The mistake every new game developer makes (Developing 2)

Поделиться
HTML-код
  • Опубликовано: 12 май 2024
  • 🧲 Wishlist Mind Over Magnet on Steam! - store.steampowered.com/app/26... 🧲
    Developing is an on-going RUclips series, where I share the step-by-step process of making my first video game: Mind Over Magnet!
    This time I want to turn my game idea into reality. But, first, I need to explore my history of failed game-making attempts, to figure out where to begin.
    === Chapters ===
    00:00 - Intro
    00:45 - The Idea
    02:44 - My Game-Making Background
    05:10 - My Mistake
    09:00 - The Importance of Prototypes
    10:56 - Building My Prototype
    15:47 - Making Discoveries
    1807 - Conclusion
    === Credits ===
    Music By:
    LAKEY INSPIRED @ / lakeyinspired
    License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
    RUclips Audio Library
    Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
    Prototype Footage
    It Takes Two - • Making It Takes Two's ...
    Ori - • Ori and the Blind Fore...
    Subnautica - • Subnauticas PROTOTYPES...
    Cuphead - / 1046082248573882370
    Slay the Spire - • Slay the Spire Septemb...
    Last of Us Part II - • Making The Last of Us ...
    Fall Guys - • Fall Guys - Early Prot...
    God of War - • God of War: Baldur Fig...
    Game Footage
    Artwork - www.kenney.nl
    Character Controller - pressstart.vip/tutorials/2019...
    === Subtitles ===
    Contribute translated subtitles - amara.org/en-gb/videos/wEwExt...
  • ИгрыИгры

Комментарии • 2,4 тыс.

  • @Evigmae
    @Evigmae 2 года назад +4100

    To summarize: if you don't make a cheap and fast prototype for your game, then your game is an overdeveloped prototype. And good luck with that!

    • @Ayoul
      @Ayoul 2 года назад +262

      Should be noted that it's fine to go the other way around as well. Many projects still worked out by having some concept art, a story or whatever else first that was then the driving force for the prototyping. Really depends what kind of game you want to make.
      Prototypes also can have their own pitfalls as well. You can prototype an idea, see that it works, but then fleshing it out is just too costly or not as interesting as you thought it would be.

    • @ficklebar
      @ficklebar 2 года назад +97

      @@karlsmink Just to chime in, I think you need both. It's about taking the abstract and making it meet reality - the abstract includes your crazy high-concept story and game design ideas, and reality includes code and Blender not exporting your damn rig correctly. You need to build both and meet in the middle somewhere.

    • @FirebladeXXL
      @FirebladeXXL 2 года назад +53

      ive had this sort of wake up call when it comes to making music in a daw. i used to have complex ideas in my head that ultimately where too hard or frustrating for me to realize. and i lost interest super quickly because it just wouldnt come together the way i would have liked. now i start with a sound preset om some instrument that just speaks to me. and then i jam. and whatever happens when i jam, i end up making something out of and learning something new each time.

    • @yaboihere494
      @yaboihere494 2 года назад +8

      @@Ayoul That is exactly the opposite of this video's message.

    • @m.a.buigues3310
      @m.a.buigues3310 2 года назад +43

      @@yaboihere494 That doesn't mean that @Ayoul or Mark are wrong. Both perspectives are true, it just happens that one works better with a certain kind of projects.

  • @melvmay
    @melvmay 2 года назад +1664

    I'm the dev who integrated 2D physics into Unity and I thoroughly enjoyed watching this. I think I'll be going into the attic to dig out my folder of ideas from my youth too!

    • @GMTK
      @GMTK  2 года назад +449

      Woah, cool! Thanks for your hard work - couldn't make this without it :D

    • @arpiabu-alrub7484
      @arpiabu-alrub7484 2 года назад +41

      truly thanks for your hardwork in making it so much easier for others to create games that may have limited knowledge in the nitty gritty stuff

    • @grindx1292
      @grindx1292 2 года назад +16

      yo thanks bro your the best

    • @swishfish8858
      @swishfish8858 2 года назад +14

      Your avatar makes me endlessly happy.

    • @desmondfreeman287
      @desmondfreeman287 2 года назад +9

      actually the greatest of all time thank you so much

  • @UberNorwegianBastard
    @UberNorwegianBastard 2 года назад +901

    Reminds me of the first semester of my game design masters, we had a course that was just making a game, in groups of 5. After week 1 of "production" everyone presented their current state and this one game just looked amazing. I felt so jealous of how quickly they got their game looking so beautiful, but when the proffessor was giving feedback he asked "why does it look so pretty?" as a critique for this exact reason. He seemed almost mad they made things so pretty so early, because it was too early too tell if their idea worked, yet they had spent time making it look amazing.

    • @niallrussell7184
      @niallrussell7184 2 года назад +157

      perfect for the kickerstarter or early access! 😂

    • @Kenionatus
      @Kenionatus 2 года назад +20

      @@niallrussell7184 Looks at New World.

    • @mohammadjadallah9813
      @mohammadjadallah9813 2 года назад +3

      What program were u in and where?

    • @SpeedKing..
      @SpeedKing.. 2 года назад +3

      There's game design masters?

    • @rodrigopetunio
      @rodrigopetunio 2 года назад +52

      @@niallrussell7184 Remember kids, marketing is way more important than having a good game. I'm not even joking, someone has to buy whatever it is you made, please make it appealing.

  • @Tetracarbon
    @Tetracarbon 2 года назад +582

    TLDR: Mark learned to “FOCUS ON THE PRIMARY LOOP”.
    Looks amazing already Mark! :)

    • @isgoldsilver
      @isgoldsilver 2 года назад +5

      tldw

    • @MrDeni23n
      @MrDeni23n 2 года назад +23

      And/or learned the concept of minimum viable product.

    • @santimonto26
      @santimonto26 2 года назад +15

      Yatzhee would be proud

    • @slowfuse
      @slowfuse 11 месяцев назад +2

      Thanks for saving me 20+ mins, I figured it would be something lame like that. and personally I disagree with that statement.

  • @mayatung
    @mayatung 2 года назад +525

    I like how the original art of a magnet head wouldn't have worked after the redesign. The low cost of low fidelity prototypes can help us avoid attachment to worse ideas.

    • @glacialbae
      @glacialbae 2 года назад +97

      "The low cost of low fidelity prototypes can help us avoid attachment to worse ideas." - Damn, that's a great quote.

    • @user-sb5fm1gk7l
      @user-sb5fm1gk7l 2 года назад +44

      ACTUALLY it could still work. If the character has thrown his own head and could attach different magnets as his head. Now, you'd only need a more defined body, so it wouldn't look unnoticable without a head.

    • @jordinario
      @jordinario 2 года назад +33

      "Low fidelity prototypes can help us avoid attachment to worse ideas." This, everyone, is the mentality of a mature engineer/developer/designer. Incredible quote, I hope I never forget it

    • @ichigo_nyanko
      @ichigo_nyanko 2 года назад +3

      @@user-sb5fm1gk7l that is a super cool idea

    • @user-sb5fm1gk7l
      @user-sb5fm1gk7l 2 года назад +1

      @Leandro Aude that did occur to me at some moment. Though the mechanic of throwing and catching would be different here.

  • @squelchedotter
    @squelchedotter 2 года назад +308

    I think another great reason to not make art or story early is emotional investment. The more time you've spent, the more you're going to try to justify your previous decisions so you don't have to throw it away. That can be incredibly blinding.

    • @Lumberjack_king
      @Lumberjack_king 2 года назад +7

      I can agree ive been through it before sometimes storys can suck you in and make you forget about everything else

    • @CowCommando
      @CowCommando 2 года назад +22

      Sunk cost fallacy anyone?

    • @kotzpenner
      @kotzpenner 2 года назад +10

      Best example: Yandere Dev

    • @JBloodthorn
      @JBloodthorn 2 года назад +4

      @@CowCommando No thanks, I'm full up. lol

    • @crustykeycap5670
      @crustykeycap5670 2 года назад +9

      I used to be emotionally invested in making Geometry Dash levels, but after too many of them had bad gameplay I broke and now I am no longer emotionally invested in the stuff I create. All I care about is if its good or not.

  • @adamcomerford8502
    @adamcomerford8502 2 года назад +84

    Mark Brown: "I'm going to level with you"
    Sweet! Let's get out our character sheets.

  • @XAVES
    @XAVES 2 года назад +61

    A game design teacher I had loved the phrase "find the fun." It's absolutely the most important part of learning and practicing prototyping.

  • @hbomberguy
    @hbomberguy 2 года назад +2645

    As a kid I always wanted to play a game that made bigger use of the glove. Never heard back from Nintendo about my pitch for "Zelda: Oracle of Magnetic Gloves" though
    Can't wait to play this

    • @corg_9939
      @corg_9939 2 года назад +209

      Harris we tried emailing you back many times about purchasing the idea with the 50% share of the profits you requested but we kept getting an automated reply saying that we were "soyboys" and you were going to "epicly own us" in your videogame webcomic so we just decided to scrap it all together. It was a shame because Miyamoto was really looking forward to creating it, but we told him without your blessing it would be immoral so he made Wii Sports Resort instead.

    • @robertmcdowell6084
      @robertmcdowell6084 2 года назад +53

      @@corg_9939 I mean Wii Sports Resort was pretty fun ngl

    • @corg_9939
      @corg_9939 2 года назад +66

      @@robertmcdowell6084 try telling that to Miyamoto. He audibly cries trying to play 3x3 Basketball, the devs actually had to remove the quiet sobbing in all the YOU WIN cutscenes as apparently it made the game unsettling.

    • @robologo
      @robologo 2 года назад +27

      @@corg_9939 That's such a shame... the crying could have added the genuine emotion and authenticity that most games seem to lack nowadays.

    • @TheMetalOverlord
      @TheMetalOverlord 2 года назад +9

      If you like the magnetic gameplay of the Zelda gloves, then you must play Teslagrad, it's a metroidvania enterely based around the concept of magnetism and it's really good.

  • @PolyMars
    @PolyMars 2 года назад +2546

    this looks awesome so far! super excited to see it develop

  • @Sinchu9
    @Sinchu9 2 года назад +374

    GMT: "Don't over think or over prepare your game"
    Me, with adhd and wanting to make a metroidvania style game: *visible sadness*

  • @TonyBIndie
    @TonyBIndie 2 года назад +162

    this video was a much-needed kick in the pants to get me to realize I've been doing the exact same thing. I've been focusing too much on presentation and not on the core product.

    • @ede2362
      @ede2362 2 года назад +4

      I once heard of "Follow the Fun", I'm just starting game design and I'm so happy that I read this before starting. That would've definitely been the first thing I'd overlook. I mean we're literally talking about games, and you only play if it's fun, it's so weird that you can forget that part 😂

    • @TonyBIndie
      @TonyBIndie 2 года назад +3

      @@ede2362 it's very easy to get stuck in the trenches and lose sight of the end goal.
      this is why I highly recommend Game Jams for beginners. Its good experience to know you've only got 24 hours and it helps you to spend your time wisely.

    • @ede2362
      @ede2362 2 года назад +1

      @@TonyBIndie thanks I'll definitely try this when I gained more experience 👍🏻

    • @lickenchicken143
      @lickenchicken143 2 года назад

      I suggest that you submerge your core ideas in a soup of supposition to save them from secreting skin. Beauty is skin deep, core game mechanics are not beautiful in that way. Suppose you may change this or tweak that, suppose you're making two games at once and you must tease them apart. Suppose your ideas are too abstract to appeal to your target audience. Suppose you are handling white hot gold and the only thing insulating your squishy brain from them are your suppositions. Handle with care!

    • @ede2362
      @ede2362 2 года назад +1

      @@lickenchicken143 of course I won't let my games be blank or smth. like that, don't worry. It's just that my main talents are in the artistic field so it's very likely for me to have already designed the whole game without knowing if it's even fun to play. That's why for me I really have to focus on not going overboard with my first design ideas

  • @SuperWiiBros08
    @SuperWiiBros08 2 года назад +1732

    I didn't know Mark is such a pretty good artist! those art concepts and sprites for his old game ideas looks really nice, I always thought the phase of Prototype is always super important to make sure if a game is gonna be good, I think is possible to already have [these characters and this music and this story] if that's the goal of a game, still I can see how game design can evolved those concepts into something more fitting for whatever the gameplay can be.

    • @kworkystudios9404
      @kworkystudios9404 2 года назад +6

      @Brupcat Yeah. I think even if developing the mood the story and world dont need to be well developed in prototype stages, as compared to game design

    • @zojirushi1
      @zojirushi1 2 года назад +8

      Right!? His sprites and art looked pretty amazing!

    • @lrgogo1517
      @lrgogo1517 2 года назад +16

      I was already surprised by the old folder sketches, but when he started showing pixel art animations, I was like, _okay, that has to be art he commissioned from someone else for this video, right?_

    • @GamerKiwi
      @GamerKiwi 2 года назад +3

      Such a pretty good X is going to be my new way of complimenting people

    • @nuclearbeeberman
      @nuclearbeeberman 2 года назад

      yep pretty solid pixel art :)

  • @kaiser9321
    @kaiser9321 2 года назад +839

    Nice to see you taking ideas from masterpieces such as Bookworms Adventures Deluxe, the ultimate masterpiece typer.

    • @kaiser9321
      @kaiser9321 2 года назад +12

      Btw that crushing magnet idea reminds me of that one game you analysed, think it was called Nova-116 or something, a real-time turn-based game

    • @eyad6132
      @eyad6132 2 года назад +50

      Bookworm adventures is beyond masterpiece, it's a knacksterpiece

    • @joannales8442
      @joannales8442 2 года назад +19

      @@eyad6132 It's not nearly as good as bookworm adventures deluxe tho

    • @StefanLopuszanski
      @StefanLopuszanski 2 года назад +3

      I love that game. Shame it was pulled from Steam

    • @johnfran3218
      @johnfran3218 2 года назад

      When things were at their very worst:
      2 Suns, Cross in the sky, 2 comets will collide = don`t be afraid - repent, accept Lord`s Hand of Mercy.
      Scientists will say it was a global illusion.
      Beware - Jesus will never walk in flesh again.
      After WW3 - rise of the “ man of peace“ from the East = Antichrist - the most powerful, popular, charismatic and influential leader of all time. Many miracles will be attributed to him. He will imitate Jesus in every conceivable way.
      Don`t trust „pope“ Francis = the False Prophet
      - will seem to rise from the dead
      - will unite all Christian Churches and all Religions as one.
      One World Religion = the seat of the Antichrist.
      Benedict XVI is the last true pope - will be accused of a crime of which he is totally innocent.
      "Arab uprising will spark global unrest - Italy will trigger fall out"
      "Many events, including ecological upheavals, wars, the schism in My Church on Earth, the dictatorships in each of your nations - bound as one, at its very core - will all take place at the same time."
      The Book of Truth.

  • @Foxstab
    @Foxstab 2 года назад +31

    Rod Humble once told me:
    Start with the most simple inner loop of the gameplay, see if it's any fun, and work out from there, adding more and more layered loops.
    Remember that the Prince of Persia started from Karateka and was a survival puzzle until combat was added.

  • @bleached.eyebrows
    @bleached.eyebrows 2 года назад +59

    I found modding being a good start as for the "fun" factor, not only can you improve or add over something you felt was missing from a specific game you liked, but also learn what you want when it comes to map design or weapon balancing (in case you are making an FPS or something similar).

  • @Goodgis
    @Goodgis 2 года назад +147

    Prototyping may be the most important step of making your game.

    • @CalebWillden
      @CalebWillden 2 года назад +7

      I was just about to comment "Hey, this background music reminds me of Goodgis' devlogs!", but here you are, haha! You and Game Maker's Toolkit both do fantastic work.

    • @snage-thesnakemage
      @snage-thesnakemage 2 года назад

      How r u not verified xd

  • @gulfgiggleanimations4472
    @gulfgiggleanimations4472 2 года назад +530

    Last time you inspired me to get back into blender. Currently rigging a model I made of Isabelle from Animal Crossing. I never thought I'd understand things like inverse kinematics, and weight painting as easily as I have. That's one tip I have for people trying to learn blender, or making videogames, or anything complicated, never assume you're just too stupid to understand what feels too complex for you before you try to understand it.

    • @kojeta3200
      @kojeta3200 2 года назад +27

      Thanks man, that's actually good advice. Everytime i tried to get into Unity or RPG Maker i thought i was never going to be able to learn everything properly because... i just didn't believe in myself, since i was so bad at school anyway. After these videos from GMTK and reading your comment, i'm inspired to do it even if i crack my head straight on at the start

    • @floorbeardthepirate1141
      @floorbeardthepirate1141 2 года назад +6

      Thank you so much. You just saved a game prototype!

    • @Rewolwerowiec19
      @Rewolwerowiec19 2 года назад +8

      Going through the same thing basically. These videos and comments from all the people here inspired me to do stuff. Always thought that I'm a massive dumbass and that I'll never be able to do something as cool as game development. But now I'm tackling some Blender and Unity stuff and it feels really good! And of course, there are some concepts and skills that I can't even comprehend fully right now and maybe I'll never be a godlike programmer like some of the people I've seen or a NaughtyDog level artist, but...I don't have to, right? And that's a thought that helped me a lot I think - I don't have to be some godlike jack-of-all-trades right away and make Bloodborne on my first try while solo developing, but I have to start somewhere! We'll get there, people.

    • @danielstone7065
      @danielstone7065 2 года назад +4

      This is very exciting. I model, texture, rig and animate in blender for work. Once I started getting into the action editor and NLA editors, everything changed. Suddenly I was able to produce full animated shows with zero extra manpower.
      Great message for everyone. There's nothing we can't learn or accomplish.

    • @neutch1991
      @neutch1991 2 года назад

      Do you know of any good place to learn IK riggjng? I really just wanna learn how to rig my hard surface models

  • @Greywander87
    @Greywander87 2 года назад +81

    Minimum Viable Product. I remember learning about this from Extra Credits before they went to crap. Always start with the simplest iteration of your game concept. For a platformer, that's a flat level with a single pit you have to jump over. Nothing more. No graphics, just colored squares. Tweak the movement and jumping and momentum until it feels good. It should be fun to just run and jump around the simple level. Once you've perfected that simplest of prototypes, then you can start adding new gameplay elements and adjusting those until they feel good. Make a more complex level to play around in to get a better feel for your gameplay. Only once the foundation is in place do you start actually building real levels, drawing sprites, etc.

    • @Scurvebeard
      @Scurvebeard 2 года назад +6

      What went bad with Extra Credits?
      I only watch Extra History, but still.

    • @Kenionatus
      @Kenionatus 2 года назад +14

      @@Scurvebeard In my opinion they shifted their focus from (new) developers to players interested in game design and the politics around games. While I'm in the category of the players I really enjoy the inside perspective. James (their former lead writer) left too. The new writers just aren't as good.

    • @shaunlynch7786
      @shaunlynch7786 2 года назад +4

      I miss the old Extra Credits. The videos were just much better back in the early days. I also miss James because he seemed to make it more fun.

    • @philpayton8965
      @philpayton8965 2 года назад +3

      @@Scurvebeard they went woke

    • @christianknuchel
      @christianknuchel Год назад

      ​@@philpayton8965 I don't know what they're doing these days, but when they started digging into politics, they did so by looking into things like the stereotypization of women. If that's a problem for someone, the "crap" isn't with Extra Credits.

  • @dunar1005
    @dunar1005 2 года назад +128

    As someone who studied game design 11 years ago this is interesting to watch in many ways. You are definitely well versed in game mechanics, but it shows again that making a game is a very different thing to learn.

  • @lake5044
    @lake5044 2 года назад +342

    "I'm not gonna start designing an app icon for a game that hasn't been built yet; Mark, you idiot."
    This should be framed or put on a Tshirt or something 😂

  • @KiraAfter_Dark
    @KiraAfter_Dark 2 года назад +665

    At the studio I'm at, we have a very simple motto:
    "If it's not fun with grey boxes, then it won't be fun with colour boxes."
    Essentially, if your base gameplay isn't fun without the art, then it doesn't matter how good it looks. It's kind of like how no matter how many times you cut a film, if the script is bad it won't fix the problems.

    • @FelixSR
      @FelixSR 2 года назад +15

      This is a wonderful saying, thank you!!

    • @AestheticGamer
      @AestheticGamer 2 года назад +13

      I... don't fully agree. Probably because I'm a fan of the Walking Simulator genre (still hate that name). I don't think a walking simulator would be fun if it was just grey boxes, I actually do think the world and narratives they create, exploring that world and experiencing that story, is the key point to those games.

    • @farout_tech
      @farout_tech 2 года назад +5

      @@AestheticGamer To add to that, games that focus on combat can be a bit hard to make convincing without at least some appropriate attack animations and effects. You could design the general flow of the combat system (how attacks flow from one to the other etc), sure, but many times the extra required 'oomph' to sell people on your game comes from the visuals. Maybe don't invest in creating fully realized visuals from the get go, of course, but even simpler particles and color effects go a long way.

    • @vonakakkola
      @vonakakkola 2 года назад +1

      @@farout_tech the gameplay is the fundation, but it doesn't mean it must be the most appreciated part of the game, enough gameplay must be, but your game can be appreciated for other reason

    • @insentia8424
      @insentia8424 2 года назад +1

      @@vonakakkola That's not the point. In action games, you want to feel the weight of your actions. When you use an attack that deals a heavy amount of damage, but it feels no different than the attack that barely deals a sliver, both visually and from the animation... it feels less satisfying to use said attack, it feels less satisfying to manage to hit with that attack.
      It's a situation where the graphics, animations and special effects actually matter a lot for the enjoyment of that gameplay.
      MrFariator isn't saying to make fleshed out graphics, make them perfected and polished. But to give it just a little amount to set them apart, because that is actually important for that specific genre of games.
      For a movement focused platformer... that's not important.
      For a story driven, text-based rpg... you potentially won't even have anything you could call graphics.
      Depending on what type of game you are making, the prototype you make needs to include the core-elements and mechanics that make that genre... and your specific game fun and in some cases, the animations and sound effects are important.

  • @KyleHarrisonRedacted
    @KyleHarrisonRedacted 2 года назад +197

    Hey man, I've been building these, let's call them "prototypes" for many years. I'm a programmer and game designer (and always wanted to be ever since a kid and been following that passion since ye old newground days), but when it comes to art I just shut down. I'm genuinely awful at the art part. So I've always teamed up with artists. Problem is I then get bogged down with the project management aspect and art pipeline systems instead of the art that it's wildly impacted my focus on the gameplay aspect, and it suffers as a result. Eventually everyone burns out and the project peters off for something new and shiny using what we've learned.
    I know this stupid vicious cycle well.

    • @Llortnerof
      @Llortnerof 2 года назад +16

      So, in other words, you need a project lead.

    • @joshrayne724
      @joshrayne724 2 года назад +16

      If you're bad at something that is holding you back, then focus on improving in that area. You can make art the same as everyone else. Do not set false limitations for yourself for no good reason. Some people say they are bad at math. Math is something you cannot be bad at. It is merely formula and outcome. Art is also something you cannot be bad at. It is merely formula and outcome. The issue lies in lack of exposure, lack of understanding, lack of practice. Practice addition and you will know how to add. Practice drawing circles and you will know how to make circles. Practice pixel art and you will know how to make pixel art. Begin the process of practicing. You will inevitably improve, until you are no longer practicing, because it has become your practice. Do not simply say "I'm bad at this". Instead say, "I should improve on this"--and then you will!

    • @Llortnerof
      @Llortnerof 2 года назад +10

      ​@@joshrayne724 So which of the things he likes doing should he neglect to improve his art? Because that's what it comes down to.
      Practice time isn't free. It comes at the cost of time to do other things.

    • @joshrayne724
      @joshrayne724 2 года назад +7

      @@Llortnerof improving art would solve his problem entirely and neatly. Sometimes we do things we don’t necessarily want to because they have utility far beyond pleasure! There is plenty of time in life to improve ourselves and still do all the things we enjoy doing. Pixel art can be learned in a couple of days! Then no more dealing with outsourcing and seeing projects he does enjoy fall apart because of others’ shortcomings

    • @Llortnerof
      @Llortnerof 2 года назад +5

      @@joshrayne724 Depends on the size of the project. At some point, outsourcing or building a team is the only viable option. We didn't get to where we are now by everybody doing things for themselves. What he needs is somebody to handle the organisation. Which already puts us as two things needed, not one.
      Not everybody is good at coming up with reasonably looking designs, either. The problem isn't necessarily visualising them.
      You're being awfully naive about what art actually is, paring it down to the technical process of turning an idea into a file like that.

  • @DouglasHollingsworth1
    @DouglasHollingsworth1 2 года назад +4

    I'm loving this series so much - thank you for sharing! Been sitting on a Unity game design course for almost a year now and never getting around to it, so it's encouraging to follow you on your journey :D

  • @feyh
    @feyh 2 года назад +517

    You have "approved" your prototype. I would say the next steps is a full level, with one fail and one success states. Just don't get stuck with the idea that you actually need levels.
    After that you could think of:
    - Define a vision: what do you want this game to be and to feel
    - Define the minimum viable product for a demo of this envisioned game (let's say one menu, two levels and a thank you screen)
    - Build this, wrap this up and send to someone to test on its device

    • @joeyh31
      @joeyh31 2 года назад +19

      Great advice 👍

    • @yizzardpalmero
      @yizzardpalmero 2 года назад +24

      I wish I would’ve done this with my game 2 years ago lol. I had to completely redo fundamental parts of the game like 3/4 through development because i had just gotten used to things that were very bad. Luckily I managed to do so and it didnt break the rest of the game but it could have very easily. Defo wish I wouldve known this much earlier lol but I know now

    • @BaroTheMadman
      @BaroTheMadman 2 года назад +26

      Yep, I was gonna comment that. Next step is to move towards a "vertical slice", as in, if you have a cake with many layers of stuff, if you get a small taste of every flavor. Make a good, but small, finished level that showcases the game's potential, with few but finished-quality art and as few as possible finished mechanics. In commercial game development, this is basically a way to display that your studio actually can develop this game and it's gonna be of quality. (Of couse, even if the mentality is that it's gonna feel finished, there's always room for improvements later). Once you've demonstrated you can make this game and that it's gonna be good, and you have one level, you just go into production and make all the rest.

    • @KillahMate
      @KillahMate 2 года назад +2

      Excellent advice.

    • @Sleepy_Cattt
      @Sleepy_Cattt 2 года назад +3

      Are you a game designer?

  • @ShinoSarna
    @ShinoSarna 2 года назад +79

    I imagine one way to "fix" your Picross game would be to make it more like Puzzle Quest games - Picross would actually give you resources for skill/spell attacks in a turn based RPG combat. Player could choose between doing an easier or harder puzzle - harder puzzle gives you more resources, but if you fail to solve it in time, you take damage.

    • @simpson6700
      @simpson6700 2 года назад +3

      my idea was to stick with the 5x5 area to "draw" in, scrap the picross idea, and give players predefined pictures that cause different actions which they then have to draw in the 5x5 field.

    • @ShinoSarna
      @ShinoSarna 2 года назад +13

      @@simpson6700 But at this point this is a completely different game. Entire point of the original idea is that Picross is an inherently fun puzzle in itself, and exactly perfect type of game for a mobile device.
      There's nothing fun about drawing the same pictures over and over - at this point you just made a very complex and clunky menu.
      Player still selects from a set of pre-determined actions, but in a regular RPG this selection takes one quick tap on the menu button - in your game, this selection will take like 20 taps that will require some concentration. At this point, erase the middleman and stick to making a regular turn-based RPG.

    • @pacifico4999
      @pacifico4999 2 года назад +1

      I thought about making it like Deltarune, where the bullet hell sections are part of the battle, but not the whole thing.

    • @goldenwarrior1186
      @goldenwarrior1186 2 года назад

      @@pacifico4999 Maybe have the bullets instead be collectibles that can trigger a puzzle? There could be multiple different types of collectibles, and some actual bullets in there to mix things up

    • @simpson6700
      @simpson6700 2 года назад

      @@ShinoSarna in my mind this would be akin to waving a wand a certain way or playing a song in a zelda game. eventually you would gather up more and more actions applicable for different situations. remembering all of them is the real game. there is nothing fun about fighting a boss by solving a picross either, i'm just trying to improve the initial idea.

  • @eigentlichtoll02
    @eigentlichtoll02 Год назад +1

    Hey your sprite designs look really good! Also I really love that you kept your childhood drawings folder and didn't just threw it away! :)

  • @adamjoiner1591
    @adamjoiner1591 Год назад +22

    I'd absolutely love if you could make some Unity tutorials to go along with this! Your teaching style and the way you go about explaining things is very logical and encouraging. I could definitely see your unique approach to some Unity videos as being more practical and applicable compared to a lot of the stuff that's out there now.
    Thanks for this inspiring video 👍🏼

  • @VallisYT
    @VallisYT 2 года назад +336

    I love the introspective aspect of these videos, and I feel like most creative people have lived through some of the experiences Mark describes here. Learning processes are fascinating, and hearing Mark break down his various approaches and insights is both educational and motivating.

    • @Lumberjack_king
      @Lumberjack_king 2 года назад

      I completely agree

    • @kingxcalivar682
      @kingxcalivar682 2 года назад

      I also agree

    • @kmfnj
      @kmfnj 2 года назад +1

      My gosh yes, it's very helpful and encouraging

    • @alaskanuni
      @alaskanuni 2 года назад +7

      Also very vulnerable with that honesty. We've all made terrible games, myself especially. But how many of us will admit to it... In front of thousands of fans? Good on him.

    • @khaledm.1476
      @khaledm.1476 2 года назад

      I want to find this video but for writers instead, what's the first thing you should do as a writer

  • @KrazyKain
    @KrazyKain 2 года назад +110

    I call this step "finding the fun".
    I've had the same problem where my first few game projects had me plow forward on the assumption that it will become fun later, when I add more content and tweaks.
    But I learned to prototype quickly to find the fun and really zero in on that

    • @error.418
      @error.418 2 года назад +8

      It's been called "finding the fun" since the early 2000s. There are GDC talks, blog articles, and books calling out this important prototyping step since then.

    • @KrazyKain
      @KrazyKain 2 года назад +6

      @@error.418 I probably got it from somewhere, never claimed to have invented the term

    • @danishbutter1847
      @danishbutter1847 2 года назад +3

      Old Legacy Dev Teams have been doing this since the 80s and 90s all the way to the early 2000s but after that the gaming industry working environment is not the same anymore despite better technology, complexity, and more employees in a studio or how even small studios work like these days under known publishers.

    • @error.418
      @error.418 2 года назад

      @TheTutorialTower - Sratch Tutorials It's both, in a way. I've mostly seen "finding the fun" but "follow the fun" is a methodological suggestion. That while you prototype, if you notice something fun, lean into that and exaggerate it or experiment with it. This is part of "finding the fun."

    • @KrazyKain
      @KrazyKain 2 года назад

      @TheTutorialTower - Sratch Tutorials now that you mention it, that does sound familiar.

  • @freudsbreakfast4060
    @freudsbreakfast4060 Год назад +1

    I've seen so many devlogs, often by people with mountains of knowledge, and yet you are the most helpful and inspiring. Love your work! Keep at it.

  • @redundantpancake
    @redundantpancake 2 года назад +1

    Incredible how a lot of the things in this video resonated with me. You inspired me to start (again) prototyping a video game. This time I'm going to focus on just gameplay, not creating a vertical slice or getting hung on details like UI, story, art style, etc. Just going to make a fun prototype and see where I land. In fact, I am going to keep track of my progress in the form of dev logs that I'll be posting once a week. My intro video should be going up soon, I mentioned and linked to this video. Thanks, Game Maker's Toolkit!

  • @hoodiesticks
    @hoodiesticks 2 года назад +92

    I heard your magnet pitch and thought "This sounds like Super Magbot", and then as the video went on the game rapidly went in a completely different direction than Magbot. I guess that's another benefit of rapid prototyping: it helps you pinpoint your unique take on an idea that might not sound very original at first.

    • @DrEcho
      @DrEcho 2 года назад +2

      I used ctrl+F to find this comment.

    • @AbhayRajKarun
      @AbhayRajKarun 2 года назад

      @@DrEcho ok

  • @T3sl4
    @T3sl4 2 года назад +78

    Not to "it's already been done" you, but a very similar mechanic was used in Teslagrad. It's a neat game, but the mechanic is extremely difficult to control, due to how the force varies with distance, sensitivity to direction, and the speed you can build up in close orbits. Controlling that, maybe using a flatter function (not quite inverse with distance?), without making it boring (fixed force with distance, or fixed velocity/direction for that matter, as in OoS), should keep things easy and engaging. Good luck!

    • @brodaha2118
      @brodaha2118 2 года назад +8

      Teslagrad came to mind for me as well when he brought up the initial idea. It's been a while since I played it but I loved the overall feel and I hope this can bring some similar ideas

  • @zojirushi1
    @zojirushi1 2 года назад +5

    I love this series! Lots of stuff to learn from it. Like focusing on a prototype of the game mechanics first before adding all the extra stuff to see if the idea is any fun before investing too much time and effort into a game that isn’t fun.

  • @GT-tj1qg
    @GT-tj1qg Год назад +4

    Thanks for helping us learn from your mistakes! It takes great humility to do that!

  • @Nebuch
    @Nebuch 2 года назад +341

    It's gonna be a soild journey ^^

  • @miknios
    @miknios 2 года назад +179

    I really recommend you checking out a book “The Art of Game Design” and it’s chapter about prototyping. It really nicely explains the purpose of prototypes and that even though your first prototype answered your question of “Is there a potential in this design?” it’s a good idea to create more prototypes which are going to help you answer more questions about uncertain things before you settle on something and go into full production mode.
    Great video. I think more people should know this stuff.

    • @Brunoenribeiro
      @Brunoenribeiro 2 года назад +4

      awesome book

    • @aloysiuslim914
      @aloysiuslim914 2 года назад +2

      “The art of game design” sounds like it could have been his channel name

    • @sirknightgaming2257
      @sirknightgaming2257 Год назад

      Where can I find this book?

    • @miknios
      @miknios Год назад +1

      @@sirknightgaming2257 Amazon or other bookshops

  • @ooh7778
    @ooh7778 2 года назад

    Absolutely loving these videos! I'm a Game Design Lecturer in the UK and am sharing all of the videos in the 'Development' series with my students. So many useful lessons for them here. Thank you for making my job easier, Mark :-)

  • @adeladam2325
    @adeladam2325 2 года назад +1

    One of the best videos on game design I've watched. Please keep making these and documenting your process

  • @bamaxdaws6459
    @bamaxdaws6459 2 года назад +160

    Can't wait for the next episode!
    This is a pretty interesting series.

  • @benjoe1993
    @benjoe1993 2 года назад +35

    "I picked my game engine" **totally different logo than from before**
    Thanks, Unity. You done confused the masses :D

    • @gab_gallard
      @gab_gallard 2 года назад

      It's really not that different.

  • @louismensinger
    @louismensinger 2 года назад

    I LOVED THIS!! Seriously dude this is my favorite video you’ve made yet. So interesting, motivating, and mostly realistic. 10/10

  • @Skeffles
    @Skeffles 2 года назад +2

    Brilliant to see how you look at design after making design videos for so long! These magnet prototypes look great and I can't wait to see what's next.

  • @Xanderqwerty123
    @Xanderqwerty123 2 года назад +49

    I was really hoping you were gonna make a metroidvania so you could do an episode of boss keys about your own game as the developer. Still excited to see how you tackle this project!

    • @DubiousDoom
      @DubiousDoom 2 года назад +6

      That would be an incredibly ambitious project for a one-developer team.

    • @lucaslourenco8918
      @lucaslourenco8918 2 года назад +3

      Actually, I think a Toki Tori 2 approach on the genre could apply here. With only two or three verbs (jump, release magnet, invert polarity) and enemies/platforms that can interact with each other, a lot of mechanics can arise almost naturally, which could be taught gradually to the player with no need for "keys" (upgrades, power-ups, literal keys...) to access new zones.
      It would still be a challenge to program these systems in his first game, though.

  • @Nomad6763
    @Nomad6763 2 года назад +8

    13:48 the adorable way he falls over here makes me wish there was a "standing up" animation.

  • @runningbravado
    @runningbravado 2 года назад

    i am just sat here grinning wider and wider as you iterate through ideas... this is so cool. great series mate

  • @itsninjaboy7985
    @itsninjaboy7985 2 года назад

    Thanks for the advice! I've been thinking about getting into game design and this really helps.

  • @dastanghaedrahmati6977
    @dastanghaedrahmati6977 2 года назад +59

    you're on a great path!
    I've been working on making games for about 8 years now (sometimes part-time, sometimes full-time) and in these time making ugly prototypes of ideas has been the greatest tool I've used for testing out ideas.
    On the other hand, and as you mentioned as well, getting side tracked or carried away, and forgetting what the core idea and goal of the game was can cost you a lot of time and energy.
    keep up the good work and good luck.

  • @gaiance
    @gaiance 2 года назад +74

    This development series gives me life. Each episode is one of the things I anticipate most right now, I love it.
    Also thank you for the blooper reel at the end! I immediately wondered "huh, I wonder how many times it took him to get that right".
    Keep up the great work Mark.

  • @RicardoTejadaAntonio
    @RicardoTejadaAntonio 2 года назад +8

    Really needed to hear this. Thanks for doing the series! I'm embarrassed by the number of dead projects on my computer... Every game maker needs to ask themselves "is this fun?" before making art or levels or a story. For me I think my greatest distraction was engine dev. I learned probably a lot more data structures/algorithms than I would have otherwise but my goal was to make a game and I never did that...

  • @anonimoalfin
    @anonimoalfin 2 года назад

    I had seen many of your wonderful previous vids, but had never seen you "in person". You have a wonderful voice and clear way of speaking. Wonderful insights and reflections as usual. Keep up the good work.

  • @jamestolliver9970
    @jamestolliver9970 2 года назад +19

    As a CS student hoping to go into software development it really feels like prototyping is one of the most useful tools for almost any sort of development

    • @syncarn
      @syncarn 2 года назад

      It is! This is why REPLs are so common and useful, and arguably was the key to Unity's success. No method of learning and iteration is faster than just trying something out, and CS is also unique in that the economics also support this. It is very cheap to experiment, so give it a whirl!

  • @CromaRLZ
    @CromaRLZ 2 года назад +85

    For your picros game I tjought about "turn based combat" in which different picross puzzles are different actions, and on enemy turn you have to solve a puzzle under a time limit.
    You could also have "limited tried" while solving the puzzle, each time you select the wrong block the attack/defense diminishes or gets a little negative effect. Spend all the tries and your attack/defense misses/fails

    • @Atropos148
      @Atropos148 2 года назад +6

      you can also have combo attacks, where if you keep filling in the right squares you keep attacking...basically every click is an attack from you or enemy

    • @fantaboy1589
      @fantaboy1589 2 года назад +1

      That makes it better but it’s still pretty repetitive doing the same picross puzzles over and over, maybe you can collect different moves through the game like how in Ring Fit Adventure you gain new different excercises?

    • @j.diamond6014
      @j.diamond6014 2 года назад +1

      @@fantaboy1589 i think they'd be different puzzles every time, just differing sizes for difficulty

  • @VM-fu1tr
    @VM-fu1tr 2 года назад

    Well, I’m glad I’ve stumbled onto this. Humble, and simultaneously inspirational. Great job my man!

  • @mikorabago1816
    @mikorabago1816 2 года назад +1

    I am excited for more work out of this project, Mark! 😁

  • @davidcbeaudoin
    @davidcbeaudoin 2 года назад +106

    When I was a kid, a friend and I actually spent months "designing" a sequel to Super Mario World. We sent all of the sketches and notes to Nintendo Power with some silly notion that they'd use it and we'd be rewarded in some way. Obviously, that never happened. But I found it ironic that a few things we had in our packet appeared in later games (the "Yoshi's Island" setting, and a flying squirrel power-up). I know it's purely coincidence, but yeah.

    • @Lumberjack_king
      @Lumberjack_king 2 года назад +6

      Lol thats kinda hilarious

    • @Trianull
      @Trianull 2 года назад +30

      You just reminded me of a Minecraft mob idea I made when I was a lot younger, called an "Endermight," which was an armored variant of the towering Enderman monster. Funnily enough, a few years later, the "Endermite" mob was added to the game, and ended up being the smallest monster in the game.

    • @Lumberjack_king
      @Lumberjack_king 2 года назад +5

      @@Trianull lol somtimes stuff like that just happens oh and i once had a similar idea kinda but with the "shulker" mob

    • @ldsviking
      @ldsviking 2 года назад +2

      When I was a kid I wrote up some new ideas for a sequel to Maniac Mansion and sent them to Jaleco, which they returned, legal something yadda yadda. I was kind of offended, haha

    • @sora5982
      @sora5982 2 года назад +6

      when i was a kid i designed a fire bird pokemon. few months later i see talonflame, who looks exactly the same.
      every evolution looked the same, except my orange/black placement was reversed on the final one.
      that was a really weird coincidence.

  • @NyleGames
    @NyleGames 2 года назад +18

    This video series has reminded me about my first processes when I started making games.
    Guess the first thing I made when I was developing my first game? I made a logo splash screen, why? Because that's the first thing you see when you play a game! It is almost adorable how we tackle these projects for the first time.

  • @jhonejay1426
    @jhonejay1426 2 года назад

    Man you always have such interesting perspectives, also loving the bloopers at the end of the vids

  • @zalhietzli
    @zalhietzli 2 года назад

    Great video format and really insteresting process ! That prototype looks like a lot of fun already !

  • @preciat816
    @preciat816 2 года назад +9

    The game idea really reminds you of a puzzle platformer called teslagrad

  • @leow.2162
    @leow.2162 2 года назад +202

    Have you considered using the "recoil" of the magnet when you catch it to give you a little push, maybe as a kind of "directional" double jump?

    • @Cuddl3s2
      @Cuddl3s2 2 года назад +25

      Stop telling him that! I am actually in the process of making a game with that exact mechanic! 😂

    • @somegremlin1596
      @somegremlin1596 2 года назад +2

      That sounds like something speedrunners would do

  • @natuy8584
    @natuy8584 2 года назад +2

    The magnet gameplay remind me Teslagrad, a game I loved when I was younger,
    Good luck for your development journey

  • @tomasns6584
    @tomasns6584 2 года назад

    i love you mark, just this two videos have rekindled my love for game development, im ready to start prototyping the game idea i've had for years now.

  • @corviscape
    @corviscape 2 года назад +29

    The idea of focusing on building a prototype first never occured to me now, I've been having the exact same trouble that you were describing and I think this is the path out of that trap. Thank you so much!

    • @Lumberjack_king
      @Lumberjack_king 2 года назад +1

      I hope you finish whatever your working on

  • @alexscriabin
    @alexscriabin 2 года назад +12

    3:34 Carter's Curse, where you try to steal as many ancient Egyptian artifacts for the British museum as you can find/carry, while a mummy chases you. /s

    • @Resin_Kingdom
      @Resin_Kingdom 2 года назад

      Spelunky 3: Indiana Jones

    • @mckinneym.2743
      @mckinneym.2743 26 дней назад

      Yeah prolly best that one didn't work out.

  • @nooodisaster
    @nooodisaster 2 года назад +6

    I love this series because it's LITERALLY about the journey, not the destination. Like the game will probably be okay, maybe 6/10. But the lessons learned, the hard work, the triumphs along the way, that's 10/10.

  • @iamnoimpact
    @iamnoimpact 2 года назад

    Brilliant video!! I think this really shows how not only game design but any creative endeavor can be hindered by the lofty ideas we have in post-production before we even have something to CREATE and work with. It put out a good reminder to build truly from the ground up and how to truly find the GROUND itself before thinking about which direction is up after all. Awesome. I also agree on enjoying games that have two distinct play styles. I realize that this is what I LOVED about the original Blaster Master on NES as soon as you said it.

  • @coltigh4232
    @coltigh4232 2 года назад +27

    I love this series so much. Thank you for taking us all along for this ride, Mark.

  • @rafaelramires5883
    @rafaelramires5883 2 года назад +6

    As an art Teatcher, I must say that I love your drawings! They are so expressive and comunicate expressions with strong poses. Very Cool!

  • @signalzero77
    @signalzero77 2 года назад

    You've inspired me to continue work on a prototype I had in the works about 6 months ago. Thanks!

  • @shiftedhopes
    @shiftedhopes 2 года назад

    Always appreciate your perspectives and processes!

  • @locobob
    @locobob 2 года назад +11

    I love that you’re sharing your journey here- I’ve always wanted to make my own game but have felt overwhelmed by the process. This series is actually giving me the confidence to go out and make my own game a reality!

  • @ridlr9299
    @ridlr9299 2 года назад +9

    “I was surprised and upset when my toilet fell through the floor”
    That quote needs to be in some “GMTK taken out of context” type video

  • @jp99301
    @jp99301 2 года назад +27

    As a moderately experienced developer, I love this.
    Things like designing the icon for the game before doing anything else are so something I would still do if I decided to work on my own indie project.

  • @danandtab7463
    @danandtab7463 2 года назад

    this is very good advice, as is the previous video regarding the concept of "tutorial hell", which I almost got sucked into.

  • @FrotteeVDH
    @FrotteeVDH 2 года назад +64

    I'm pretty impressed by your drawings and sprites... excited to see how your game looks once it leaves the prototyping stage. Should I ever make my own game, I'd probably have to hire an artist oder stick to programmer art. :(

    • @teeoemm
      @teeoemm 2 года назад +3

      There’s plenty of free art in the unity asset store and all over the internet, but you don’t need to worry about art to make good games!

    • @GMTK
      @GMTK  2 года назад +17

      GMTK Patrons get videos early :)

    • @arkalt4066
      @arkalt4066 2 года назад

      @@ratto7896 they got the video early cause they’re a patron

    • @designator7402
      @designator7402 2 года назад +7

      Getting better at art to the point of being able to use it is actually not _as hard_ as you might think. If you approach it from the same angle as you would improving your code or design you _will_ get better at it. Trust me, you have a bunch of usable sprites in you!

    • @drcgaming4195
      @drcgaming4195 2 года назад +1

      @@designator7402 my only art form ever is photography ):

  • @xmgaming2444
    @xmgaming2444 2 года назад +16

    This magnet game seems really promising! I know you probably already have plans on how to move forward in the development process, but if I were to suggest something, get your character's movement options as polished as you can before you start making actual levels. Tweak physics, make things as snappy or as smooth as you'd like, and once you've got a character that feels great to control, then start making your other mechanics. In platformers, movement is key, and if your character's movement feels a little bit off at any point, it can really tarnish some of the other aspects of the game.

  • @lucasburford7881
    @lucasburford7881 Год назад

    This really motivated me to jump back into an old project of mine after encountering the same issues as you, and to do it properly, thank you :)

  • @krugner
    @krugner 2 года назад

    Wow!
    Crazy and awesome.
    Test it, I soon find out!
    Thanks again for share!

  • @Stephen-Fox
    @Stephen-Fox 2 года назад +13

    Oh, also, as a game develops, sometimes the thing you started with - even if that thing was fun - will disappear and wind up needing cutting from the game. Gil Hova has mentioned on the Ludology podcast a really cool auction mechanism he's started as the core mechanic for a couple of his designs, and so far each time the game's developed via iteration and playtesting to the point that the really cool auction mechanism is weighing the thing down and in a round of prototyping he cuts it and the game is improved by that.

  • @ysgramornorris2452
    @ysgramornorris2452 2 года назад +22

    I like your approach for this series. There are a lot of tutorials on game development and indie game devlogs on RUclips, but they tend to focus on the technical part of development - coding, programming languages, raycasting, procedural generation, AI, etc. And that's a good thing in and of itself, but I feel like tutorials on game _design_ are a bit of a lackluster. You can know how to implement stuff, but if you don't know how to come up with a good game concept, fun mechanics and all that, you got nothing to implement.

    • @Lumberjack_king
      @Lumberjack_king 2 года назад +4

      Exactly. Btw if you want to something similar to this check out the channel "patch" quest he has a video about how he approached his first indie game wrong

    • @fearlesswee5036
      @fearlesswee5036 2 года назад +2

      I'm hoping to make an indie game in the near-future myself, and I plan to focus more on the "why" rather than "how" in my devlogs too. I entirely agree not enough gamedevs share *why* decisions are made, just *how* they implement it...it can make trying to plan your own game ideas a lot more daunting of a task; it makes it seem as if game design knowledge is just an inherent ability some people have and not something you can learn and master over time.

  • @Madmonkeman
    @Madmonkeman 2 года назад +1

    I definitely needed this reminder. I've been thinking too much about the story and art but I haven't really tested one of the bigger mechanics yet.

  • @Ryan-ww7un
    @Ryan-ww7un 2 года назад +2

    I can't help but feel as if your channel and Sabrina's over at _Answer in Progress_ share so many (amazing) qualities. You both go on immense journeys of knowledge acquisition and condense them into their perfect essence. Only the most teachable moments. I don't think you realize how beautiful that is. Not to mention you both share the little "Let me explain..." at the beginning, which I love.

  • @flavoredchin
    @flavoredchin 2 года назад +5

    I have a theory about learning the arts: being told what works is less helpful than seeing how things fall apart. Learning what works makes something formulaic and polished, but learning what will ruin your work makes you understand how to take the good risks. I feel this series proves it! Great work as always Mark.

  • @KillerGameDev
    @KillerGameDev 2 года назад +13

    Ya know, Im not gonna lie...when I changed to prototyping all my levels out in my game, I significantly saw a boost in efficency. I found myself spending a day getting done what took me weeks and sometimes even months to complete before. The idea of finishing stuff now and copying it to the next level for reusability makes sense but in the end, this is what slowed me down. I had a very similar experience to you.Focus on game play, then make it shiny.

  • @EchoFiend
    @EchoFiend 2 года назад

    This series is excellent, it's so insightful to see your ideas slowly evolve as you overcome each hurdle and your honesty about the challenges you've faced is super refreshing.
    I particularly love the idea of the magnet as a weapon, I instantly imagined a big magnetic sword that you had to leave behind to solve a puzzle making you vulnerable to enemies then it slicing through them when you called it back, similar to some of the puzzles in God of War 2018. There is so much potential in your magnetic idea. Thanks for uploading this Mark.

  • @sapmanp
    @sapmanp 2 года назад

    Thank you so much for posting this video. It was a needed wake-up call to change my approach to developing a game I’ve always wanted to make for a while.

  • @_skeptile_
    @_skeptile_ 2 года назад +8

    I've been working on a game lately and focusing on making assets in Photoshop, implementing cool filters and effects, only to get a little burned out before the game's even really playable. This was a good reminder to just focus on prototyping and designing a strong foundation before working on the extraneous details.
    Also dang, that pixel art of yours is super impressive. I had no idea you had that level of artistic talent.

  • @freezinfire
    @freezinfire 2 года назад +7

    This really helped me, it was a eureka moment for me. Thank you sir, thank you a lot.

  • @mattoliver9939
    @mattoliver9939 2 года назад

    I Really like the direction you’re taking the channel! Keep up the great work and good luck on your game dev journey

  • @CodingWithLewis
    @CodingWithLewis 2 года назад +1

    So glad you decided to make this series. I develop web and mobile applications and the same principles can be applied there. Love this.

  • @Nate-bd8fg
    @Nate-bd8fg 2 года назад +7

    Great video! From what I've seen, you know what you're doing. And most importantly, approaching it from the right angle!

    • @onepiece666
      @onepiece666 2 года назад +1

      Seems all those videos about commenting on video game design really payed off

  • @MikeG-nz8gt
    @MikeG-nz8gt 2 года назад +4

    This game genuinely looks fun. Also, I think you have finally cemented in my head to start with a prototype! Thanks.

  • @thedanish5523
    @thedanish5523 2 года назад

    Never watched you before, but this vid popped into my suggested list. Thank you for this! I'm learning programming and game dev for fun and I got bogged down in making my zone design perfect and quickly got overwhelmed. I know I need to just go and get the programming done to finish my basic idea and see if it works, and to learn something useful I can carry on.

  • @alexatedw
    @alexatedw 2 года назад

    Love these types of vids on game making. Everyone has tutorials for this or that. But this is like the meta game development. Thanks man!

  • @beetent
    @beetent 2 года назад +27

    Extremely relatable Mark, appreciate the frank look back at those old abandoned projects

  • @zz7254
    @zz7254 2 года назад +12

    "It's not an MMO at least" - is this a reference to a certain 100% science based dragon MMO?

    • @rikamayhem
      @rikamayhem 2 года назад +10

      That too, but there is (was?) a trend of complete beginners wanting to make an MMO as their first game, when it's one of the most difficult genres to develop even for a large studio: requires good backend and network programmers, and releasing lots of ongoing content to maintain a healthy playerbase.

    • @vast634
      @vast634 2 года назад +1

      More a joke on so many beginners who dream up a super large game (MMOs for example) and then falling flat on their nose, since they planned a way to big project.

  • @thelarrys8693
    @thelarrys8693 2 года назад

    This so so great!! Can't wait for more videos. I love how Mark is actually showing his face

  • @ChildWithNoContext
    @ChildWithNoContext 2 года назад

    one of my all time fave gamedev channels, making an innovative platformer, super inspiring and makes me try to think of innovative game ideas myself. Really cool to see games evolve and i cant wait to see the evolution of yours.