Yup you found the one super secret trick for fast game development, reusability! That's one of the reasons why it's so important to write good clean code, if you write a system that is nicely decoupled from everything else it's pretty easy to reuse it in another completely different project. That's a really nice amount of progress in 1 year, keep at it!
The moment Code Monkey himself comments on your video 😱🤣 I’ve literally “grown up” with your great tutorials! Indeed throughout this period I understood how much code can be reused in completely different projects! Thanks a lot for the feedback! ✌🏻Motivation went over 💯😁
Reading the description is hilarious as I'm literally in the situation right now where I developed a 2D game for around the same period of time. I've scrapped everything (except the code) and started a new project with a simpler concept and on the second day of development I'm already 4 or 5 times as far with completing it lol. Growth is fun!
Yeah, we all “copy” some things from other projects and build upon them new ones. It just was very scary to me when I was just starting game dev to see people making games so fast. ☺️
Thanks a lot for the feedback! And I am very exited to share the next devlog 😊 you can also join our discord if you want more content before the video release.
I agree about reusability being really important. I always try to reuse stuff from previous projects. Other important thing is to be fine with good enough. Don't try to polish everything, polish only what is absolutely important and try to have everything just decent. You can't make everything perfect as an indie dev (unless you have a really small scope of course).
Yep, I am working on my first big project, I've been at it for 9 months now. It's a very big project so I divided it into 4 parts. 1. The Combat 2. The World 3. The Town 4. The Unifying Code. Combat includes anything involved in the areas you can fight in, so from level design, lock on, to a combat area specific save load system. The UI development is what I am working on now as I build this part out for play as a demo. Right now the player just plops into a debug map. I want to finish up the ability cost system, maybe add 2 more elements (6 more magic spells, 3 per element). Finally make a main menu that has 3 character preset to pick from and you can go into the combat area. I also want to add some built in dashing. I'm thinking of making it a double tap thing with a cooldown. Lastly I consider the GameManager stuff the unifying code, so lately as I build out for the demo I'm fleshing out the StateMachine of the GM and other things. I fully agree that making clean code saves time down the road. But the part you didn't talk about is the making of that code and the pain of pulling yourself to coding cleanly while making what you want real. It's very hard to imagine what you want to have happen in terms of making it, it's even harder to set it up accurately, the easy part I think is the coding of it, but it is challenging to make sure that code is clean. The coding part is easy by comparison to the setup imo.
It’s very important to have a clear vision what mechanics will be in your game as much as possible. As my game grows, It’s becoming so difficult to add a new mechanic if I didn’t plan for it before. Your point is valid about the clean code, you can do everything quicker, but then it’s a pain in ass to change something or to add on that, so It’s always good to take the time to write a clear code. Good luck with your project :) P.s. you can share your progress on our discord server.
@@tobeymaguire647 It's in development, I have some videos on its progress. Right now it is arguably further behind than it was a year ago, but this is because I ported it over to Godot. But on top of that I took the opportunity to redesign some major aspects of the game. I am also taking my time with it since I don't want to go back into old code to add features, I'm trying to make everything modular the first time. Right now I have a functional leveling system, functional data persistence system, functional character actions , functional combat and a ton of tools. Tools are what I've spent the lion share of my time on since switching, During that time I did 2 game jams and made a small space shooter game as well.
@@tobeymaguire647 Long story short, I switched to Godot, spent the last 4 months retooling and building. Loss: The game is in a very early state... it's nothing more than a group of features as I figure out the best work flow and practices of Godot. Wins: My systems are far better designed right now and I am enjoying godot. According to AI my work speed is fast but it feels like I am super slow, I think a good deal of my time is wasted on trying to nail down features. As in I have no one there to say, "yeah that's going to pay off or no that is going to bite down the road." So I am designing with extreme care.
Another way to make games is to use unity asset,(use 1-2 so it isnt an asset flip unless you use asset that just improves your editor) and use unity packages, basically if you have scripts that you want to use in other projects, go to assets the export packages, tick the script you want then put it in a folder and call the package, then you can go to another project and in assets, import packages, then you go to the folder with your package to bring it in, super great
Do NOT use the Resources folder, and don't allow unity store assets to use the Resources folder, load assets externally and your project will speed up exponentially. Also, create a folder in the Assets folder called 'Standard Assets' and drag all your Unity store assets in it.
Hey ) I think youtube is doing good promoting worthy videos, so, I’ll get there when I make worthy content :) but anyways, thanks! i’m glad you enjoyed the video.
Bro, putting the same code of an old game in a New project, I believe this is called "Dont repeat yourself", so, if you make more games, faster you can do new ones
Why would it be “repeating”? All my games so far were completely different projects that happen to need some mechanics from previous games, so as far as I feel the code is good for the project I don’t see why I won’t use it again 🙂 tbh I don’t go for making games fast, it’s just not in my nature, I like taking my time and perfecting the game as much as possible before sharing 😆
@@Vav97 This is great! feel that you have time to work on your project, and do something you like, but doing it fast allows you to participate for Game Jam's that are a amazing thing, I dont like to rush the projects too, the time you spend is for your learning and understanding, great that you feel that way, your content is really good
@@Vav97 you are wel come i am also unity developer and I have this channel more than 5k subs i feel that this will info about your game should you know
@@Vav97 My bad, let me rephrase myself. What sources did you use to study game development with Unity? Which books, courses, youtube series/playlists? Edit: I'm already a C# developer, so I'm all good when it comes to C#.
@@ivankovachev8835 Oh, right, I almost got the question correct :) 80% it is youtube videos (Brackeys, Code Monkey, FreeCodeCamp etc..) and 20% is google. I believe you can find any info in that two sources, so basically that was it for me. No courses, no books :)
Yup you found the one super secret trick for fast game development, reusability!
That's one of the reasons why it's so important to write good clean code, if you write a system that is nicely decoupled from everything else it's pretty easy to reuse it in another completely different project.
That's a really nice amount of progress in 1 year, keep at it!
The moment Code Monkey himself comments on your video 😱🤣 I’ve literally “grown up” with your great tutorials! Indeed throughout this period I understood how much code can be reused in completely different projects! Thanks a lot for the feedback! ✌🏻Motivation went over 💯😁
Its pretty sad that such a good channel doesn't get more attention. Nevertheless, keep it up!
It’s getting more and more after each video :) thanks a lot! Will be working till we get there
Reading the description is hilarious as I'm literally in the situation right now where I developed a 2D game for around the same period of time. I've scrapped everything (except the code) and started a new project with a simpler concept and on the second day of development I'm already 4 or 5 times as far with completing it lol. Growth is fun!
The growth is mind-blowing. Keep it up dude!!
Heey 😂 thanks a lot! Glad you enjoy
I like your honesty, we all do that actually as developers, we copy.
Yeah, we all “copy” some things from other projects and build upon them new ones. It just was very scary to me when I was just starting game dev to see people making games so fast. ☺️
I think for the tower defence you should have the enemies move in the middle of the path also great video your super underrated
I’m glad you enjoyed the video :) yeah, true about moving in the middle :) working on it.
Amazing video, I love your editing style! I look forward to watching more devlogs from you.
Thanks a lot for the feedback! And I am very exited to share the next devlog 😊 you can also join our discord if you want more content before the video release.
this guy gave me motivation. nobody ever did that before. you deserve more attention and subs than this.
I agree about reusability being really important.
I always try to reuse stuff from previous projects.
Other important thing is to be fine with good enough.
Don't try to polish everything, polish only what is absolutely important and try to have everything just decent.
You can't make everything perfect as an indie dev (unless you have a really small scope of course).
Yep :) you can save so much time reusing your own stuff. Agreed also on being fine with good enought, I see that more when making videos 🤣
Underrated asf! Remember me :)
Hey ) The channel is growing more and more, so I hope not staying under 1k subs for long 🤣 Anyways I’m glad you enjoyed the video :)
Great stuff! :D
Thanks Floky 🤣✌🏻
Good overall video and audio quality, informative content. Pretty sure you will grow a lot in the future :)
Thanks a lot :)
Awesome information and hilarious jokes. Awesome channel!!!
Thanks so much!
I’m loving the content and the editing. I feel like you have so much to teach me 😂
I’m happy you like the videos :) but really I need someone to teach me myself 🤣
Yep, I am working on my first big project, I've been at it for 9 months now. It's a very big project so I divided it into 4 parts.
1. The Combat
2. The World
3. The Town
4. The Unifying Code.
Combat includes anything involved in the areas you can fight in, so from level design, lock on, to a combat area specific save load system.
The UI development is what I am working on now as I build this part out for play as a demo. Right now the player just plops into a debug map. I want to finish up the ability cost system, maybe add 2 more elements (6 more magic spells, 3 per element). Finally make a main menu that has 3 character preset to pick from and you can go into the combat area.
I also want to add some built in dashing. I'm thinking of making it a double tap thing with a cooldown.
Lastly I consider the GameManager stuff the unifying code, so lately as I build out for the demo I'm fleshing out the StateMachine of the GM and other things.
I fully agree that making clean code saves time down the road. But the part you didn't talk about is the making of that code and the pain of pulling yourself to coding cleanly while making what you want real. It's very hard to imagine what you want to have happen in terms of making it, it's even harder to set it up accurately, the easy part I think is the coding of it, but it is challenging to make sure that code is clean. The coding part is easy by comparison to the setup imo.
It’s very important to have a clear vision what mechanics will be in your game as much as possible. As my game grows, It’s becoming so difficult to add a new mechanic if I didn’t plan for it before. Your point is valid about the clean code, you can do everything quicker, but then it’s a pain in ass to change something or to add on that, so It’s always good to take the time to write a clear code. Good luck with your project :)
P.s. you can share your progress on our discord server.
What happened to your game now
@@tobeymaguire647
It's in development, I have some videos on its progress.
Right now it is arguably further behind than it was a year ago, but this is because I ported it over to Godot.
But on top of that I took the opportunity to redesign some major aspects of the game. I am also taking my time with it since I don't want to go back into old code to add features, I'm trying to make everything modular the first time.
Right now I have a functional leveling system, functional data persistence system, functional character actions , functional combat and a ton of tools.
Tools are what I've spent the lion share of my time on since switching,
During that time I did 2 game jams and made a small space shooter game as well.
@@tobeymaguire647
Long story short, I switched to Godot, spent the last 4 months retooling and building.
Loss: The game is in a very early state... it's nothing more than a group of features as I figure out the best work flow and practices of Godot.
Wins: My systems are far better designed right now and I am enjoying godot.
According to AI my work speed is fast but it feels like I am super slow, I think a good deal of my time is wasted on trying to nail down features. As in I have no one there to say, "yeah that's going to pay off or no that is going to bite down the road." So I am designing with extreme care.
I recently started working on my own custom C# library that has everything that I frequently use in my Unity projects. I recommend it.
Isn’t it more efficient just to use the part of code from the other project that you need ?
Hey, nice video! By the way, what is your second black keyboard?
Thanks :) it’s keychron k2 v2
Another way to make games is to use unity asset,(use 1-2 so it isnt an asset flip unless you use asset that just improves your editor) and use unity packages, basically if you have scripts that you want to use in other projects, go to assets the export packages, tick the script you want then put it in a folder and call the package, then you can go to another project and in assets, import packages, then you go to the folder with your package to bring it in, super great
amazing video dude, keep at it!
thanks a lot :) new video comming in couple of days, stay tuned!
Do NOT use the Resources folder, and don't allow unity store assets to use the Resources folder, load assets externally and your project will speed up exponentially.
Also, create a folder in the Assets folder called 'Standard Assets' and drag all your Unity store assets in it.
SKADOOSH!!!
damn you are so underated
Hey ) I think youtube is doing good promoting worthy videos, so, I’ll get there when I make worthy content :) but anyways, thanks! i’m glad you enjoyed the video.
Nice vid!
Thanks! 🎉
Wonder who that “NathanOnline” guy who was in the search results was (great video tho :D )
Probably some random dude, nvm 🤣 Thanks man!
Finally, a good content on youtube
Thanks a lot )) i’m glad you liked the video!
Cool video and very interesting to
I’m glad you liked it :) thanks!
Underrated vid
A very realistic take I like that
Thanks :)
0:56 You should check out Godot, its UI is incredibly clean and in general built way more clear.
Nah 🤣 for me better than unreal, but still ugly
Thnx man this gives me mitivation
Happy to hear that!
Uuh I didn't know you published one I jump onto it
Have a nice time 🤣
@@Vav97 it was tough as shit
You gotta try doing a game jam and make a vid abt it you'll do great
I think about it honestly :)
Gnaaaaac videon😀🏆🏆
Yee, the best start so far 🎉
i like reusability! but i have a problem i forget what i had done before :)
Bro, putting the same code of an old game in a New project, I believe this is called "Dont repeat yourself", so, if you make more games, faster you can do new ones
Why would it be “repeating”? All my games so far were completely different projects that happen to need some mechanics from previous games, so as far as I feel the code is good for the project I don’t see why I won’t use it again 🙂 tbh I don’t go for making games fast, it’s just not in my nature, I like taking my time and perfecting the game as much as possible before sharing 😆
@@Vav97 This is great! feel that you have time to work on your project, and do something you like, but doing it fast allows you to participate for Game Jam's that are a amazing thing, I dont like to rush the projects too, the time you spend is for your learning and understanding, great that you feel that way, your content is really good
Dude you got old at 1:33
This is what game dev does to a person..
Your play store game not opening. In OnePlus check it
Hey, I’ll check it out! Thanks for letting me know.
@@Vav97 you are wel come i am also unity developer and I have this channel more than 5k subs i feel that this will info about your game should you know
Want to develop a game together in Unity?
🎉🎉🎉🎉❤❤❤
❤️
Where do you study from?
sry, could not understand your question.
@@Vav97 My bad, let me rephrase myself. What sources did you use to study game development with Unity? Which books, courses, youtube series/playlists?
Edit: I'm already a C# developer, so I'm all good when it comes to C#.
@@ivankovachev8835 Oh, right, I almost got the question correct :)
80% it is youtube videos (Brackeys, Code Monkey, FreeCodeCamp etc..) and 20% is google. I believe you can find any info in that two sources, so basically that was it for me. No courses, no books :)
@@Vav97 Thanks for the info. :)
✨✨🤍
❤️
🥸🔥
😎😎