One thing I think you hit on that most of the advice of start small misses is that the end goal should be your big game. The only difference I give is that you should choose small games that include systems your big game needs. If you know your big game is going to have point and click nav mesh movement, then make a small game that includes that. Your learning skills that are specific to your big game and also have the motivation to finish the small game because it is working directly towards the end goal.
This is so true, since I started pixel art for my game, I have all these ideas and mechanics and art styles I have. Now I realize everytime I fail to do what I meant to, it's not a waste of time at all, with every idea I learn a new skill, or a new tool, or why something fails, etc. It's actually become so fun to just think of ideas, try them, and fail but see why, then try to implement that. I think a good strategy though for people with big ideas and just starting is, just start a diary. You get a cool idea for a mechanic, or class, character, game, etc, write it down somewhere, make a really simple version of it, or look for other games with similar things. Even if you don't touch it for years, it keeps excitement to have these Idea somewhere, because with every little skill you get, you can see how it would implement into this idea and it feels a little closer.
Wow man, you really have a way of putting thoughts into words. You are so right, it’s a marathon and if you aren’t taking things step by step then you aren’t going anywhere. Can’t wait to see more from this channel
Looking at that graph I just kept thinking about how my very first game, made in unity, was... guess what? An atmospheric horror/walking sim game. And I did learn SO much from making it. This series is so fascinating. It's great to see stories of people getting their feet into game dev and hearing what lessons they've learned, and you have such a great way to showcase and talk about those.
As a psychopath working on his own engine for the past... 9 years, I agree with most of this advice. More to the point, though, there is no one-size-fits-all approach to game development. If you're completely new, just develop short games that motivate you without much hope of commercial success. If you come in with a lot of experience, then leverage that for your first project. Think critically, weigh the advice of others, be as smart as you can be and follow your own path. Some advice from the art world - don't practice drawing arbitrary stuff, but practice drawing the things you ultimately want to draw. Want to be a character illustrator? Then don't spend forever practicing environment art (and vice-versa). So if you wanna make a huge FPS one day, maybe break it down into elements you want to learn, or just use a bunch of libraries for most of it, and make those games first. Then graduate to big-daddy game later.
It is crazy how many people i see on youtube that start with their dream game. My first games were not great it was my 5 th game maybe I actually felt proud of but all the games tought me so much about programing design and art that making games today is so much more fullfilling. Really awesome video!
I've noticed that when people stay in the same genre, they rapidly get much better. What I've seen work is to release a smaller and tightly-scoped game, but for free. Then to focus on improving that for a while, with close attention to community feedback (a critical skill). Then make a slightly larger game in the same genre, and keep releasing/improving them for free... until the quality and content is there. Then charge, but now you will have the full support of a community behind you!
Good wisdom here. I know for me, my dream game is in the farming/life sim genre. I have a bunch of ideas for it but I realize that a game like that has so many moving parts. What I'd like to do with it is think of smaller games that I can make concentrate on a feature or two from the larger scope project of what I want to make. That way when I'm finally ready to start on my big game I hopefully have the skillset required to make it. Or at least have been exposed to many of the things I'd need to know.
Subbed. Looking forward to seeing how your game comes along! I started a game over two years ago now (a 2d space shooter). Be warned: things take longer than you think! (I thought it would take 9 months!) I would advise looking at the team sizes of the type of game you want to make and how long it took them to do it. Also write down absolutely everything that you plan to put in the game; every system, piece of art, animation & sound effect etc -Then how long you think it will take for each thing and adjust accordingly. I'm pretty much at a point where the game I'm working on is pretty much finished except the art needs polishing, bug fixes and just a couple of more features (like controller remapping and localisation etc). Good luck! Run the marathon! 😎.
A suggestion to the game making companies. Like Hollywood, you find the skilled 3D Programmers. But they would not know how to make creative plots as full stories. So as Hollywood, they find writers that do so for them!
I learned a lot from your experiences by listening to this video. Past week I've been slacking on my coding because I developed the gaming itch that I could use what programming skills I already have and create my first game. Not knowing how complicated it could be. Figured that out now from listening to your story on your journey. Figured out that the idea was just a hobby idea and that deep down inside I would rather focus on what I've been already doing, making mobile apps. Thanks for sharing your story.
This is good stuff. I kept getting caught up in big dreams and I realized I needed to keep it small at first. So this week I've been making an FPS level. Nothing crazy. I don't even want to make an FPS but it's helping me get more comfortable with unreal and learn different skills that I can transfer to other projects
Completely valid talking points! So I took a step back and saw game dev as a progression tree or staircase. For the small game, I definitely want to at least figure out the mechanics that I KNOW I will use in future games. Endgame being an RPG like Zelda? Start with combat mechanics, inventory, collectibles, etc. Maybe instead of making "Legend of Zelda" from the jump, maybe make "Legend of Bat Hunter" where you fight bats and collect them the drops to meet a quota. Then implement that system in your next project, and continue growing that way. I also support your idea of reframing the idea of what you wanna make too. In the end, ppl need time. Time to learn, time to play, etc.
Used to be like want to want big games, but i realized that if you can't do the small thing how do you expect to do the big things whether that be code or graphics these things are big on their own but if you break them down to their cores they're not as big as we thought their were
Such a well put togheter video! Your advise really speaks to me, as I would really love to voice act in video games and animation, but i also feel the same anxiety when looking at the path towards it. Taking things slow and improving piece by piece is something i comepletely agree with. The bigest hurdle for me though is getting over the feeling that i suck, because i am very self-contious and self-critical and it can be tough realizing that you will not always suck and that you will improve. But i guess it is something that just needs a simple acceptance. Really hope the best for you and your souls-like project!
I went Pac-Man clone, arcade space shooter, roguelike / retro-fps hybrid (took two tries to make); now I'm torn between a first-person RPG and a dollhouse life simulator, but it occurs to me a lot of things I'd need to make for the life simulator could actually be used for the RPG. It occurs to me, though, that a lot of what I like and want to make is out-of-sync with what most of the rest of the world wants.
Great video I have some type of creative block now and last few games ideas I've dropped after a lot of work. Your video helped me to understand why I've failed and how to move forward. Thank you.
We've ended up with very similar mentalities. Started working on a roguelike myself and just using 16x16 sprites because that hard part is the programming, art can come later. I've been programming for 4 years now so I feel I have the skills to do it. I will be building the mechanics in separate smaller games first before committing to a bigger project. You are killing it with these videos.
Perfectly reasonable advice. I'd add other genres like puzzle games. You can focus on one genre and realize how endless ideas can be. My only want from gamedev is to create games no one else is creating. So that means ideas are crucial
You said something about not being the smartest... I'm in no position to judge. 😁I wanna give you props for being wise, though, because this is a GREAT post that expresses deep thought and a wise approach. Thank you for sharing!
You have the right of it. I'm a huuuuge RPG and strategy/card game fan. Of course what I want to primarily make are those types of games. But that task is way too huge. Plus the cost in time/money to what you're likely to get back in sales is really low. I learned, and started, by picking really small game ideas I have that focus on specific aspects of game dev and primarily those ideas. And I've ordered my ideas by complexity + with the simpler games that'd feed systems into the larger one. Plus the simpler games, by nature of being easier and quicker to produce, will cost less to create while having roughly equal sales numbers by nature of being an unknown indie. And if they do well, will boost my/your reputation so larger games WILL do better because you've proven yourself. You can't travel from Rome to Beijing in one jump, gotta place each stone on the road one at a time
While this was a well put together video and you obviously put a lot of thought into it. I don't think I can ever get behind the idea of underselling passion. This comes with the territory. A passion idea or project might fail. But I'd much rather fail doing what I want, than trying for something less. As long as you are ok with the very real possibility that you will fail. But as long as you fail upwards, the stigma of failing becomes learning. And the fear of doing what you want can dissolve. And yes, compartmentalization helps. I would tell my younger self that I can still build towards something big, while compartmentalizing the work into tools, and skills that will be required for that project. But it can still be that game you want to make, one day.
I hate doing easy to make games because I will dive right into the red Ocean... I prefer doing very complicated products so I will have way less competition. I have been learning unreal engine since like 2020 and made 2 unpublished very short game. Now since I have the faculty to incorporate new knowledge very fast I am working on my real game. I did not want to make a game that I won't even play... I wanted to make a game that I would want to play. My criterias were : - complicated to make so I do have less competition - genre that I like best - very good graphics so it will be easier to market
I've been told when writing music your first 100 songs are going to suck. That seems to translate to every creative space. Just keep creating and learning. Everyone has had to work through that.
I'm trying to create an openworld rpg but know its ridiculous to even think about doing such a thing. Would it be a good Idea to make a rogue like based around combat and abilities with little art for my first game? My thought is that I could then take that combat system and add a few more weapons and abilities, maybe tweak it a little then use that in my second game. The thought being that I'll be learning, creating my first game and helping with my second game all at once. Is that I good idea?
Everything is a good idea, you will be spending a lot of time on it. If thats okay with you then fine. I sugest you spend some time planning EVERYTHING out. Thats what im doing before i start making a bunch of art and code.
@@TheGameCourier already done that. I have 2 different apps, 1 for backstory and 1 for features aswell as folders upon folders and 100s of 100s of words. Yea, its safe to say iv planned lol.
The problem isn’t the level of creativity, or even the genre. It’s the scope. Write down everything you want in your game. Then pair those ideas down to the most crucial components. Then develop that. That process will give you an idea of how long it will take to implement the other parts.
@@fivetwoeighty7012 the problem is that I'm still learning bits and bobs and although I can make stuff they can definitely be improved so yes that may give me a rough idea butbit won't be accurate as I'll get faster at making stuff as time goes on.
What the heck man? How did you improved so much with video editing in just 3 videos? Hahahaha also, thank you for the eye opening for begginers, there are too many people believing they will create the next Among us, Flappy bird, Stardew Valley, etc. None of those games pretended to be some other game and they succeeded nicely. It's really difficult to be original (not to mention it's nearly impossible), it depends on how you approach your idea and the mechanics you develop, if they are good and fun, sometimes simple is better, sometimes complex is fancier. It only depends on what kind of game you want to make and how you develop your idea. At least that's what I think. I will turn the bell for more content, I'm really glad I decided to watch your content man. Cheers.
For me my goal in indie game development is making a 3d mecha visual novel hybrids with gameplay in the veins of Godzilla ps4 and Virtua On currently my third game FFF VolTitan Vol.3 has 3d mecha combat and the player can fly while also having its energy be dependant on the score from a horizontal space shooter minigame. My goal for the having the player feel powerful controlling a playable boss monster(or dragon in VolTitan's case) while fighting other boss monsters. Getting there was a frustrating but rewarding process almost like Dark souls but its so satisfying seeing the game of my dreams coming to life through its gameplay.
Thats the thing with every art and with being an author. You need to know & be clear about what you are doing, how & why you are doing it. Also to know that what you do at the moment is not every thing that you are doing with your self. Art expression and creation gets slow & hard when we get identified & worried about it. Also the way you treat your creator self when you force yourself to work can be contraproductve. You can work on many things at the same time if you like it, but it can be not so good with the schedule. At the other hand working on only one track can lead to lots of procastination & time lost. Thats why i think art should be a constant self reflection and understanding about what you want & feel and why you do what you do. Inside ourself there is MORE light to be proyected, MORE nature to be seen & explored than in our own concepts and minds. Games can evolve & explore different dimensions of life to show them with beautiful new ART. But for that we need to stop creatng for a market, thinking of schedules and payments. Every REAL ART has grown & perfectioned with people putting TRUE passion on what they do for the sake of seeing it come to light. Videogame making is just a recent form of art with less than 100 years but has an infinite untasted potential. Most of its exponents have come around the profit but anyways had made wonders. I think nowadays is so close & easy to make VIDEOGAMES that in the future we could see this ART grow to its fullest ! My best hopes are on the indie solo/free developpers
Looking forward to your souls-like project. You shared some very good ideas in how to approach a first project & I'm interested in what kinda fresh element(s) you will put into your game. Bless. 🙏💪🔥
I just was setting down on this a few days ago and realized that the game I should take should be a game I also want to play test the most. And if you tell you game idea to 10 potential players and see if they ask you about your game in a few months. I have a bunch of game ideas but one if them my kids have gotten vsck to me like three times a year and ask pleas dad when are you going to start on that. I just might do it soon. :)
I’ll give you the gist of it so I can save you close to 20 minutes… actually, I don’t think I can simply come out and say it, so read between the lines if you will… turn off the light, there’s no reason in continuing. And boy do I agree, I just don’t have the guts.
as someone who loves games and also watches a lot of Gordon Ramsay, your analogy around 3 minutes in was the point where I was like, "okay, I'm subscribing". I make music but have a big passion for games. that love for games comes out in my song lyrics and artwork from time to time (examples: our newest song "Monochrome" references and was partially inspired by the game Omori, and our song "Hoodie" is about realizing my ex still has my favorite EarthBound hoodie). A big part of me wants to try to make games myself one day, so this video is really helpful. When people say to start small, I can't help but think of someone like ConcernedApe who just came right out of the gate with Stardew. So inspirational, but you have to remember he dedicated literal non-stop years of his life to make that. It paid off bigtime, but there is always a chance it might not. I applied this thought process of starting small with my music -- the very first song I released was in 2020, but I originally wrote the song in 2013. I knew it wasn't my best song I had in the backlog, BUT I felt it was a solid first choice because a) if it flopped it wouldn't be the worst thing in the world, and b) people who like that song will only see growth as I put more music out. So I think this thought process you talk about is applicable to lots of different pursuits!
I appreciate you taking the time to write that. I really hoped a lot of other creatives would resonate with these struggles because we all have go through the same things and its hard to just put yourself out there when you want to do SO much more.
Nice video, overall excellent advice. But I'm gonna make a game with numbers out the ass for my first game anyways. I'm talking some Disgaea Infinity Tactics shit because I'm the kind of alien that thrives on spreadsheets and math to the point that I'll probably make the thing in Excel for the lulz. Wait, has anyone made a game in Excel? Maybe I should actually do that...
I've never played it but I'm so sick of hearing. The term rogue-like smh everything wants to be rogue-like? I watched a dev log and the guys flipped between so many different styles for ONE game it drove me nuts pick something alreadg
what about local multiplayer party games? like overcooked, worms, etc. Are those good ideas for a beginner game dev? Because they revolve around a single mechanic and don't need much content to have replayability
Great point but i still think it largely matters about the gameplay. Multiplayer just adds more complexity to whatever the actually "game" is. Those are great games of your mechanics are simple enough.
I think the common saying is Multiplayer adds 10x the complexity, local / couch co-op not being "real" multiplayer (no networking / replication) its probably not so bad BUT the thing is there is no market which still impacts you even if you are releasing it for free and asking for feedback etc.
Talent is basically bullshit. Practice beats talent. Every single time. *Up to a point. I’ll never be a great athlete no matter how much I train. However; anyone can progress from bad to mediocre, from mediocre from okay and even to good, by practice.
Everyone says start small but there is a problem with that, coming up with a short small good idea is much harder I think then coming up a game to fit your story or fun ideas. I also think you learn more making your own game rather then copying smaller games.
Music is way too loud - no idea why people do that but they do, consistently. Nobody clicking on this video is going to watch it to the end because of the music. Nobody.
If I can add one piece of advice - have taste. You don't have to be cynical and hyper critical but if you can't point out the flaws and faults in Sonic 2, Zelda: Ocarina of Time, Hollow Knight or Ghost of Tsushima, then you're probably not ready. You can enjoy those games but still spot the flaws. If you can't then you're just a game fan, and you're probably not ready to be a great game designer.
I needed to hear this....
✊️ glad to be helpful
🎉😢
"Its impossible to be learning and excelling at the same time" -- beautifully put!
Great advice in this video! Thank you!:)
"I need to excell at learning!!!" -type A personality people probably
Good point. False statement. You can both learning and excelling at the same time. After all, a good expert is an expert who kept studying.
One thing I think you hit on that most of the advice of start small misses is that the end goal should be your big game. The only difference I give is that you should choose small games that include systems your big game needs. If you know your big game is going to have point and click nav mesh movement, then make a small game that includes that. Your learning skills that are specific to your big game and also have the motivation to finish the small game because it is working directly towards the end goal.
And also, since its smaller you reach small goals quicker whilst learning
This is so true, since I started pixel art for my game, I have all these ideas and mechanics and art styles I have.
Now I realize everytime I fail to do what I meant to, it's not a waste of time at all, with every idea I learn a new skill, or a new tool, or why something fails, etc.
It's actually become so fun to just think of ideas, try them, and fail but see why, then try to implement that.
I think a good strategy though for people with big ideas and just starting is, just start a diary.
You get a cool idea for a mechanic, or class, character, game, etc, write it down somewhere, make a really simple version of it, or look for other games with similar things.
Even if you don't touch it for years, it keeps excitement to have these Idea somewhere, because with every little skill you get, you can see how it would implement into this idea and it feels a little closer.
Wow man, you really have a way of putting thoughts into words. You are so right, it’s a marathon and if you aren’t taking things step by step then you aren’t going anywhere. Can’t wait to see more from this channel
Looking at that graph I just kept thinking about how my very first game, made in unity, was... guess what? An atmospheric horror/walking sim game. And I did learn SO much from making it.
This series is so fascinating. It's great to see stories of people getting their feet into game dev and hearing what lessons they've learned, and you have such a great way to showcase and talk about those.
I really like how these tips on game design can also apply to day to day life. Very well done video man!
I love the message of this video, super inspirational. Excited to see where this leads you!
Large games dissuaded me from ever making games. It wasn't until I played Undertale and found out it was mostly a 1 man project that I was inspired.
As a psychopath working on his own engine for the past... 9 years, I agree with most of this advice.
More to the point, though, there is no one-size-fits-all approach to game development. If you're completely new, just develop short games that motivate you without much hope of commercial success. If you come in with a lot of experience, then leverage that for your first project. Think critically, weigh the advice of others, be as smart as you can be and follow your own path.
Some advice from the art world - don't practice drawing arbitrary stuff, but practice drawing the things you ultimately want to draw. Want to be a character illustrator? Then don't spend forever practicing environment art (and vice-versa). So if you wanna make a huge FPS one day, maybe break it down into elements you want to learn, or just use a bunch of libraries for most of it, and make those games first. Then graduate to big-daddy game later.
It is crazy how many people i see on youtube that start with their dream game. My first games were not great it was my 5 th game maybe I actually felt proud of but all the games tought me so much about programing design and art that making games today is so much more fullfilling.
Really awesome video!
I've noticed that when people stay in the same genre, they rapidly get much better. What I've seen work is to release a smaller and tightly-scoped game, but for free. Then to focus on improving that for a while, with close attention to community feedback (a critical skill). Then make a slightly larger game in the same genre, and keep releasing/improving them for free... until the quality and content is there. Then charge, but now you will have the full support of a community behind you!
I want to make a game I would play. And if 100 people buy my game and like it, I'll be happy.
Cool. I'm going for card game.
It's a simple one, but numbers and balancing are still an issue in it
just starting out and my end goal is to just have fun whit a game i made
Good wisdom here. I know for me, my dream game is in the farming/life sim genre. I have a bunch of ideas for it but I realize that a game like that has so many moving parts. What I'd like to do with it is think of smaller games that I can make concentrate on a feature or two from the larger scope project of what I want to make. That way when I'm finally ready to start on my big game I hopefully have the skillset required to make it. Or at least have been exposed to many of the things I'd need to know.
It's like climbing the Everest, you cannot jump to the top, you have to start from the bottom.
Subbed. Looking forward to seeing how your game comes along! I started a game over two years ago now (a 2d space shooter). Be warned: things take longer than you think! (I thought it would take 9 months!) I would advise looking at the team sizes of the type of game you want to make and how long it took them to do it. Also write down absolutely everything that you plan to put in the game; every system, piece of art, animation & sound effect etc
-Then how long you think it will take for each thing and adjust accordingly.
I'm pretty much at a point where the game I'm working on is pretty much finished except the art needs polishing, bug fixes and just a couple of more features (like controller remapping and localisation etc).
Good luck! Run the marathon! 😎.
A suggestion to the game making companies.
Like Hollywood, you find the skilled 3D Programmers.
But they would not know how to make creative plots as full stories.
So as Hollywood, they find writers that do so for them!
That steak analogy is just too perfect!
I learned a lot from your experiences by listening to this video. Past week I've been slacking on my coding because I developed the gaming itch that I could use what programming skills I already have and create my first game. Not knowing how complicated it could be. Figured that out now from listening to your story on your journey. Figured out that the idea was just a hobby idea and that deep down inside I would rather focus on what I've been already doing, making mobile apps.
Thanks for sharing your story.
This is good stuff. I kept getting caught up in big dreams and I realized I needed to keep it small at first. So this week I've been making an FPS level. Nothing crazy. I don't even want to make an FPS but it's helping me get more comfortable with unreal and learn different skills that I can transfer to other projects
Completely valid talking points!
So I took a step back and saw game dev as a progression tree or staircase.
For the small game, I definitely want to at least figure out the mechanics that I KNOW I will use in future games.
Endgame being an RPG like Zelda?
Start with combat mechanics, inventory, collectibles, etc.
Maybe instead of making "Legend of Zelda" from the jump, maybe make "Legend of Bat Hunter" where you fight bats and collect them the drops to meet a quota.
Then implement that system in your next project, and continue growing that way.
I also support your idea of reframing the idea of what you wanna make too.
In the end, ppl need time. Time to learn, time to play, etc.
one of the best game dev videos ive watched 4 minutes in. straight up just saying how it is.
No bullshit, straight to the point, explanatory, and supportive.
Thank you!
One easy type of game I found is skill arcade machines and there fun to make. Monster drop, puck wheel luck, hoops, prize arm and there's a lot more.
Every game dev advice I've ever heard for beginners, Concerned Ape didn't follow any of them.
Only time I watched a game dev video that made me hungry 😂
Used to be like want to want big games, but i realized that if you can't do the small thing how do you expect to do the big things whether that be code or graphics these things are big on their own but if you break them down to their cores they're not as big as we thought their were
Such a well put togheter video! Your advise really speaks to me, as I would really love to voice act in video games and animation, but i also feel the same anxiety when looking at the path towards it. Taking things slow and improving piece by piece is something i comepletely agree with. The bigest hurdle for me though is getting over the feeling that i suck, because i am very self-contious and self-critical and it can be tough realizing that you will not always suck and that you will improve. But i guess it is something that just needs a simple acceptance.
Really hope the best for you and your souls-like project!
I went Pac-Man clone, arcade space shooter, roguelike / retro-fps hybrid (took two tries to make); now I'm torn between a first-person RPG and a dollhouse life simulator, but it occurs to me a lot of things I'd need to make for the life simulator could actually be used for the RPG. It occurs to me, though, that a lot of what I like and want to make is out-of-sync with what most of the rest of the world wants.
Great video I have some type of creative block now and last few games ideas I've dropped after a lot of work. Your video helped me to understand why I've failed and how to move forward. Thank you.
I keep seeing so many RUclipsrs that whose videos feel professionally made but yet around 1000 subscribers. I hope you grow asna creator
already know these but its always welcome and neccesity always being reminding went starting to astray.
Sometimes you you need to sit back and thing how much you have learned you will amaze your self. make shore you reward your self as well
We've ended up with very similar mentalities. Started working on a roguelike myself and just using 16x16 sprites because that hard part is the programming, art can come later. I've been programming for 4 years now so I feel I have the skills to do it. I will be building the mechanics in separate smaller games first before committing to a bigger project.
You are killing it with these videos.
Perfectly reasonable advice. I'd add other genres like puzzle games. You can focus on one genre and realize how endless ideas can be. My only want from gamedev is to create games no one else is creating. So that means ideas are crucial
Plus making a puzzle game automatically means every solution and idea has to be interesting and unique. Ypu can't just copy another game's solutiions
You said something about not being the smartest... I'm in no position to judge. 😁I wanna give you props for being wise, though, because this is a GREAT post that expresses deep thought and a wise approach. Thank you for sharing!
You have the right of it. I'm a huuuuge RPG and strategy/card game fan. Of course what I want to primarily make are those types of games. But that task is way too huge. Plus the cost in time/money to what you're likely to get back in sales is really low. I learned, and started, by picking really small game ideas I have that focus on specific aspects of game dev and primarily those ideas. And I've ordered my ideas by complexity + with the simpler games that'd feed systems into the larger one. Plus the simpler games, by nature of being easier and quicker to produce, will cost less to create while having roughly equal sales numbers by nature of being an unknown indie. And if they do well, will boost my/your reputation so larger games WILL do better because you've proven yourself. You can't travel from Rome to Beijing in one jump, gotta place each stone on the road one at a time
While this was a well put together video and you obviously put a lot of thought into it. I don't think I can ever get behind the idea of underselling passion.
This comes with the territory. A passion idea or project might fail. But I'd much rather fail doing what I want, than trying for something less.
As long as you are ok with the very real possibility that you will fail. But as long as you fail upwards, the stigma of failing becomes learning. And the fear of doing what you want can dissolve. And yes, compartmentalization helps. I would tell my younger self that I can still build towards something big, while compartmentalizing the work into tools, and skills that will be required for that project. But it can still be that game you want to make, one day.
Great advice! You're a chill dude, subscribed very quickly. Looking forward to checking out your other videos! Thanks man!
I hate doing easy to make games because I will dive right into the red Ocean... I prefer doing very complicated products so I will have way less competition. I have been learning unreal engine since like 2020 and made 2 unpublished very short game. Now since I have the faculty to incorporate new knowledge very fast I am working on my real game. I did not want to make a game that I won't even play... I wanted to make a game that I would want to play.
My criterias were :
- complicated to make so I do have less competition
- genre that I like best
- very good graphics so it will be easier to market
I've been told when writing music your first 100 songs are going to suck. That seems to translate to every creative space. Just keep creating and learning. Everyone has had to work through that.
可能是我看过的最棒的独立游戏新手视频,深有同感!
I'm trying to create an openworld rpg but know its ridiculous to even think about doing such a thing. Would it be a good Idea to make a rogue like based around combat and abilities with little art for my first game? My thought is that I could then take that combat system and add a few more weapons and abilities, maybe tweak it a little then use that in my second game. The thought being that I'll be learning, creating my first game and helping with my second game all at once. Is that I good idea?
Everything is a good idea, you will be spending a lot of time on it. If thats okay with you then fine. I sugest you spend some time planning EVERYTHING out. Thats what im doing before i start making a bunch of art and code.
@@TheGameCourier already done that. I have 2 different apps, 1 for backstory and 1 for features aswell as folders upon folders and 100s of 100s of words. Yea, its safe to say iv planned lol.
The problem isn’t the level of creativity, or even the genre. It’s the scope.
Write down everything you want in your game. Then pair those ideas down to the most crucial components. Then develop that. That process will give you an idea of how long it will take to implement the other parts.
@@fivetwoeighty7012 the problem is that I'm still learning bits and bobs and although I can make stuff they can definitely be improved so yes that may give me a rough idea butbit won't be accurate as I'll get faster at making stuff as time goes on.
you make some great points glad i found this video
More simply put, shoot for the stars, but try to get to a rocket ship first, which is its own thing
Sub'd. This was very well put and exactly what newcomers need to hear.
Nice video Sir, what do you think about tower defense game? like Plant vs Zombie clone for example, is that in hard category or easy category?
"It's still steak, but it's a higher level steak" -Game Courier, 2023 (or 2022 idk)
What the heck man? How did you improved so much with video editing in just 3 videos? Hahahaha also, thank you for the eye opening for begginers, there are too many people believing they will create the next Among us, Flappy bird, Stardew Valley, etc. None of those games pretended to be some other game and they succeeded nicely. It's really difficult to be original (not to mention it's nearly impossible), it depends on how you approach your idea and the mechanics you develop, if they are good and fun, sometimes simple is better, sometimes complex is fancier. It only depends on what kind of game you want to make and how you develop your idea. At least that's what I think. I will turn the bell for more content, I'm really glad I decided to watch your content man. Cheers.
My 1st game was a motorcycle concept
For me my goal in indie game development is making a 3d mecha visual novel hybrids with gameplay in the veins of Godzilla ps4 and Virtua On currently my third game FFF VolTitan Vol.3 has 3d mecha combat and the player can fly while also having its energy be dependant on the score from a horizontal space shooter minigame. My goal for the having the player feel powerful controlling a playable boss monster(or dragon in VolTitan's case) while fighting other boss monsters. Getting there was a frustrating but rewarding process almost like Dark souls but its so satisfying seeing the game of my dreams coming to life through its gameplay.
Thats the thing with every art and with being an author. You need to know & be clear about what you are doing, how & why you are doing it. Also to know that what you do at the moment is not every thing that you are doing with your self. Art expression and creation gets slow & hard when we get identified & worried about it. Also the way you treat your creator self when you force yourself to work can be contraproductve. You can work on many things at the same time if you like it, but it can be not so good with the schedule. At the other hand working on only one track can lead to lots of procastination & time lost. Thats why i think art should be a constant self reflection and understanding about what you want & feel and why you do what you do. Inside ourself there is MORE light to be proyected, MORE nature to be seen & explored than in our own concepts and minds. Games can evolve & explore different dimensions of life to show them with beautiful new ART. But for that we need to stop creatng for a market, thinking of schedules and payments. Every REAL ART has grown & perfectioned with people putting TRUE passion on what they do for the sake of seeing it come to light. Videogame making is just a recent form of art with less than 100 years but has an infinite untasted potential. Most of its exponents have come around the profit but anyways had made wonders. I think nowadays is so close & easy to make VIDEOGAMES that in the future we could see this ART grow to its fullest !
My best hopes are on the indie solo/free developpers
some of this is even just good advice in general or with any hobby
Looking forward to your souls-like project. You shared some very good ideas in how to approach a first project & I'm interested in what kinda fresh element(s) you will put into your game.
Bless. 🙏💪🔥
Thank you 🙏 I have some cool ideas but im trying not to over scope
I just was setting down on this a few days ago and realized that the game I should take should be a game I also want to play test the most. And if you tell you game idea to 10 potential players and see if they ask you about your game in a few months. I have a bunch of game ideas but one if them my kids have gotten vsck to me like three times a year and ask pleas dad when are you going to start on that. I just might do it soon. :)
marathon thing was huge
Great video and great advice!
I started with NES games and these are complex too even thought they don't look like it.
Love your videos and vibe, you are gonna keep blowing up!
The diargam is awesome!
Thanks!
Solid advice in this video. Thanks
2d souls like isn't a metroidvania?
Nah. Dark Souls is a 3D Metroidvania
I so proud of have made my first sh!t game it has alot flaws is very bad but the journey was so worthed
I’ll give you the gist of it so I can save you close to 20 minutes… actually, I don’t think I can simply come out and say it, so read between the lines if you will… turn off the light, there’s no reason in continuing. And boy do I agree, I just don’t have the guts.
can we get an update to this?
Great video!
Great video thanks
Man speaks truth
Legit, I’m shocked to hear most people want to make big games. I play small games and want to make em too.
as someone who loves games and also watches a lot of Gordon Ramsay, your analogy around 3 minutes in was the point where I was like, "okay, I'm subscribing".
I make music but have a big passion for games. that love for games comes out in my song lyrics and artwork from time to time (examples: our newest song "Monochrome" references and was partially inspired by the game Omori, and our song "Hoodie" is about realizing my ex still has my favorite EarthBound hoodie). A big part of me wants to try to make games myself one day, so this video is really helpful.
When people say to start small, I can't help but think of someone like ConcernedApe who just came right out of the gate with Stardew. So inspirational, but you have to remember he dedicated literal non-stop years of his life to make that. It paid off bigtime, but there is always a chance it might not.
I applied this thought process of starting small with my music -- the very first song I released was in 2020, but I originally wrote the song in 2013. I knew it wasn't my best song I had in the backlog, BUT I felt it was a solid first choice because a) if it flopped it wouldn't be the worst thing in the world, and b) people who like that song will only see growth as I put more music out. So I think this thought process you talk about is applicable to lots of different pursuits!
I appreciate you taking the time to write that. I really hoped a lot of other creatives would resonate with these struggles because we all have go through the same things and its hard to just put yourself out there when you want to do SO much more.
Nice video, overall excellent advice.
But I'm gonna make a game with numbers out the ass for my first game anyways. I'm talking some Disgaea Infinity Tactics shit because I'm the kind of alien that thrives on spreadsheets and math to the point that I'll probably make the thing in Excel for the lulz.
Wait, has anyone made a game in Excel? Maybe I should actually do that...
Throw in some procedural levels too!
why not?
it *IS* actually possible to make a game in excel! Have no idea how to do it but I did play an excel game like a thousand years ago.
This is a good video
Neat good ideas
Good video
Well said
I've never played it but I'm so sick of hearing. The term rogue-like smh everything wants to be rogue-like? I watched a dev log and the guys flipped between so many different styles for ONE game it drove me nuts pick something alreadg
what about local multiplayer party games?
like overcooked, worms, etc.
Are those good ideas for a beginner game dev?
Because they revolve around a single mechanic and don't need much content to have replayability
Great point but i still think it largely matters about the gameplay. Multiplayer just adds more complexity to whatever the actually "game" is. Those are great games of your mechanics are simple enough.
I think the common saying is Multiplayer adds 10x the complexity, local / couch co-op not being "real" multiplayer (no networking / replication) its probably not so bad BUT the thing is there is no market which still impacts you even if you are releasing it for free and asking for feedback etc.
Thanks man
Talent is basically bullshit. Practice beats talent. Every single time.
*Up to a point. I’ll never be a great athlete no matter how much I train. However; anyone can progress from bad to mediocre, from mediocre from okay and even to good, by practice.
Well if games are steaks my game is a misteak. :D
17:20 what the is this.. ? i cant find it
I wanna make mmorpg
9:23 what game is this?
spark: the electric jester
Everyone says start small but there is a problem with that, coming up with a short small good idea is much harder I think then coming up a game to fit your story or fun ideas. I also think you learn more making your own game rather then copying smaller games.
Music is way too loud - no idea why people do that but they do, consistently. Nobody clicking on this video is going to watch it to the end because of the music. Nobody.
I dropped Hollow Knight because the gameplay was boring and annoying. I spent more time in vampire survivors.
lol you spelled it rouge-likes
Activate windows xD
If I can add one piece of advice - have taste. You don't have to be cynical and hyper critical but if you can't point out the flaws and faults in Sonic 2, Zelda: Ocarina of Time, Hollow Knight or Ghost of Tsushima, then you're probably not ready. You can enjoy those games but still spot the flaws. If you can't then you're just a game fan, and you're probably not ready to be a great game designer.
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