hot take: non-dream games generally turn out better than actual dream games given how they're usually much easier to be reshaped and improved upon by external feedback, without feeling like you're compromising your sacred "one million dollar idea" vision.
I have been making games for a while now, but apart from games for game jams I never finish them. So recently I switched to a new strategy: designing and making systems that I will need for almost every game I want to make. For example I am currently working on a dialogue system. It gives you much smaller goals, it will force you to think about future proofing and when you quit you will have something usable for whatever you make next.
I'm pretty new to game dev, but I thought this was the right approach. Is this not the standard? Like when devs build features, what's stopping them from implementing it in every compatible project? Is it that they don't approach it with that intention in the first place?
@@OryxAU yes, but normally you start making it cause you need it for your current game project. For me making the system is the project. The advantage of this is that you will pay more attention to the smaller details and will come away from it with a stronger system and the main reason I am doing it is that it is a smaller project so easier to finish.
This is a lesson I've only just started learning and I think it's so important for creativity. It's going back to when you were a kid and you made things solely because you enjoyed it, not for the end result, not for other people's approval or even your own approval, but just cause it feels good to make things. I'm working on relearning this.
This video reminded me of my own beginnings in game development. As a developer, I know how challenging and time-consuming it can be. Not every idea will be a success, and you'll try again and again. With each attempt, you'll gain new skills that benefit your future projects. Start small, and you’ll eventually achieve big things. Don’t give up. The game engine or art style you choose doesn’t matter-what truly matters is enjoying the process and learning along the way.
Exploring game dev like you explored all those games is the best way to begin moving towards achieving your aspirations. It’s entirely possible, just not immediately. Do the grind. Gain that XP. One day you’ll realise you’ve made something you’re proud of. You got this.
I'm really grateful that I enjoy playing walking sims so much and that they're relatively easy to make compared to more mechanically challenging games. I think your tip about the gameloop is really good!
I’ve had to abandon a dream game project due to scope, so I decided to start a new simple 2D game project just to help me practice drawing and improve my art. Now it’s ended up being a really cool project that’ll probably perform better than my dream game ever would have.
The way I started making games is by saying, "I'll make a box move. Then I'll allow it to jump on a platform. Then slowly but surely I'm at the point where by these small steps, I've made a simple(r) game like Mario. And by these little transitions by adding tiny changes, I turned my "first game" into that dream game while still actually just making Mario, but convincing myself that I'm actually working on that dream idea I have.
Incredible videos, you're gonna grow huge. Im starting to get into making games and encountered your channel, it's pure gold. I'll start with something like the chrome dinosaur game just to get the hang of it, then I'll do my own ideas.
One day I want to make my dream game but for now I just do lil bits and pieces of a passion project when I have time. We all gotta build up to it somehow
Nice video. Thanks! I'm working on my dream game as my first game lol. It ended up turning into a trading card game on paper. Paper prototyping is critical.
We actually had to pivot our game because my dream game is out of scope for the three of us working on it. What I ended up doing instead was designing a game that fits within the timeline of our game universe that has a much smaller scope. It's essentially a non-prequel prequel.
Idk if you are your own editor, but your videos are the greatest game dev that I've watched so far, great timing, great script, great ideas. Congrats!! Cheers from Brazil
instead of getting obsessed with the dream, focus on certain inidividual parts like pixel arts, burst out with tons of interesting ideas, but end up with nothing, Juniper is raising another plan. Control the scope, make small but complete projects, take quick feedbacks and sense of achievement. It makes you confident and iterate in a pace. I think this's the general rule of thumb, not just for game, but for learning everything
Fantastic video and I completely agree that you've got the enjoy the process. I often see people wanting to make their games so quick which I understand can make a more successful business but it's usually completely missing the heart and enjoyment.
Honestly, this is a great video that came at a good time. For the past week, I've wanted to make a DDR/FnF game, thinking that it would be easier than other genres. Yikes. Most of the resources I've found are not understandable for a beginner, and they've left me scratching my head most of the time. Working on smaller projects with more resources to learn the engine seems better after all.
Good inspo. Stuck trying to come up with ideas that I want to make videos about instead of making videos I think people want to watch. Thanks for the reorientation
this video came to me right as i needed it, im fighting myself for the whole day to do abstract games so i can express my ideas more freely without worrying about art and i think this helped me to win the fight, thanks!
I've always found it easier to have dream systems or concepts (as in ones that I saw in other games and really enjoyed the feel of and want to replicate) that I can then crowbar into a game that I'm actually capable of making at the time.
Idk why I'm here, watching this at 2am, or why I've watched every video on this channel. I don't make video games. I don't plan to make any video games. But by god I find these videos just so chill to watch
For years I've been stitting on novel and cartoon ideas. I think I'll start writing short stories and short animation ideas. I'm the writer so I can look for someone to animate one of my shorts which will probably take a lot of time and resources in itself. But the level of confidence it brings will be unmatched.
“I have to do it for me, I can’t do it because I want the results of having a successful channel” Hella based Overall just amazing video, really got me thinking about more about making games for the future, I’ll try have this mindset in mind “one step a time” thanks a lot for the advice ^^
i never planned to make my "dream game" because not even AAA studios could make it, but while i've never fully finished a game, i've attempted like 20 times and gotten the gist of it, so to everyone who wants to learn, there is no such thing as a failure when learning, only a teaching moment. So even if you made 5 unfinished games, you've learned as much as someone who's made 3 working games, in fact maybe you learned more because you're trying different genres of games (i hope). so yeah 😋
I started trying to make "what Simcity: Societies should have been," complete with an in house engine (because I didn't know there were other options); I managed to make a horribly unoptimized rendering engine that was useless for making an actual game. A few years later I started over by making a Pac-Man clone, then an arcade space shooter, then something about trying to knock balls out of an arena, then a failed attempt to make a roguelike/FPS hybrid, then a successful attempt at making a roguelike/FPS hybrid that I released on Steam (where it was a complete commercial flop). What's next? Perhaps a scrolls-like, since I've determined that to be easier than the open-world life simulator I also want to make. I'm still not sure I have specific well defined "dream game," though, as in I'm not sure there is any particular game idea I'd call my "dream."
Yep suffering atm cause I have to look at a ton of ugly programmer art THAT I WANT TO MAKE IT LOOK GOOD ASAP. But can't, cause gotta finish all systems and test how well they work before that, gotta hold myself back for better productivity.
My Tip that's only work for me : if you want to make a game like a challenging arcade game. Try to learn how the mechanics works. Don't draw a marvallous pixel art at the start of your game because it'll take a lot of effort and time (can also destory your determination) while you're still learning how the game work.
Yeah, and also, while I was creating my game, I found it to be really helpful to start off trying very simple mechanics. This made it less overwhelming than starting off with huge game mechanics and designs in mind.
This video reminds me when I first started learning game dev: I wrote horrible and unreadable code I didn't optimize anything I made I didn't go in with a plan of any kind However, I slowly learned the process with micro games and re-created some of my favorite flash games as a challenge to learn new processes. Now, I'm ready and actively making the game of my own dreams. (Which may or may not suck, who knows) But I am putting it out there when it's done purely for the sake of saying "I did it, the game nobody has thought of making is now out there." A tip from me if you want to learn the process of game development: If your going at it alone, your going to have to wear many hats through-out the process. Your going to have to be the programmer, the artist, the musician, the story-writer, the marketer, and whatever else your games may need. It's a tedious process to having to learn to basically be a one-person game studio, and it may be that you just can't do certain tasks on your own. Whatever the situation may be, just know that there is *some* way forward if you look hard enough.
This is a good advice at the VERY beginning, and that too, is not a good idea, unless you are trying to get a game dev job. If you don't have the burning desire to make your dream/semi dream games you won't be able to go through the fire of learning game dev. You are going to take YEARS to learn game dev, why waste that time on pointless mechanics and prototypes, when you could be making incremental improvements to the game you ACTUALLY WANT to make.
> "Make a sentence or two for the whole game" That's called an elevator pitch and it's really useful to condense your game in the GDD phase of planning. It's useful for small games and big ones, too!
You mention Toby fox but he didn't start with his dream game, he decided to make a smaller game to make sure he could do game dev before he chose to make his dream game, it's just that this practice game was Undertale
"sometimes you just need to be bad at it until you're good at it" ---> this will come up at some point no matter what kind of art you want to make. the best thing you can do is to find meaning in making art even when it's bad.
Thanks for this video :)) It's funny for me that you make the entire art for the game and never finishes because of the programming, for me I'm always making prototipes but I never finish because I can't make the art for the game hahhahaa
I wanted to make my own game, realized that it was actually hard and needed effort, and without knowing anything it would be painful. So I started making an OMORI mod and you literally using an OMORI footage while saying that "It is near impossible do your dream game first time." I felt offended dajsdjsadnsakjd edit: Oh my god I need to rant about how OMORI is hold together by duct tape, I cried literally doing anything the first time.
It's funny, because I often feel held back by my artistic skills, even though they're not that bad. When it comes to coding I feel able to accomplish most things, aside from maybe very unique and mathematically complicated mechanics. The true thing holding me back though, is just discipline. I will start dozens of projects in the span of a few months, and finish zero of them. That has made me very good at prototyping though, which is kind of nice. Gamedev is one of those things where when you can work with other people, it really unlocks a lot of doors on what you can accomplish.
Haha, I'm one of the developers of Getting Goopy. it's such a small little game I wasn't expecting to see it out in the wild! I assume the clip was pulled from the GMTK video
I do not create games but illustrations. I wanted to start right away on my dream project, a graphic novel. But realizing it would require me a LOT of time, patience, efficiency, and a lot of subjects (like humans) and staging I am not used to draw, I decided to put it on ice. And I didn't want to work on it without a sizeable audience, in risk of all this hard work leading to a complete failure. I will get back to it once I become more skilled, create more books, and I gain a big audience to back me up.
I hear you, but 'failure' is relative. It would be a real failure to me if your graphic novel never became reality because your audience was never 'big enough' and the idea simply died with you one day. What if 10,000,000 read your graphic novel, but nobody is moved by it? Is that still a success? What if only 1 person reads it but it resonates deeply with them and their life is changed for the better? Is that a failure? UA-cam and social media have conditioned us to confuse quantity with quality - "If 10,000,000 people watched this, it must be good."
I hear you, but I'm respectfully not going to take your advice. I'm currently building my large dream game as my first and only project and I am going to continue doing that. Obsessing over one multi-year project, and dealing with the inevitable inefficiencies, is my personal comfort zone. Considering this is a hobby, I'd rather listen to my personal preferences than listen to what works for others. That said; I enjoyed the video very much and can relate to the love of pixel art!
This is why I'm setting up a website to host a bunch of JavaScript experiment games with emoji graphics. (I'm a coder - not an artist.) Then I can gradually make more advanced stuff, and eventually create something with Godot or Monogame.
Yeah, I suck. But I think of it as if I quit, I’m a goddamn loser, because Toby fox didn’t quit, AIA didn’t, so many more didn’t but they faced the same problems. When I started, I just skipped the easy platformers and went right to my big idea. It sucked. I couldn’t make a player controller at all. So I went back to basic games and soon I will be ready.
I always come to the comments to argue for dream gamers but then I remember that I spent around 3 months (on top of a couple high school code classes) making random very basic projects before starting a project that took me a few months and that wasn't even a dream game i just thought it was cool then like 3 months after that I started my (current) dream game. Even then, my current game is literally just a technical sandbox with cool example assets I've made out of necessity so I'm not exactly jumping into art and story prematurely... I've been working on my current game for exactly 4 years now. Took some breaks, got some jobs, wrote most of a book, got a degree in college, lived abroad for a bit, made some other games in the interim... But I always come back to that game. Regardless, nice video and uhhhhh, I still believe in the dreamers even if they're a bunch of fools. Heh.
I feel myself too old for this video. I never participate in jams, but I've been software dev for 15-something years and even abandoned my games a few times. Eventually a started seeing scope of work needed for my dream game, and give up. Just in few last year things changed drastically with all AI tools that actually can help. I think you could make a video about it.
by the time you come back to making that larger game youll probably have improved so much that its a better idea to just make a new battle system from scratch
Rational me knows you speak from years of bitter experience. Stupid idiot reptile brain in me thinks my idea for a Factorio-Warcraft-Diablo-Civilization-Dungeon Keeper mega-hybrid with sick ECS tech and next-level AI definitely will work as my first game dev project
Ideas are overrated. Mario is literally a plumber on drugs fighting a turtle to save a princess. If you're looking for a first game to work on I'd highly recomend remaking a retro game. They are way easier to deconstruct and understand than modern games and really help you learn the fundamentals of making games.
Whenever I see some young aspiring dev make a devlog #0 about how they're making their dream game, I just know I'm not likely to see a whole lot more devlogs from them 😅
yeah no after a long long long process of learning im making my dream game, and there's nothing wrong with that. i don't even want juniper to convince me, this is crap and im not watching it
Jokes on you I'm two steps ahead! It's been a year since I dropped my dream game (it was at the time anyway), and I've been working on a little RPG called Everything Breaks (you actually played it back in April! I was so happy lol) since then. After a bit, I've developed a better dream game idea, and even got the fire going inside me to finish Everything Breaks first. As knowledge and skills improve, your ideas will too. It can be a bit scary to drop your dream game, but a random game potentially 'failing' is better than something you are truly passionate about not meeting your expectations.
This is why I only make games designed to make me miserable.
I don't make my dream games. I make nightmare games.
Is this a big brain strat???
This would go hard as a meta horror game story ngl
modern problems require modern solutions
me too
@@AndreiTache Fuck, you're giving me ideas for things
hot take: non-dream games generally turn out better than actual dream games given how they're usually much easier to be reshaped and improved upon by external feedback, without feeling like you're compromising your sacred "one million dollar idea" vision.
I have been making games for a while now, but apart from games for game jams I never finish them. So recently I switched to a new strategy: designing and making systems that I will need for almost every game I want to make. For example I am currently working on a dialogue system. It gives you much smaller goals, it will force you to think about future proofing and when you quit you will have something usable for whatever you make next.
That's solid!!
I'm pretty new to game dev, but I thought this was the right approach. Is this not the standard? Like when devs build features, what's stopping them from implementing it in every compatible project? Is it that they don't approach it with that intention in the first place?
@@OryxAU yes, but normally you start making it cause you need it for your current game project. For me making the system is the project. The advantage of this is that you will pay more attention to the smaller details and will come away from it with a stronger system and the main reason I am doing it is that it is a smaller project so easier to finish.
This is a lesson I've only just started learning and I think it's so important for creativity. It's going back to when you were a kid and you made things solely because you enjoyed it, not for the end result, not for other people's approval or even your own approval, but just cause it feels good to make things. I'm working on relearning this.
This video reminded me of my own beginnings in game development. As a developer, I know how challenging and time-consuming it can be. Not every idea will be a success, and you'll try again and again. With each attempt, you'll gain new skills that benefit your future projects. Start small, and you’ll eventually achieve big things. Don’t give up. The game engine or art style you choose doesn’t matter-what truly matters is enjoying the process and learning along the way.
Exploring game dev like you explored all those games is the best way to begin moving towards achieving your aspirations. It’s entirely possible, just not immediately.
Do the grind. Gain that XP. One day you’ll realise you’ve made something you’re proud of. You got this.
Game Dev is hard and tedious, even with game engines, you'll have a learning curve; But failing is also learning.
I'm really grateful that I enjoy playing walking sims so much and that they're relatively easy to make compared to more mechanically challenging games. I think your tip about the gameloop is really good!
Love the video, your passion for making games is inspiring. Also, love the piano B-roll footage. 10/10 best piano B-roll I've seen
LMAO thank you, walked past my parents like "Hang on" and proceeded to fondle the hell out of that keyboard
I’ve had to abandon a dream game project due to scope, so I decided to start a new simple 2D game project just to help me practice drawing and improve my art. Now it’s ended up being a really cool project that’ll probably perform better than my dream game ever would have.
juniper decided to call me out
Me too 😂 I’m learning rush E with no experience
You speak with such maturity and such a realistic outlook on life I just absolutely love it lol also your rush e references crack me up everytime haha
The way I started making games is by saying, "I'll make a box move. Then I'll allow it to jump on a platform. Then slowly but surely I'm at the point where by these small steps, I've made a simple(r) game like Mario. And by these little transitions by adding tiny changes, I turned my "first game" into that dream game while still actually just making Mario, but convincing myself that I'm actually working on that dream idea I have.
Incredible videos, you're gonna grow huge.
Im starting to get into making games and encountered your channel, it's pure gold.
I'll start with something like the chrome dinosaur game just to get the hang of it, then I'll do my own ideas.
One day I want to make my dream game but for now I just do lil bits and pieces of a passion project when I have time. We all gotta build up to it somehow
Great strategy, slow and steady, slowly and surely reaches the destination!!
Nice video. Thanks! I'm working on my dream game as my first game lol. It ended up turning into a trading card game on paper. Paper prototyping is critical.
We actually had to pivot our game because my dream game is out of scope for the three of us working on it.
What I ended up doing instead was designing a game that fits within the timeline of our game universe that has a much smaller scope.
It's essentially a non-prequel prequel.
Juniper really is my occasional dose of motivation. I ain't even trying to make a game, and still, you manage to inspire me! Thank you❤
Idk if you are your own editor, but your videos are the greatest game dev that I've watched so far, great timing, great script, great ideas. Congrats!! Cheers from Brazil
@@ogusmello i am! Thank you
instead of getting obsessed with the dream, focus on certain inidividual parts like pixel arts, burst out with tons of interesting ideas, but end up with nothing, Juniper is raising another plan. Control the scope, make small but complete projects, take quick feedbacks and sense of achievement. It makes you confident and iterate in a pace. I think this's the general rule of thumb, not just for game, but for learning everything
Fantastic video and I completely agree that you've got the enjoy the process. I often see people wanting to make their games so quick which I understand can make a more successful business but it's usually completely missing the heart and enjoyment.
finally got the time to catch up to your vids, and you never fail to surprise me with the quality of your content!
"claw your way out of tutorial hell" is great advice for people whose dream genre has tutorials
yep!! I want to do a whole video talking about that alone, very real...
Honestly, this is a great video that came at a good time. For the past week, I've wanted to make a DDR/FnF game, thinking that it would be easier than other genres. Yikes. Most of the resources I've found are not understandable for a beginner, and they've left me scratching my head most of the time. Working on smaller projects with more resources to learn the engine seems better after all.
Good inspo. Stuck trying to come up with ideas that I want to make videos about instead of making videos I think people want to watch. Thanks for the reorientation
@@Peebly Yknow, definitely wasn't my intended message of the video, but I'm glad you got what you needed 😂🩷 I hope it works out!!
Thank you for your honesty. We need more of this realness in the gamedev space
Not everything is a success story, all things really do have a process
this video came to me right as i needed it, im fighting myself for the whole day to do abstract games so i can express my ideas more freely without worrying about art and i think this helped me to win the fight, thanks!
Jeez that intro actually got me emotional. Amazing video!
I've always found it easier to have dream systems or concepts (as in ones that I saw in other games and really enjoyed the feel of and want to replicate) that I can then crowbar into a game that I'm actually capable of making at the time.
Also good video. I feel like this told me something I really needed to hear and I already got a concept I want to try out
Message to new game devs DO NOT MAKE AN RPG you will crash and burn. Make a platformer or a top down shooter, start with somethin' simple
This is why i only make games when I'm awake
Idk why I'm here, watching this at 2am, or why I've watched every video on this channel. I don't make video games. I don't plan to make any video games. But by god I find these videos just so chill to watch
@@lennartvandemerwe6742 🥹 that means the world!! I'm so glad, thanks for sticking along for the journey
So if I'm supposed to fail, picking something way too big should actually be a good thing to increase the odds of that.
Maybe, but as a beginner failing fast helps a ton
This is totally off the topic but u inspired me to try run my own vegetable production and store, so thanks :D
No thanks. I will fail and I will smile through it all
What a great video! I bet your motivational speech is helping a lot of beginners out there. Keep on going!
I'm currently making my first game, and it's my dream game, and it's ambitious... 😅 Goodluck to me... 😅
Good luck with that😁
@@FinaresGame of all the game Ideas , why did I choose one that has a very huge scope. 😅
@@blackcitadelstudios I know exactly what you mean 🤣
Your game is awesome. Waiting for your next devlog. ❤
@@CiriandFam thank you, ill be posting one soon...
For years I've been stitting on novel and cartoon ideas. I think I'll start writing short stories and short animation ideas. I'm the writer so I can look for someone to animate one of my shorts which will probably take a lot of time and resources in itself. But the level of confidence it brings will be unmatched.
im really enjoying your content, youre doing a great job!
thank you!!!
“I have to do it for me, I can’t do it because I want the results of having a successful channel”
Hella based
Overall just amazing video, really got me thinking about more about making games for the future, I’ll try have this mindset in mind “one step a time” thanks a lot for the advice ^^
I can't stop making my dream game. Getting to keep chipping away at it has been too much fun.
Besides I'm already too many years in at this point lol
Stop making my dream game, but I'm making a game ( protagonist music starts playing)
I'll get back to work rn
i never planned to make my "dream game" because not even AAA studios could make it, but while i've never fully finished a game, i've attempted like 20 times and gotten the gist of it, so to everyone who wants to learn, there is no such thing as a failure when learning, only a teaching moment. So even if you made 5 unfinished games, you've learned as much as someone who's made 3 working games, in fact maybe you learned more because you're trying different genres of games (i hope). so yeah 😋
that or else was really funny at the end.
but hell yeah, just make it.100% agree
I started trying to make "what Simcity: Societies should have been," complete with an in house engine (because I didn't know there were other options); I managed to make a horribly unoptimized rendering engine that was useless for making an actual game.
A few years later I started over by making a Pac-Man clone, then an arcade space shooter, then something about trying to knock balls out of an arena, then a failed attempt to make a roguelike/FPS hybrid, then a successful attempt at making a roguelike/FPS hybrid that I released on Steam (where it was a complete commercial flop). What's next? Perhaps a scrolls-like, since I've determined that to be easier than the open-world life simulator I also want to make. I'm still not sure I have specific well defined "dream game," though, as in I'm not sure there is any particular game idea I'd call my "dream."
Yep suffering atm cause I have to look at a ton of ugly programmer art THAT I WANT TO MAKE IT LOOK GOOD ASAP. But can't, cause gotta finish all systems and test how well they work before that, gotta hold myself back for better productivity.
My Tip that's only work for me
: if you want to make a game like a challenging arcade game. Try to learn how the mechanics works.
Don't draw a marvallous pixel art at the start of your game because it'll take a lot of effort and time (can also destory your determination) while you're still learning how the game work.
Yeah, and also, while I was creating my game, I found it to be really helpful to start off trying very simple mechanics.
This made it less overwhelming than starting off with huge game mechanics and designs in mind.
This video reminds me when I first started learning game dev:
I wrote horrible and unreadable code
I didn't optimize anything I made
I didn't go in with a plan of any kind
However, I slowly learned the process with micro games and re-created some of my favorite flash games as a challenge to learn new processes. Now, I'm ready and actively making the game of my own dreams. (Which may or may not suck, who knows) But I am putting it out there when it's done purely for the sake of saying "I did it, the game nobody has thought of making is now out there."
A tip from me if you want to learn the process of game development:
If your going at it alone, your going to have to wear many hats through-out the process. Your going to have to be the programmer, the artist, the musician, the story-writer, the marketer, and whatever else your games may need. It's a tedious process to having to learn to basically be a one-person game studio, and it may be that you just can't do certain tasks on your own. Whatever the situation may be, just know that there is *some* way forward if you look hard enough.
Can't stop me!
This is a good advice at the VERY beginning, and that too, is not a good idea, unless you are trying to get a game dev job.
If you don't have the burning desire to make your dream/semi dream games you won't be able to go through the fire of learning game dev.
You are going to take YEARS to learn game dev, why waste that time on pointless mechanics and prototypes, when you could be making incremental improvements to the game you ACTUALLY WANT to make.
> "Make a sentence or two for the whole game"
That's called an elevator pitch and it's really useful to condense your game in the GDD phase of planning. It's useful for small games and big ones, too!
You mention Toby fox but he didn't start with his dream game, he decided to make a smaller game to make sure he could do game dev before he chose to make his dream game, it's just that this practice game was Undertale
How do I enjoy a proccess? Like any process? I struggle feeling enjoyment in anything.
"sometimes you just need to be bad at it until you're good at it" ---> this will come up at some point no matter what kind of art you want to make. the best thing you can do is to find meaning in making art even when it's bad.
Love the video! good stuff 💪
Thanks for this video :)) It's funny for me that you make the entire art for the game and never finishes because of the programming, for me I'm always making prototipes but I never finish because I can't make the art for the game hahhahaa
TLDR:
*GRIND GIT GUD KID*
instruction clear
I wanted to make my own game, realized that it was actually hard and needed effort, and without knowing anything it would be painful. So I started making an OMORI mod and you literally using an OMORI footage while saying that "It is near impossible do your dream game first time." I felt offended dajsdjsadnsakjd
edit: Oh my god I need to rant about how OMORI is hold together by duct tape, I cried literally doing anything the first time.
i needed to hear that thank you! 🙏
I was just making a character for a 3D fighting game, and then this video popped up
It's funny, because I often feel held back by my artistic skills, even though they're not that bad. When it comes to coding I feel able to accomplish most things, aside from maybe very unique and mathematically complicated mechanics. The true thing holding me back though, is just discipline. I will start dozens of projects in the span of a few months, and finish zero of them. That has made me very good at prototyping though, which is kind of nice. Gamedev is one of those things where when you can work with other people, it really unlocks a lot of doors on what you can accomplish.
Ahhh the honeymoon phase of starting to make a new game is real
Haha, I'm one of the developers of Getting Goopy. it's such a small little game I wasn't expecting to see it out in the wild! I assume the clip was pulled from the GMTK video
Haha correct!! Really cool concept and game!!
Ok. I will stop and learn how to make short games first
I do not create games but illustrations. I wanted to start right away on my dream project, a graphic novel. But realizing it would require me a LOT of time, patience, efficiency, and a lot of subjects (like humans) and staging I am not used to draw, I decided to put it on ice. And I didn't want to work on it without a sizeable audience, in risk of all this hard work leading to a complete failure. I will get back to it once I become more skilled, create more books, and I gain a big audience to back me up.
I hear you, but 'failure' is relative. It would be a real failure to me if your graphic novel never became reality because your audience was never 'big enough' and the idea simply died with you one day.
What if 10,000,000 read your graphic novel, but nobody is moved by it? Is that still a success? What if only 1 person reads it but it resonates deeply with them and their life is changed for the better? Is that a failure? UA-cam and social media have conditioned us to confuse quantity with quality - "If 10,000,000 people watched this, it must be good."
I needed this video, thank you.
I hear you, but I'm respectfully not going to take your advice. I'm currently building my large dream game as my first and only project and I am going to continue doing that. Obsessing over one multi-year project, and dealing with the inevitable inefficiencies, is my personal comfort zone. Considering this is a hobby, I'd rather listen to my personal preferences than listen to what works for others. That said; I enjoyed the video very much and can relate to the love of pixel art!
This is why I'm setting up a website to host a bunch of JavaScript experiment games with emoji graphics. (I'm a coder - not an artist.)
Then I can gradually make more advanced stuff, and eventually create something with Godot or Monogame.
A much needed reality check. Thank you.
Finally, a relevant sponsor in one of these types of videos lol
im glad this video exists
Good advice as always, nice video!
1:03 Asteroids
Yeah, I suck. But I think of it as if I quit, I’m a goddamn loser, because Toby fox didn’t quit, AIA didn’t, so many more didn’t but they faced the same problems. When I started, I just skipped the easy platformers and went right to my big idea. It sucked. I couldn’t make a player controller at all. So I went back to basic games and soon I will be ready.
No.
Nice advice!
Currently I'm working on my 2d rouge like platformer
I also make roguelike rn but top down.
@greenheart5334 good luck buddy
I always come to the comments to argue for dream gamers but then I remember that I spent around 3 months (on top of a couple high school code classes) making random very basic projects before starting a project that took me a few months and that wasn't even a dream game i just thought it was cool then like 3 months after that I started my (current) dream game. Even then, my current game is literally just a technical sandbox with cool example assets I've made out of necessity so I'm not exactly jumping into art and story prematurely... I've been working on my current game for exactly 4 years now. Took some breaks, got some jobs, wrote most of a book, got a degree in college, lived abroad for a bit, made some other games in the interim... But I always come back to that game. Regardless, nice video and uhhhhh, I still believe in the dreamers even if they're a bunch of fools. Heh.
The video is really good and all, but holy peak I'm in love with that thumbnail.
nice insights :)
I feel personally attacked
Seriously though, great video!
I feel myself too old for this video. I never participate in jams, but I've been software dev for 15-something years and even abandoned my games a few times. Eventually a started seeing scope of work needed for my dream game, and give up.
Just in few last year things changed drastically with all AI tools that actually can help. I think you could make a video about it.
what about making a battle system for a larger game (Looking all prototypish) and shelving it until someday, but the battle system is done.
by the time you come back to making that larger game youll probably have improved so much that its a better idea to just make a new battle system from scratch
thanks, this video was important to me
Very good message.
Incredibly inspiring stuff!!!
Rational me knows you speak from years of bitter experience. Stupid idiot reptile brain in me thinks my idea for a Factorio-Warcraft-Diablo-Civilization-Dungeon Keeper mega-hybrid with sick ECS tech and next-level AI definitely will work as my first game dev project
Depends on what your dream game is.
0:44
is it weird that i clicked the screen
asking for a friend
i felt called out lol
WE WANT A DEVLOG!!!! (great video btw🔥)
i have zero ideas
Ideas are overrated. Mario is literally a plumber on drugs fighting a turtle to save a princess.
If you're looking for a first game to work on I'd highly recomend remaking a retro game. They are way easier to deconstruct and understand than modern games and really help you learn the fundamentals of making games.
I really do enjoy the knite in the suit thumbnail that deserves my like😂
Inspiring stuff, awesome video!
Whenever I see some young aspiring dev make a devlog #0 about how they're making their dream game, I just know I'm not likely to see a whole lot more devlogs from them 😅
@@realmarsastro precisely🥲
yeah no after a long long long process of learning im making my dream game, and there's nothing wrong with that. i don't even want juniper to convince me, this is crap and im not watching it
Holy shit Glass Beach mentioned
This kinda changed my perspective damn
Jokes on you I'm two steps ahead! It's been a year since I dropped my dream game (it was at the time anyway), and I've been working on a little RPG called Everything Breaks (you actually played it back in April! I was so happy lol) since then. After a bit, I've developed a better dream game idea, and even got the fire going inside me to finish Everything Breaks first. As knowledge and skills improve, your ideas will too. It can be a bit scary to drop your dream game, but a random game potentially 'failing' is better than something you are truly passionate about not meeting your expectations.