach all the heights you aim for. Also, those character moves and sword finishers look absolutely incredible! So happy for you!
Thanks buddy for the kind words 🙏
Happy you liked the progress!
Great advices! Thank you!
Thanks! You're welcome 🙏
wishlisted! not sure if ill stick with this, kinda scared really but thanks for the advice! best of luck on wardens!
Thank you for the support! And good luck to you as well 💪
Being 10 years into game development as well, I wish I had this video back when we started. Great Job!
Thanks man! Yeah, 10 years ago feels like the far west for game dev now haha 😅
@@PolygonHive An easier time to sell games for sure!
great advice
Thanks!
These arent the average 5 Tips. Thank you :)
You're welcome! Thanks for the support 🙏
Super good tips, especially as a first time game dev working on a similar project. I had been unsure if I should commit to multiplayer and I think you've just saved me a lot of pain 😂
Haha I wish someone had done the same for me years ago 😅
I played the demo Warden's Will, let me give you a brief review on it. The animation, locomotion, and overall look and feel of the game is amazing. The different types of weapons are pretty cool, but I did feel that adding such long CDs on them caused a lot of times, some downtime in the fight in which I had to focus more on kiting and mobility rather than doing high amp combat. Also holding shift for the flight changes the camera a bit and it offsets you, it was the only thing that felt a little bit off.
Thanks for the feedback, we'll add these to our list :)
I've seen y'all's game on Reddit occasionally; looks really cool! Thanks for the helpful tips
Glad you like it! Thanks for the support 🙏
Surprised. Lots of people without experience sell smoke and give bad advice. These tips are honestly quite good. Keep it up!
Thanks man 🙏 These are things I learned the hard way and as game dev is getting more popular, I really wanted to give my most valuable lessons.
This advice as actually gold. Thank you :)
You're welcome! These are really lessons I have learned over the years ;)
Only code/blueprint asset I use is a health plugin. The one I use is simple enough to expand on and saves me so much time setting up those basics. (More than just a prototype/float variable health setup.)
Outside of that, I have broken apart a bunch of systems to learn how they approach it, take some useful bits, and apply them to my systems.
Oh... and Ultra Dynamic Sky is always a must. I get so sick of the base ue5 sky that I have to delete lighting and drop in uds even on my systems only projects. 😅
You're right. Assets that are very specialized and easy to understand and use are the way to go 👍
Good stuff.
Thanks!
Totally agree about the second tip,
Specially for newbies.
💯
Good tips 👍
Thanks!
I hope you will share more about your canceled 4 year project (I'm assuming it's the 3rd person action game on your channel) I would love see see it
I am thinking about doing a video on all my cancelled projects. There are many 😅
so good advise !!
merci beaucoup !!
Je t'en prie mon ami 😉
Great advice. Wish I watched this 6 months ago!
Thank you!
Great video thanks man!!
Thanks for the support 🙏
Excellent advice. Agree re multiplayer.
If only someone told be before ^^
100% agreed!
That's some solid advice 🙌
Thanks 🙏
Those are nice & valuable tips indeed. I use to make tons of small projects focusing on one very specific thing and yeah, that's definitely a very good way to learn and stay focus on 'the goal' of that small project (ie ; inventory as you mentionned). For the learning curve and the urge of endlessly remaking/refactor things for the better ... yeah ... know I see that as how I educated my dog ; you start with small ambition, then it get better and evolves, then you see some flaws that only you can redirect/improve/do better, only to realize that ... well... it's not that bad hu :')
Ps : for the multiplayer I clipped that section, see you next meeting :'D
🤣
i can say for sure you are absolutely correct bro
Thanks bro🙏Yeah there are hardly learned lessons ^^
Gonna have to disagree about using assets. There are a number of great, non-bloated assets that can save you time and are well written. Theres a lot of popular shipped indie games that use assets. For example: Text Animator, Dialogue System etc. And then there’s assets that improve your workflow…Then there’s vegetation and prop assets, so you expect everyone to make their own props if they can’t hire someone? There are so many types of assets.
Actually I am not against using assets overall. I just don't recommend that when we are just starting to learn.
Once we have a bit of experience and know what we're doing, using assets is ok because then you can choose assets correctly and actually understand which ones are good and not bloated like you said 👍
These are great advices
Thank you!
ty dude
Thanks buddy 🙏
This was eye opening, especially the part about grey box, so I looked it up (Wow). Awesome Advice. Quick question though. When using the grey box, what's the most effective and time saving way to swap out the grey box with the art? Will that not really prolong the time when it comes to level design (I'm sure it's not like photoshop where you can just have the grey box on another layer you can just turn off... or can you)? I'm relatively new to game dev...
Actually you can 👍
You can have the greybox in a sublevel and just hide/show it when needed. Most engines allow you to separate your levels into layers/sublevels.
Also, if you want you can export your greybox meshes directly to your 3D software, rework them and reimport them in the engine. This way they will replace the actual greybox automatically. This will be even easier if you setup your data folder correctly in the engine. This is the folder where your original assets like FBXs are.
@@PolygonHive Whoa! Alright... I think I need to dive deeper into this. I feel like you might have just saved me a lot of headaches... All the best with your game. I've already wish listed. I'll try the demo out.
I watched this video twice now and i do love and like the idea of doing systems for the game instead of working on aspects of the game and for my fps game am mainly using the lyra starter project unreal engine 5.3 version and supposed to be working on the buildings of the game in a basic form. and Do you think i should do what you suggested in this video? and Look at the workings of the lyra starter project and build off from that and go from there or just start from scratch? for each project like a main menu system a movement system and so forth?
Lyra has a lot of infrastructure built in but can get very complicated. We are using it for our project as well but it hasn't been easy some times.
If I am to make a solo project or a small team project right now, I would start from scratch and pick things from lyra based on my needs.
Lyra is a great sample but we had to redo many many things inside it that weren't done well or were just made too complicated.
@@PolygonHive Also just wanted to say ty for the expert advice and feedback and info and my original idea was just take the lyra starter project and make my fps game and build off of it with that via blueprints since i would feel more comfortable with that. but after getting ur advice from the video and a couple of other youtuber's advice from videos like making smaller games and basing one small game around a single project/simple game and am thinking of wanting to work on the 3d buildings block outs of the Hotel and Motel and Gym and Inn and Hospital and Clinic and Prison and i have a initial layout for the hotel design in my mind of two types for it maybe 3 but not quite sure for the third layout and wondering why these that i picked mainly all of these buildings types i have seen and saw games showcased in them and played not just fps games but third person games and different types of genre's in the game industry over the years and not played all of them yet but just a general ideas of a fps game and i decided to get the 3d buildings layouts worked on and look into how to go about taking what you said in ur comment and just simplified it the game that i want to make via blueprints i love the idea of taking and making one single project only and working on it as a system and making a simple game out of it but problem is am a beginner as a blueprints and ue5 user don't really have much knowledge about it at all
@@mcfluffy28655 That's the right approach! Take it one step at a time and you'll get more used to unreal and game dev in general pretty fast. Just keep things simple and don't be a perfectionist 💪
I don't know if Unreal systems are hard to learn don't look like so to me, but in Unity they are just code you can extend and improve the way you want it, so it is not a bad idea to have systems that can help you gain time, if it suits your project, I spent a year doing a combate system so if in Unity had it I would definetely use it instead and spent my time in other important things.
Yeah I agree. I am not against using those forever, just when we are complete beginners. Once we have some experience and can understand other's systems quickly it's ok to use ready assets in my opinion 🙂
develop systems yourself is great, you have full control of what you wanted and the performance could be control to some point.
Exactly! although getting ready assets and plugins seems like a good idea at the start. Most of the time, It's not worth it In the long run.
@@PolygonHive especially those monthly free assets for unreal. while they looks cool, they're not really fit my projects. Not to mention the performance cost for art assets...well they're good for advertisement but it'd required too high PC to play if make into games.
5:46 How much great games would we have now if most of the developers did follow these simple advice))))
Haha agreed ^^
Everything he said is sooooo true :D
Thanks buddy!
Ive been wondering about local multiplayer. I think it would be fun to design a game that i could just sit down on the couch and play with my friends or family on the same device. I understand a lot of people talk about online multiplayer and it being difficult with networking and all that, but isnt just adding more players and split screen? Just wondering what kind of problems ill run into with trying to do something like that.
Online comes with all the networking challenges. Local multiplayer doesn't have those which is definitely better. On the other hand, it comes with challenges in terms of design. But if design is kept simple, local multiplayer can be ok 👍
For multiplayer - i follow the same concept - split into Systems, and then reuse. With Unity's DOTS it is easy because your project is split into Systems by design and porting the code is just a copy-paste away
Never used DOTS but that sounds like a cool architecture 🤔
When you say don't do multiplayer does this apply to couch co-op/local co-op?
I was talking more about online. Local multiplayer is ok though can be complicated in terms of design some times 😉
Looks like risk of rain lol
But plays widely differently! But yeah, RoR2 is one of the inspiration, we're big fans xD
@@PolygonHive I'll give it a try ! Looks very cool! I love risk of rain 2
Are you Algerian?
Nope, I am moroccan. Close enough!
Don't do multiplayer
💯
These are terrible tips. Sorry but if you want to make a GAME then you should make the game, not systems, not every single part of the game, not something ugly you can't show off, etc.
These tips only work if you want to be a developer who happens to work on games (likely on other people's games), not someone who crafts and completes games. No one cares how a game is made, if the assets are from the marketplace or if the system is a plugin. Just make an entertaining game.
My tips are:
1) Do something that you can have fun with and you are passionate about. A system, unless you love making systems, won't get your creative juice flowing.
2) Use as many plugins and assets you want, because you can learn from them and they could save you countless hours of stuff you might not even enjoy makin (I'm not making a Menu System from scratch). Just to be sure you don't buy stuff "for later" but only stuff you need "right now"
3) Visuals are as important as the code. If you are an artist, then showcase that art. If you are not an artist, then you better learn how to make things look pretty. Graphics are the very first thing potential customers will see.
4) Don't rush it, don't move to other things if your project isn't looking good. If you are learning from it and even having fun, it doesn't need to perfect.
5) I agree on the multiplayer, definitely don't do that if you are a solo dev.
These are Tips for starting game dev and not making your first real game. I have another video on that which is very close to your tips. Thanks for taking the time to detail them though :)
@@PolygonHive Oh, ok, that makes more sense then. I apologize for being so direct.
great advice
Thank you!
Great advice thanks!
You're welcome! Thanks for the support!