Always Prototype your Game Ideas

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  • Опубліковано 1 гру 2023
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КОМЕНТАРІ • 123

  • @kirbles2035
    @kirbles2035 6 місяців тому +168

    First thing that came to mind watching this video was Yahtzee's dev diary. It was a really great series on youtube where a guy made 12 games in 12 months.

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +19

      Yeah I think for each of the prototypes in this video I gave myself a week. Obviously people's schedules vary but if I couldn't make it fun in a week then I wanted to move on

    • @willuigi64
      @willuigi64 6 місяців тому +5

      I love Yahtzee

  • @vinnythedev
    @vinnythedev 6 місяців тому +94

    Alright, it's important to prototype your games, in order to see if you're even capable of recreating your idea/mechanics. But main question is
    How to actually start working on a game when you have like 300 prototypes of different games XD

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +15

      Haha I guess it depends on the prototype but I kinda just like brainstorming features that center around the core mechanics that made the prototype fun. I tried adding a grapple hook to the final prototype but when I tested it actually wasn't fun

    • @ArariaKAgelessTraveller
      @ArariaKAgelessTraveller 6 місяців тому +8

      It sometimes astonished me on how some game publisher or devs have
      'PRE-ALPHA GAMEPLAY TRAILER'
      like how?
      how could your trailer be an actual gameplay when you dont even have 50% of the game development?

    • @BleedForTheWorld
      @BleedForTheWorld 5 місяців тому +1

      @@ButtMuncher7 you can probably do what Lost Planet did best - the grappling hook button could be pressed twice, once when you wanted to grapple onto a ledge somewhere and quickly again, right before you completed the animation of getting closer to a ledge, in order to launch yourself to a given direction. I'm not sure if the developers intended for that but I know that all experienced players committed to this move in order to move quicker around the map. This was so they could quickly gain hold of a good map position or get to where a certain weapon is found within the map.
      With that said, I have never encountered another game with a grappling hook mechanic like this and I really miss it. It just worked.

    • @renookami4651
      @renookami4651 5 місяців тому

      Roll a dice, choose one of them at random and...Just do it! xD

  • @LimitedPerfection
    @LimitedPerfection 6 місяців тому +9

    Conceptually, I like high risk-reward games too. That last one could be pretty nice once its fleshed out.

  • @terenceaaron1999
    @terenceaaron1999 6 місяців тому +12

    I wonder what happened to the 6 other Butt Munchers before the 7th one came along.

  • @awogbob
    @awogbob 6 місяців тому +8

    WHATS UP MUNCHERS???!! ATE any good ASSS lately?

  • @BleedForTheWorld
    @BleedForTheWorld 5 місяців тому +9

    I've played a lot of Earth Defense Force and they seem to have absolutely nailed whatever design they were truly going forward with. In EDF 5 and 6, all of the classes feel solid with their weapons and mission designs that call for either close range or long range weapons. For example, underground missions all feel excellent with the Ranger using a shotgun. The same can be said about using long range weapons against distant towers where enemies continue to spawn unless the towers are destroyed first. In a squad based game, every one of the four players in a lobby feels like they're contributing to a mission success and it's always rewarding.

  • @TangledLion
    @TangledLion 6 місяців тому +62

    Okay but a game where all you can do is heal allies legit sounds awesome. Maybe expand the scope to support in general giving out buffs and debuffs? I hope you one day get the team and resources you need for it, cause as a certified enjoyer of being a support main in ttrpgs I'd love this.

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +6

      Thanks! Yeah I wanted to have some status effects like poison where you have to heal them or ways you can put temporary shields on enemies. There's a lot of potential there but it is a hard scope

    • @ruffethereal1904
      @ruffethereal1904 5 місяців тому +3

      @@ButtMuncher7 Maybe something like a turn based or slower tactical RPG? You're the Saint, a party leader that supports the team, and all you can do is defensive stuff. You can order your allies to certain strategies or request specific skills that have limited uses, but for the most part, each round, only you have complete control over what spells you use. You have to manage your resources, the resources of your party members, and their skills and their resource meters.
      Start very simply with just the warrior that needs to be healed every once in a while, move on to your team wiping shields, healing to remove status effects, and inventory management like having a grid with limited bag space you have to manage at camp and sort out when you dungeon delve.
      Could even be something like an ATB game where you're babysitting these auto battlers.

    • @edgardsimon9623
      @edgardsimon9623 5 місяців тому +1

      healing is far more interesting than dps for me in mmo

    • @CoolestSwordFighter
      @CoolestSwordFighter 5 місяців тому +1

      ywnbaw + 52%

    • @turnkey_hole
      @turnkey_hole 5 місяців тому +1

      Based ​@@CoolestSwordFighter

  • @alejandrogomez1698
    @alejandrogomez1698 6 місяців тому +4

    That flying serpent game sounds really really cool

  • @datnastysalad5616
    @datnastysalad5616 6 місяців тому +13

    Okay I know it made you motion sick but that sky serpent game is so unique and would definitely be a game id try. I'd it was a sequence in a greater RPG itd be the one of the most memorable parts. That's a a crazy large scope but still!!

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +6

      Haha all yours if you want it. I think with a dedicated climb mechanic with a fixed camera it could work. That or plane combat instead

    • @grass8741
      @grass8741 6 місяців тому +4

      maybe look at how mario galaxy did its camera

    • @elllieeeeeeeeeeeeeeeeeeeeeeeee
      @elllieeeeeeeeeeeeeeeeeeeeeeeee 6 місяців тому +2

      ​@@ButtMuncher7If the serpents were larger I think it would be less dizzying, also working on smoothing the camera like some damping

  • @Snaiel
    @Snaiel 6 місяців тому +1

    love this style of video. educational game dev topic, cool references, interesting game inspirations, showing your prototypes/ideas, and being retrospective upon them. keep it up!

  • @womp47
    @womp47 6 місяців тому +12

    this is a pretty good quality and very informative video, thank you butt muncher 7

  • @duskadown6751
    @duskadown6751 6 місяців тому +28

    A 3D version/ the mechanics of Sky Serphants would be absolutely sick with the player character climbing up them like in Shadow of the Collosus while the serphants soar through the air. I've also had a smilar idea for years after I played it for the first time, but I haven't even quite dipped my toes into game dev yet. I think better camera positioning could make it work, but like you said. Prototyping, prototyping, prototyping!

  • @awogbob
    @awogbob 6 місяців тому +3

    but fr, good video and good reminder to prototype everything so you can quickly see whats good or not

  • @iceluke8084
    @iceluke8084 6 місяців тому +9

    Really cool video on your design process. I think the pacifist idea has some potential and you could easily decrease the scope to were it’s possible to create solo.

  • @jsnotlout3312
    @jsnotlout3312 6 місяців тому +4

    100% do this. Many a time before I have spent way too much time on a game idea that wouldn't work

  • @izayajones6160
    @izayajones6160 6 місяців тому +1

    That's actually a good thought. I'm planning on making a turn-based RPG, so I can prototype in excel lol

  • @seyproductions
    @seyproductions 6 місяців тому +4

    "It made me realise how out of scope my ideas are"
    Oh yeah, I totally relate to this. Recently I tried to make a game in an engine I was learning for the first time and I wanted the game done in 7 days. I wanted five enemies (each with unique mechanics) and five items (each with unique mechanics).
    7 days went by and I only had a playable game with 2 enemies and 2 items. Playable nonetheless, but a far cry from what I envisioned.

    • @brknflamer
      @brknflamer 5 місяців тому

      you're so close to getting a rock paper scissor system going which I think is a good compromise with your what your vision was

  • @rmt3589
    @rmt3589 6 місяців тому +1

    I'm shocked to find another dev that's been inspired by duck game! The game I wanted to make that got me to finally say yes to going into gamedev is largely inspired by duck game.
    Working on my own engine now, but it'll probably be one of the easier games to make that's one of the big projects I have woeldbuilt for.

  • @C3lticlord
    @C3lticlord 6 місяців тому +2

    I love how serious this video is but your channel name is ButtMuncher. Good video though and prototyping is very important, many times I've been sucked into making a game creating robust final code but after getting so far into it I realize its not that fun of an idea. One of my tips to help with motivation and with prototyping is to add in artwork and sounds early on so you get a better feel for the game, it can just be placeholder artwork but it should at least look nice and the sounds really help with the game feel.

  • @GLitCHD0NE
    @GLitCHD0NE 5 місяців тому

    This guy speaks with the exact same cadence as Casually Explained

  • @moshecristel
    @moshecristel 5 місяців тому

    Enjoyed this video. Figuring out that something doesn't work without expending too much energy has always been something I've struggled with. If you ever have tips for simplifying overambitious game ideas (for instance, if you ever simplify the healing game idea), that would be interesting.

  • @mfdoodoo6951
    @mfdoodoo6951 5 місяців тому

    oh man, Nitrome is a blast from the past! your ideas are really cool

  • @voidipoyo
    @voidipoyo 6 місяців тому

    Love ur game idea and design, my supports are with u

  • @CrusaderGabriel
    @CrusaderGabriel 6 місяців тому +12

    We really need more videos like this, yeah they may not be as flashy as the ones that “build levels” (in reality just a beautiful environment for a screenshot that has absolutely no value as a game level, but they look incredibly amazing) but these really show how to actually start taking off with a game concept. Most tutorials out there already use marketplace assets and dev vlogs will show you what they achieved rather than how they started. Heck if I saw this video 3 years ago I wouldn’t have given up on my dream to make games as I was with the pressure of building good looking levels with marketplace assets and professional level lightning (which made me give up even faster as tutorials for lighting are so scarce and so difficult to find and most of they times they don’t teach you the why it works like that but just tell you “I’m using this light here because I want it to look like that… also I still haven’t found a good tutorial on how to make modular assets for a level that will cover smaller decisions like why use 2x2, 3x2 planes for the floor instead of a big plane, or why use a big plane with a tiling texture instead of modular planes).
    While giving up on my dream to make games I went 100% on the character art route, I’m even practicing likeness and anatomy… I still know how to use unreal comfortably and how to code with C++ but I’m not sure if I should pick up that dream again or not

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +4

      Yeah I was looking for tutorials on modular assets a bit ago and was kinda disappointed with all of them being very surface level. Glad you liked the video! I hope we never lose our drive to create

    • @SystemfehlerK
      @SystemfehlerK 6 місяців тому +2

      Ask yourself what is keeping you from picking up that dream again. Then find out how you could solve that, and what your priorities are.

    • @CrusaderGabriel
      @CrusaderGabriel 6 місяців тому +2

      @@SystemfehlerK I would blame it on some sort of imposter syndrome which I (like many others in the software development industry) have.
      I keep my expectations ultra high as a means of shielding myself from harsh comments (not really critiques, I know a good criticism will help me grow enormously, but we're on the internet and there are more mean comments than meaningful ones), so I feel my prototypes should look beautiful (also because how a lot of UA-cam videos do the type of "I remade X game in Y days I'm Z engine" where they focus more on the end result than the actual process, this tricked my head into thinking even my prototypes should be polished enough) so I stress more over art direction than actual game making.
      A possible solution for this would be to follow the advice given in this video and just prototype something with mere primitives (circled, squares, triangles for 2D, boxes for 3D) and just play around the gameplay concept for a couple weeks, if it works then I should start actually thinking about art direction.
      Thank you for your comment, I guess I needed to do this in-depth introspection to pick up game dev again (also because I haven't been enjoying regular software development for about 2 years now)

    • @SystemfehlerK
      @SystemfehlerK 5 місяців тому +1

      @@CrusaderGabriel Glad I could help! I'm in a similar boat right now, so thanks for typing out my thoughts.

  • @lexalot8337
    @lexalot8337 5 місяців тому

    Oh, I remember Sky Serpents! I loved that game as a kid

  • @SlainMascot
    @SlainMascot 6 місяців тому +4

    Good stuff from one gamedev to another. ! Looks like this one is starting to blow up! Subbed

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +1

      Thanks! Yeah I've been so surprised with all the new views. Really crazy feeling

  • @matthewboyd8689
    @matthewboyd8689 5 місяців тому

    Had this idea for warzone minigame of when you die you get put in a free for all of a moving hardpoint and getting enough points respawns you.
    So dying would not be having to wait so long to get back into another game and the time out of warzone wouldn't have to just be waiting.

  • @kainaris
    @kainaris 6 місяців тому

    that last one does look like a lot of fun !!!!

  • @keaton718
    @keaton718 5 місяців тому

    I did an applied design course and they definitely encourage lo-fi prototyping with cardboard and any old shit you have around. Much cheaper and quicker than prototyping in software or whatever your final medium will be.

  • @brucelee7782
    @brucelee7782 5 місяців тому

    I feel sometimes game dev is the same as starting a business. You need a MVP, to test in the market and see if it will sell before you build everything. You also need to gather feedback, pivot etc etc

  • @FlatThumb
    @FlatThumb 6 місяців тому +10

    Nintendo prototyped a 3D game in 2D? What's next...prototyping a 2D game in 1D?🤣

  • @ubanndiy9944
    @ubanndiy9944 6 місяців тому +1

    Thank you! My view are cleared now.

  • @slingshotperidot
    @slingshotperidot 6 місяців тому +1

    Have you ever played Shady Knight? Your last prototype reminded me of that game.

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому

      Just tried the demo. Pretty sick game I'll definitely be keeping tabs on it

  • @idoraz5919
    @idoraz5919 5 місяців тому

    I wanted to make a sky serpents inspired game for so long, so watching this video and watching you mention it was a huge surprise! Maybe its a sign i should start working on it?

  • @angrybabbu7609
    @angrybabbu7609 6 місяців тому

    Wow sky serpents is a core memory I didn't know I had

  • @coleoswald8982
    @coleoswald8982 5 місяців тому +1

    Hotline Miami is also a one hit kill and has a universal throw button. Give it a try!

    • @ButtMuncher7
      @ButtMuncher7  5 місяців тому +1

      Just bought it on the winter sale. Thanks for the recommendation

    • @coleoswald8982
      @coleoswald8982 5 місяців тому

      @@ButtMuncher7 good luck man it’s a wild ride

  • @puzzud
    @puzzud 6 місяців тому +13

    Quote from Doom's John Romero: “No prototypes. Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code."
    I love listening to John and he generally has really solid advice and is inspirational. But it's a bit misleading in this example, as both Johns had written and published many small simple games prior to Wolfenstein 3D. And that game was clearly an iteration on Catacomb 3D which was an iteration on Catacomb which was clearly a clone of Gauntlet.

    • @ince55ant
      @ince55ant 5 місяців тому +2

      something that does happen a lot on mobile is that studios will make a prototype of a game, but release it under a different company, then use all the feedback to work on their actual game.

    • @denkkab1366
      @denkkab1366 5 місяців тому

      Isn't that practicing exactly as they preached though? They made fully shippable games as prototypes and published them

  • @samon101
    @samon101 6 місяців тому +1

    Bro your last idea makes me think of Clone Drone in the Danger Zone, you should check it out because they implemented it in a very fun way with arena singleplayer matches.

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому

      Yeah I actually learned of that game a week or two after making the prototype. Really sick games and lots in common

  • @bryanleebmy
    @bryanleebmy 6 місяців тому +20

    Just keep in mind, Godot'a built in SkeletonIK is very very limited right now, missing features such as multi magnets, bone weighing, constraints, and more.
    If you want to build procedural humanoid animations, these are key features needed which Godot doesn't have right now. You'd have to either build it yourself, or wait for someone to build it.

  • @jean-pierrejoubert6140
    @jean-pierrejoubert6140 5 місяців тому

    The idea on pacifism and using enemies as weapons kinda reminds me of Rainbow Billy; Basically same idea, but possibly a different execution?

  • @Don-zo3ts
    @Don-zo3ts 6 місяців тому +2

    Great 😅🎉

  • @peps2002_
    @peps2002_ 6 місяців тому

    Really insightful thank you!

  • @josephbradshaw6985
    @josephbradshaw6985 5 місяців тому +1

    Lots of people linger in the planning phase. Nay. Get something workable going right away. This applies to computer game making, even more so to board game making, and also novel writing.

    • @HonsHon
      @HonsHon 5 місяців тому +1

      Hard agree. Even before I knew programming I made a shitty tank shooter using some weird MIT version of scratch for mobile devices. I then remade it in Java.
      Really helped me learn a lot about collisions and game loops.
      Did it all without planning and the code was utter shite. But, the lessons it taught me were invaluable.

  • @desamster
    @desamster 6 місяців тому +1

    You have an alias for a Summoning Salt video. "For years the record stood at 1:07. No one believed it could be broken. But then, a lil' someone called ButtMuncher7 stormed onto the scene."

  • @EggZu_
    @EggZu_ 5 місяців тому

    i think I'll disregard this advice and go all in every time and get burned out very quickly thanks
    but fr this is good advice for any kind of project or idea, i make music and it's good to just get things in to place first and adjust fine details later, and to make demo projects where you don't care about the quality at the end

  • @murkywaters5502
    @murkywaters5502 6 місяців тому +2

    Cool video, man.

  • @Atticus_Moore
    @Atticus_Moore 6 місяців тому

    Hmm prototyping does seem to be the way to go. I feel like all of my game ideas would need a story to go with it or rather I would want a story to go with it but maybe there are a few that don't need one. So I was going to write the stories out for each one first. I think this could be done either way. But only if you find someone to prototype your game if you're a writer. Otherwise prototyping first will be better.

  • @Duckamoly
    @Duckamoly 6 місяців тому +1

    Nausicaa is a great movie. That will be all

  • @a.m.7438
    @a.m.7438 5 місяців тому

    Work with other people, build and join communities. If you want all these different things for a game, gather talent in those areas. Audio engineers, animators. Learn the basics for this too, but only so you can help guide others more clearly with what you want, by providing them examples you made yourself. Put your focus on development and expect it to take a long time. But you don't have to do it alone.

  • @radicant7283
    @radicant7283 6 місяців тому

    11/10 movie taste

  • @zachwhaley208
    @zachwhaley208 5 місяців тому

    Great content.

  • @kid14346
    @kid14346 6 місяців тому +1

    Nitrome mentioned! Video is officially a 10/10 now.

    • @duskadown6751
      @duskadown6751 6 місяців тому +1

      hell yea

    • @kid14346
      @kid14346 6 місяців тому +1

      @@duskadown6751 nice profile pic I remember playing Twin Shot with my cousin 100%.

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +1

      @@kid14346 Twin shot and Nitrome are so good. I recently replayed some of the old games and they all held up really well

  • @buggypc9753
    @buggypc9753 6 місяців тому

    This is helpful

  • @BruceOnder
    @BruceOnder 6 місяців тому +1

    The nation you want!

  • @tortolgawd4481
    @tortolgawd4481 6 місяців тому +1

    Nice name

  • @schwarzerritter5724
    @schwarzerritter5724 6 місяців тому

    I want to play the Breath of the Wild prototype.

  • @svenmify
    @svenmify 6 місяців тому

    And here I was making full games in their entirety right away

    • @HonsHon
      @HonsHon 5 місяців тому

      I always like making a sandbox level in which I experiment with what the engine can do, basic enemies, and basic character controls until the gameplay loop is concrete enough in my head to move on.
      Eventually you HAVE to move on though and make the actual levels or else your game will be in purgatory forever.
      Level design is the most time consuming part.

    • @svenmify
      @svenmify 5 місяців тому

      @@HonsHon my point was that prototyping is kind of obvious. Don’t think there’s any other way to go about it. You can’t start with everything, you have to start with something, and as soon as it’s playable, it’s a prototype.
      Now I guess in terms of getting artwork done, yeah, wait until you’ve proven to yourself that the game is viable.

    • @svenmify
      @svenmify 5 місяців тому

      @@HonsHon also, level design being time consuming, tell me about it. I made a game with over 600 levels. Did nothing else for over a year. People liked (most of) the levels tho.

  • @LavaCreeperPeople
    @LavaCreeperPeople 5 місяців тому +1

    I see

  • @rikrishshrestha5421
    @rikrishshrestha5421 6 місяців тому

    lmao, my prototype itself the game i am going to release in few months 😅😅

  • @bagingi7916
    @bagingi7916 6 місяців тому +1

    Based Matthewmatosis enjoyer

    • @ButtMuncher7
      @ButtMuncher7  6 місяців тому +1

      Legit he's the best game reviewer imo

    • @HonsHon
      @HonsHon 5 місяців тому

      ​@@ButtMuncher7Hell yeah!

  • @HonsHon
    @HonsHon 5 місяців тому

    I don't get why the first example is even included in the video.
    You need to learn some aspects of game development while/before even prototyping. That is not the same as Nintendo prototyping ideas.
    Agree with the rest of the video though.
    Edit: I also agree with the fact that not all ideas are great, but I just thought this was the only bad section of the video.

  • @mrxcs
    @mrxcs 6 місяців тому

    Question if I copy all mechanics of gameplay of a game but with my own skills, is this illegal?

    • @joe_mama__
      @joe_mama__ 6 місяців тому

      No unless they have patents for the game mechanics

    • @mrxcs
      @mrxcs 6 місяців тому

      @@joe_mama__ Did you know if Xenoblade 1 has it?

    • @joe_mama__
      @joe_mama__ 6 місяців тому +1

      @@mrxcs I don't know but japanese companies file a lot of patents (at least 100 patents per year) so there's a high chance that Nintendo has patents for Xenoblade's mechanics.
      I recommend doing your own research!

    • @mrxcs
      @mrxcs 5 місяців тому

      @@joe_mama__ Xenoblade release was 2010 I better wait until 2030. But they still could sue you because you developed the game during the patent time.

    • @HonsHon
      @HonsHon 5 місяців тому

      I think the art is more heavily copyrighted than anything else in most cases. Just don't use Mario for a platformer and you are fine in most cases

  • @johnadams8796
    @johnadams8796 5 місяців тому

    I liked how you sounded disinterested. It made the video like a game, a mind game, where the player (viewer) doesn't know if you care or not, or if you're going to stop at any moment, which makes it more fun and exciting. A little danger is exciting.

  • @ACompetitiveHalo
    @ACompetitiveHalo 6 місяців тому

    I guess my question is, how do you prototype a game that is somewhat larger in scale? Like if someone were to attempt to build an RPG with combat, questing, and profession work like smithing or fishing. How do you prototype the different aspects of the game without becoming bogged down and ending up just trying to make "the whole game" anyway?

    • @ince55ant
      @ince55ant 5 місяців тому +1

      just do like a tutorial area type thing. you would essentially be building all the systems, but you wouldnt really need them to be robust enough for a full game. eg. equipment can be manually placed and given specific stats, which saves on creating any kind of proper loot systems.
      basically a lot of lazy programming that would incur a massive amount of technical debt, but since its a prototype can be abandoned for better systems when the game is planned out
      also a major part of RPGs is the content (different monsters, equipment images/meshs, an entire book of dialogue, etc) so just having only a single village/cave/dungeon area cuts down massively on what art is needed.
      also, also making use of free assets from places like OpenGameArt or Mixamo (dont need to worry about licences if you're not selling/distributing anything)

  • @wepeanutthree5553
    @wepeanutthree5553 5 місяців тому +1

    which gdc video is that

    • @ButtMuncher7
      @ButtMuncher7  5 місяців тому

      ua-cam.com/video/Bk5swSyJ5zQ/v-deo.htmlsi=af517xixGiF2OXbk

  • @atibyte
    @atibyte 5 місяців тому

    You made the prototype in Unity. Why would you port it to Godot?

  • @callisoncaffrey
    @callisoncaffrey 6 місяців тому

    I see Windows, I leave.