8 Game Development Mistakes to Avoid!

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 303

  • @AskGamedev
    @AskGamedev  6 років тому +51

    We did a similar video on game design mistakes to avoid- check it out: ua-cam.com/video/5x4Q_SOLN28/v-deo.html

  • @dc37wwe2kmods
    @dc37wwe2kmods 6 років тому +587

    Mistake #9
    Getting distracted by other game projects and not finishing your current one.

    • @superzova
      @superzova 5 років тому +12

      Wait did I write this??

    • @brawl8295
      @brawl8295 5 років тому +3

      completly understand you

    • @AussieRaver1996
      @AussieRaver1996 5 років тому +2

      Omg so true

    • @PHeMoX
      @PHeMoX 5 років тому +10

      I'd agree 'not finishing your game' is a big mistake too, however it can be worthwhile NOT to invest too many resources and time in concepts that seemingly 'go nowhere'. In others words, know when to fold, know when to go all in! It's not very harmful to drop a project early on in development when a project may not be as great as it may have appeared on paper. It can do more harm stubbornly finishing something that won't end up great. I also have to say not enough people do proper concept demos and prototyping it seems to make sure gameplay is solid.

    • @KyleHarrisonRedacted
      @KyleHarrisonRedacted 5 років тому +3

      I'm amazed this isn't on the list.
      The natural tendency to start a new project once a new idea pops in your head or a new technique is discovered that HUGELY changes how you do things, is a MASSIVE pull and has killed so many of my own projects that I was at one point passionate about, and I'm sure that a HUGE percentage of devs out there have done the same.
      Stick with it, be persistent, put yourself on a schedule if you have too.

  • @MintStarGames
    @MintStarGames 6 років тому +356

    4:19 the guy gets hit by a bus and all they are worried about is continuing a failing game

  • @ArtsConfused
    @ArtsConfused 6 років тому +3

    Another thing I've decided I'll do once I get to that point, I won't announce a game until it's like 80% complete, and just show off old content throughout the development phase up till that point, and schedule releases for reveals. I noticed even with smaller studios, people reveal their games entirely too early.

  • @toshitosliba4737
    @toshitosliba4737 3 роки тому +1

    I was the one who tried to do an engine, I was doing it with C++ using WIn32 and Direct2D (later on moved to Direct3D, both of which are DirectX) and the complementary game that was also in C++ but using SDL2.0.
    I can say it was a whole year developing that alone, every day taking a small step, still it wasn't done by then, there was still ways to go. I was determined to finish that tbh, but I made a grave mistake, a severe one, that even ppl may call that really stupid, I didn't used any application for version control (such as Git, sourcetree, fork, etc...).
    So when I changed OS from windows 7 to windows 10, I trusted the safety of the OS, well I guess there was a time where Windows 10 started to delete files generated by visual studio and also the contents of the folders, such as assets and stuff like that. I felt really frustrated when that happened and sad, even now a days I don't understand how that happened, but I believe maybe it was the the crappy app windows defender.
    I can tell you, I don't regret making the engine, it made me challenge myself, I was not after money back then, I was more about to enjoy the journey and to learn more. I guess this video pretty much cover some points, but one thing I find important is that ppl should learn first, should challenge themselves to commit for the development of these projects.
    Making games requires dedication, knowledge, problem solving skills and discipline, if you don't have that, then you wont go far.
    I didn't went to college tho, but because I made the progress I did back then and learn a new skill to solve the problems I found along the way, the resources I could gather and make myself grow as a person and as a professional It made me to land a job in the industry. Which is great, but my fight to reach greatness isn't over, so I hope it isn't over for yourself as well if you plan to follow your dreams, you should take your time and go for it, go with every strength you have, and tbh this actually apply not only for game development, but also for any kind of industry.

  • @henrykzajac8001
    @henrykzajac8001 5 років тому +3

    Well, creating game for noone has some potential too. There are games quite popular, that before publish they might be concidered risky. Like: Robot unicorn attack, getting over it, Schizophrenic Mario, or The worlds hardest game. :D Well, maybe it not financial best idea, but I'm glad those have been made :)

  • @DFX2KX
    @DFX2KX 6 років тому +7

    While public development has it's upsides, it's has certain unique challenges that mean it isn't quite as universal as this. this is particularly true for selling titles before completion. Kickstarter too has these issues, and personally I'd rather release a lesser product that didn't kill me from the stress before it was done.
    1) I've seen more fights over their favorite X being nerfed in an in-development title due to balance then I'd care to admit.
    2) the moment you make a major public post, now matter how inconsequential, the 'how long did it take to start making this?' timer starts ticking. If your game took 3 years because it's a side project by 5 people, it still took 3 years as far the average is concerned.
    3) someone with more money can capitalize on the unique part of your game, pay a few hundred people, and release just-passable crap before you even get out the door.

  • @xiiitalons
    @xiiitalons 6 років тому +2

    I'm surprised you didn't mention Godot in the suggested game engines. It's free, no loyalties, you're not required to give credit to the engine team or anything at all, and it's actually really easy to learn and work with.

    • @researchandbuild1751
      @researchandbuild1751 5 років тому

      Godot 3 has too many issues in my opinion. Godot 2 is pretty awesome but still pretty painful to create mobile with the special mobile extra files you need, not very beginner friendly. May be a good thing though haha

  • @thebloodstorm916
    @thebloodstorm916 6 років тому +10

    Woah I was happily watching and then BAM poor Billy got hit by a bus.

  • @AFuller2020
    @AFuller2020 5 років тому +7

    1. Ship something, even if it is simple, stop haggling over details and move a project to completion. 2. Make a better game, and read step #1, stop listening to you ship nothing gamer pals.

    • @AskGamedev
      @AskGamedev  5 років тому +1

      Totally! We've seen devs get trapped in endless development. Shipping something, it itself, is already a huge accomplishment

  • @AlgaeNymph
    @AlgaeNymph 4 роки тому +3

    #2: create a dev blog -- 7:22
    Are you _sure_ you want to use _that_ as an example? Makes me unsure if I want to trust your advice.

    • @darkstarofchaos2138
      @darkstarofchaos2138 4 роки тому +1

      I was only half paying attention to the screen while listening, so I had to do a double-take and back up when I saw that, lol.

  • @raylolpez6651
    @raylolpez6651 5 років тому +1

    What are people’s thoughts on #7 about being secretive? Specifically the part about having your ideas stolen, that seems like a valid thing to worry about right? I see other developers share the things they make on social media all the time, but SHOULDN’T you be worried that someone might steal your work? I mean, Derek Yu of Spelunky made Mossmouth an official LLC, and Toby Fox trademarked the name Undertale. How do you know when it is and isn’t necessary to be doing things like that?? Especially when you don’t have the funds to ask a lawyer for legal advice...

    • @Just_Poncho
      @Just_Poncho 2 роки тому

      Ive been developing for a couple of years so far but mostly i’ve never had my ideas stolen mainly because it’s quite hard for a big company or someone who has money to find your game rip it off and succeed as your game would have to be at least a bit popular or have a medium sized following before a big company finds your game and if they rip it off there the games community which would most likely be big enough by now would be able criticize the copy cat so it’s not really something you have to worry about.

  • @KadeMarkoux
    @KadeMarkoux 6 років тому

    Thanks man, this is pretty helpful, I've been working on a game for awhile but I kinda feel like I may never get to release it just because I am trying to work on it when I'm not at my day job alongside trying to figure out game design mechanics more.

  • @NeilRoy
    @NeilRoy 6 років тому +1

    TIP: Don't give your game away for free and then perhaps expect donations. I made Deluxe Pacman 1 & 2, both free (never really intended to make money on them and I was not disappointed). They were literally downloaded millions of times all over the world. But the donations were VERY minimal. Almost literally, 1 in a million. Again, I never planned to make money on them, it was mostly in fun, but just in case someone thinks they could make money just on donations because people like it... nope. People are cheap. You have to give them incentive to pay. A free game with a bonus for donations could work if you're like me, and not worried about making a living at it.

  • @sanjaymatsuda4504
    @sanjaymatsuda4504 5 років тому +4

    >engine support
    No. Internet people can tell you that you tried to insert a round peg in a square hole, but not much else. The moment you have a more than elementary problem, you're pretty much always on your own, unless you can pay cash for someone to actually debug your stuff.

    • @oldcat1790
      @oldcat1790 4 роки тому

      Well of course no one is obligated to debug your code for free. They can tell you what to do, not what you did wrong.

  • @PHeMoX
    @PHeMoX 5 років тому +2

    What?! It's extremely silly to suggest a game always needs to have an already existing audience for it to be worthwhile to make. I would advise against pretending you're a triple A developer or even an indie developer that can improve upon an existing game to such an extent that you're going to not compete with existing games in a genre anymore. Because for the more average indie game developer out there, you really *will* be competing with a LOT of others who may have made close to or exactly the same game. I'd say being original is quite a bit more important than you'd think. I'd say the MOST important thing to consider is really a very simple one though; is your game FUN to play?? (and to lesser extent; why should anyone play your game? The answer usually reveals the main focus and strength of your game or your development is on the wrong track.)
    Where's the logic in doing the same thing a thousand other developers have done before you making something extremely familiar? Now don't mistake this for me pretending each new game should invent or become its own unique genre somehow. That's probably not possible. But there's nothing inherently wrong with making more niche type games. Heck, there's no way of predicting whether a game concept like for example FTL could become a massive hit, or think about something like Darkest Dungeon when such concepts are swept of the drawing table way before development ever started. Sure... those games still need to have solid mechanics and ultimately be FUN to play. But there's the thing. The very first 'mistake' really should just be plain simple and focus on a game that is fun to play and as such 'works'. A lot of games and I do mean a LOT of games aren't good enough because they're basically not enough fun to play or lack value in terms of content, (re)playability and so on. Lately we also see a lot of indie games that are truly overpriced for what they are. That will hurt in both sales and word of mouth promotion, even when the games themselves aren't 'bad.

  • @brokenmatrix366
    @brokenmatrix366 6 років тому

    I've already spent years on that engine stuff, bit late to turn back for me. Mostly enjoy GP though so I don't regret it...

  • @alex_5830
    @alex_5830 5 років тому +4

    Great vids. But you shouldn't promote asset flipping

  • @muhammadafaqahsan6143
    @muhammadafaqahsan6143 4 роки тому +1

    Getting hot by a train is a mistake? Oh yeah...

  • @itsmepionman5432
    @itsmepionman5432 6 років тому +1

    Whats the schedule of the videos

    • @AskGamedev
      @AskGamedev  6 років тому

      itsmepionman we publish videos every week. We try to release on Thursdays- but the last few have gone out of Friday. Well try to be more consistent with Thursday from here on out! Thanks for supporting!

    • @itsmepionman5432
      @itsmepionman5432 6 років тому +1

      Thx for answering

    • @AskGamedev
      @AskGamedev  6 років тому

      itsmepionman no problem!

  • @anderslund6476
    @anderslund6476 6 років тому

    What should help look at trends when trends always change

  • @kawaiidere1023
    @kawaiidere1023 6 років тому +1

    I’m trying to make a mobile game and was wondering if it was legal to use brand names? I was going to name a move in the game “Roomba” where the user rides on a Roomba as an attack. (The game is about pets and has no blood or gore). Would this be legal or should I change it to something generic like “cleaning robot”?

    • @Legendarior
      @Legendarior 6 років тому +1

      I am pretty sure the word Roomba is trademarked, so yes it is illegal and you could get in trouble (or it will get expensive) to use some 3rd party label.

    • @kawaiidere1023
      @kawaiidere1023 6 років тому +1

      Ok, I will just call the move cleaning robot or not include it, thanks🙂

    • @snivyservine6361
      @snivyservine6361 6 років тому +1

      How about a name like "Clean Sweep" instead?

    • @kawaiidere1023
      @kawaiidere1023 6 років тому

      Snivy Servine, thanks, good idea

    • @snivyservine6361
      @snivyservine6361 6 років тому

      @@kawaiidere1023 No problem

  • @ItsHadeS
    @ItsHadeS 5 років тому

    What do you mean create a minimum viable product and later on prove that is worth the investment ? You mean games as a service ?

  • @nyn2k259
    @nyn2k259 6 років тому

    Nice video, Can you help me I want to create a 2d Turn Based RPG Game, I can't draw or code all I have is the story so what Game Engine do you recommend along with Tutorials and what Character creation software could I use? Thanks.

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Hey NYN2K - Thanks for your question! RPG Maker might be an ideal choice for you. We also recently highlighted some game engines that don't require any code. You can check that out here: ua-cam.com/video/9xGU0Cqv-J4/v-deo.html. In terms of art, here's a video that we created about the different ways you can source art for games: ua-cam.com/video/LNgMI7GPy5A/v-deo.html

  • @j.vonhogen9650
    @j.vonhogen9650 5 років тому

    The music in the background of this video is really annoying and distracting. Please, test your videos to see if the music works. It would save me a severe headache. I liked the Steam tips though, so thanks for that.

  • @doggoboi5538
    @doggoboi5538 4 роки тому

    7:36 Mine is brewery development

  • @Jeea84
    @Jeea84 4 роки тому

    2:31 What is the engine on the left bottom? Unity, Unreal, Yoyo and...? Godot? I don't recognize the logo.

  • @phobos2077_
    @phobos2077_ 6 років тому +17

    Also I don't agree with your point about making games from scratch as a bad thing. This is just false. Trying to make your own engine is not about completing it, but about learning and understanding how other game engines work. This is extremely important knowledge for any coder who wants to work on serious projects.

    • @SilenceStabber
      @SilenceStabber 6 років тому +2

      You talk bullshit.

    • @Legendarior
      @Legendarior 6 років тому +6

      I couldn't agree more.

    • @DFX2KX
      @DFX2KX 6 років тому +6

      @SilenceStabber It's not bullshit. There are some valuable lessons to be learned in trying to go from scratch. There are also some licensing upsides (though with engines like Godot having incredibly permission licensing this isn't an issue so much).
      But when making an engine from scratch, you have to *manage your expectations*. A basic 2D engine made for a specific game is perfectly doable (if time consuming), going into a general purpose 3D engine complete with a modular design and the attached messaging system (Unreal/Unity/Godot/GameMaker...) is an act of masochism unless you have a team of 100's to do all the work.

    • @cutemath8225
      @cutemath8225 6 років тому +2

      Just one name: ThinMatrix :D

    • @tenseikenzx-3559
      @tenseikenzx-3559 6 років тому

      @@cutemath8225 Let's not forget...BennyBox :D

  • @PHeMoX
    @PHeMoX 5 років тому

    The first justified mistake you guys came with is the whole newbie developer trying to make an MMO like World of Warcraft lol. As for 'certification' ... you really shouldn't be intending to release your first indie game for console platforms anyway IMHO. You're likely to have an impossible time getting it allowed on Xbox or Switch anyway. I'd look into the mobile market instead if it has to be 'non-PC'. Also, Steam also has requirements, a lot of those match with other platforms, many other requirements are platform specific. 'Not reading post mortems' is a bit stupid to call 'a mistake'. A lot of GDC presentations are actually filled with people who don't seem to understand their own success. Yes, you will see the occasional technical revelation that may be of interest, but most of the people in those videos have no clue why their game became successful beyond how it's simply not a bad game.

  • @RiorXD
    @RiorXD 4 роки тому

    Making a game for no one can be benifitial to learn basics for those who are new to game dev.

  • @itsmepionman5432
    @itsmepionman5432 6 років тому +3

    Pls make a video about ar development

    • @AskGamedev
      @AskGamedev  6 років тому +1

      itsmepionman thanks for the suggestion! We’ve worked on both AR and VR in the past. Are there any specific AR platforms that you want us to cover?

    • @itsmepionman5432
      @itsmepionman5432 6 років тому +2

      Mobile

    • @AskGamedev
      @AskGamedev  6 років тому +1

      itsmepionman got it! Well get working on a script!

    • @DFX2KX
      @DFX2KX 6 років тому

      I'll give you one tip from my poking around on it:
      Mobile platforms include phones attached to headsets (as both my phone headsets allow the camera to be used), and people holding the phone in front of them (Pokemon GO and the like). Both of these have WAY different requirements, and the latter is easier to do. however, the math required in both AR and VR seems to murder phone batteries, so anything you can do to save power (namely saving on math) will let people use your game/app all that much longer.

  • @CobbleTrash
    @CobbleTrash 6 років тому +3

    #9
    Me

  • @maciejdebski1171
    @maciejdebski1171 5 років тому

    Talking about Unity only and showing Epic's UE4 asset store in the background, with actually good, high end content. Not cool.

  • @MaxxVelocity
    @MaxxVelocity 4 роки тому

    Funny how the game industry says "engine" when they mean "platform". Everything's an engine, that's why we're called engineers.

  • @tashijawed5472
    @tashijawed5472 5 років тому

    Shows Unreal Engine's store of free assets, talks about Unity. THe Hell?

  • @DAYDAY25000
    @DAYDAY25000 5 років тому

    9:20

  • @Brendead8
    @Brendead8 6 років тому +8

    This is just the type of cancer I've been trying to avoid

  • @user-xc2yc3vz5e
    @user-xc2yc3vz5e 3 роки тому +1

    .

  • @atmunn1
    @atmunn1 5 років тому

    what if i don't care about making money

  • @Snaps12345
    @Snaps12345 6 років тому

    That sounds too complicated

  • @rogercruz1547
    @rogercruz1547 5 років тому

    I'm writing my own engine in typescript hahaha
    I mean, it will only work with my game, some frameworks come bundled with the kitchen sink...

  • @IzFanArt69
    @IzFanArt69 2 роки тому

    ooofffp

  • @KC_Garcia
    @KC_Garcia 6 років тому

    Stop blatantly stealing Mega Man

  • @YonderYoshi
    @YonderYoshi 6 років тому

    *_O O F_*

  • @PHeMoX
    @PHeMoX 5 років тому

    There's literally nothing wrong with creating your own engine... as long as you have the skills to do so properly. And yep, you are 'wasting time', however no existing game engine is perfect. Spoiler alert; all existing engines have their quirks and issues. Making your own engine can solve that. But it comes at a price. Keep in mind that 'learning to use Unity or Unreal Engine' also takes a significant chunk of time. Especially understanding how anyone's 'first 100 games made' will be terrible.

  • @sweptingace4553
    @sweptingace4553 6 років тому +2

  • @georgeweller1
    @georgeweller1 5 років тому

    None of this has anything to do with game *DEVELOPMENT*. This is just PR.

  • @local9
    @local9 5 років тому +157

    Godot Engine for most begineers. Its clean, great community and damn is it easy to get a game up and running in an hour.
    Mistake #0... Don't start with your first game being an MMORPG.

    • @johnleorid
      @johnleorid 5 років тому +22

      It should read: Mistake #0... Start with your first game being an MMORPG.
      Right? because thats the Mistake, not starting with an MMORPG is not a mistake. ^^

    • @Iamwolf134
      @Iamwolf134 5 років тому +4

      Starting with a basic platformer though?

    • @breh2716
      @breh2716 3 роки тому +2

      @@Iamwolf134 For all 2ds godot is great

  • @willculpepper9637
    @willculpepper9637 5 років тому +40

    Correct use of "allot". 10 points to Hufflepuff.

  • @danielhavens7561
    @danielhavens7561 6 років тому +51

    Game development in my opinion should be approached more like art than a market product. Make what you want to play and your market will be those who like what you like. It's not the best strategy for making a fortune, but it is the best strategy for enjoying the process and the final product. As your skills develop, you will find yourself making things others want and your market will be drawn to you by those who are already following your work.
    I thought the idea of getting people involved on social media from the early stages to see it grow was an excellent point. That is where the marketing really starts.
    Ultimately, the game is your artistic expression and the expression of everyone involved. If you have others helping with development, you will need to let them express their own artistic tallents within pre-selected boundaries for all artists so that there is consistency and creativity throughout the game. Each artist will feel either freed or restrained by the tightness of the constraints you choose to place on them. Everyone needs a level of free expression, but everyone also needs boundaries or the final product will be a mess or worse may not work at all.
    That's my two cents. Good luck everyone.

  • @DevScape
    @DevScape 6 років тому +74

    "Or gets hit by a bus" *bus goes through the wall into the room* 4:21

  • @mertyilmaz9951
    @mertyilmaz9951 5 років тому +5

    You should create a trend rather than joining one. Look at all the battle royale, Minecraft, and Slay the Spire clones. Are they doing well?

  • @selenium9479
    @selenium9479 5 років тому +16

    Follow the trends yay!! And now we have thousands of similar indie games on steam and google play...

  • @MrMacabreu
    @MrMacabreu 6 років тому +99

    The bus crash at the end... hahahahaha

    • @AskGamedev
      @AskGamedev  6 років тому +9

      Matt will love this comment. He tried to add some humour to the video.
      Any other feedback on the video and how we can improve?

    • @theloafdude8304
      @theloafdude8304 6 років тому +3

      Oof

    • @itsjustme4026
      @itsjustme4026 5 років тому +1

      @@AskGamedev i thought 'am i redirected to pornhub?'

    • @gregoryyang8988
      @gregoryyang8988 5 років тому

      oof

  • @Orinslayer
    @Orinslayer 5 років тому +20

    Beware captive audiences, most players will not switchover to your game when they are still having fun with their current game.

  • @haroldmcbroom7807
    @haroldmcbroom7807 6 років тому +175

    Following trends doesn't mean anything, except that you're willing to do what has already been done, and what is most popular to do. I would rather create that one spark that has the potential to spread like wildfire, take a risk, where others will not, by having faith in myself, and no so much in what others are doing. Just because something is not trending, doesn't imply that it's not what's wanted. We play only what is available, and if no one is tackling those ideals that are not trending, how will you ever discover new frontiers.

    • @desktorp
      @desktorp 6 років тому +27

      I understand that video games have virtually always existed as commercial products, but today, 'platforms' like Steam are _brimming with garbage_ because the same greedy rats view it as a relatively fast/easy way to make money.
      That's why his main advice is to exploit datamining of 'trends' and use as much prefab junk as possibly (the quickest engines, outsourced 'assets' etc) All of that generally costs _money._ This video simply boils down 'game development' to the lowest common denominator of marketing & advertising, reducing it not to a 'dream', but a cold-hearted investment strategy.
      If you're worried about the audience, your heart isn't in it. Fuck the audience.

    • @quantumpanic
      @quantumpanic 6 років тому +6

      i think what they meant here was the market trend. meaning that user interest is observed as conducive for the reception of that type of game

    • @DonWippo1
      @DonWippo1 5 років тому +12

      Well the safer route would be to follow those trends, but not necessarily the most rewarding.
      In general things are quite simple, If no one executed your idea:
      Case A: No one had the idea and it is brilliant. (Quite unlikely, think minecraft)
      Case B: No one had the idea and it is garbage. (Happens to all of us)
      Case C: Someone had the idea and scraped it (There is probably a good reason for this)
      Sure those are extreme Cases (i left out the in betweens for simplicity's sake), but it just shows how risky it is to execute on something completely new.
      If it was trending at some time, the idea has been tested already and you have lots of data to evaluate that will help your game to get good scores and sales.

    • @haroldmcbroom7807
      @haroldmcbroom7807 5 років тому +2

      +Wippo Thanks for the reply :) With corporations ever so expanding to the level they all strive to reach, "To BIG to fail", where they can relax providing less quality, they are now less inclined to do anything but provide garbage, whereas , at the start, it was a race to beat the competition to the ideal, would hurt losing less, than to lose everything you've acquired up to this point.

    • @DonWippo1
      @DonWippo1 5 років тому +3

      @@haroldmcbroom7807
      I am not sure if I get what you are saying. But if what you are saying is that Big Companies avoid risks, but make worse games in return I partly agree.
      Some Companies get back to the same Ideas again and again, varying and polishing them to the absurd and because of this repitition they appear boring.
      But in its core the games are still not bad, just less unique and inspiring.

  • @d1nkum340
    @d1nkum340 6 років тому +89

    get a longer song or some variation or something. don't just repeat the same 30 second chip tune.
    it got old quick

    • @AskGamedev
      @AskGamedev  6 років тому +11

      Thanks for your feedback OKADA! We're experimenting with new music now. You can check out the new music in our latest video :)

    • @martwoods
      @martwoods 6 років тому +3

      I can still hear it. Would you like me to start humming?

    • @ve6009
      @ve6009 5 років тому +3

      I thought this was a tip for games.

  • @TortoRacoon
    @TortoRacoon 5 років тому +9

    Post Mortem in latin means "After Dying" so I assumed they were exclusively failed projects

  • @michaelodetola
    @michaelodetola 6 років тому +72

    The way you guys present content is so professional. Love it..

    • @AskGamedev
      @AskGamedev  6 років тому

      michael odetola thanks so much for the kind comment! Are there any topics that you would like us to cover with future videos?

    • @aryanjha8841
      @aryanjha8841 5 років тому

      @@AskGamedev maybe you could do some tutorials on how to make a game using a certain engine like Unreal.

  • @seansopata5121
    @seansopata5121 5 років тому +22

    Most important, and should have been number 1:
    Starting development without some sort of Game Design Doc.
    Everyone wants to jump right in to the fun stuff, but not having a gdd will lead you nowhere, fast.

    • @seansopata5121
      @seansopata5121 5 років тому +1

      For me, I install a local server and install a wiki and use that. Makes it easy to link stuff together

    • @sudeepkandregula7616
      @sudeepkandregula7616 5 років тому

      @@seansopata5121 Could you expand on what you meant? by that? Which software lets you run a local hub of wiki?

    • @seansopata5121
      @seansopata5121 5 років тому +2

      @@sudeepkandregula7616Depends upon what OS you are using. If you're on Windows, you could just download wampserver. WAMP = Windows Apache MySQL PHP. Once it's installed, find a free wiki software to download it, unzip it into the wamp folder (typically C wamp www) then in your browser, just go to http localhost, or whatever the instructions for the wiki say.

  • @MiroslavRD
    @MiroslavRD 5 років тому +5

    You forgot mistake 9, buying too much assets

  • @rungeon83
    @rungeon83 5 років тому +3

    I was so guilty of wanting to make my own engine in C#, I used XNA in the end lol and tried to extend on it, but then I realised I was just wasting time reinventing the wheel. when really i should be working on the actual game.

  • @gdbaradit
    @gdbaradit 5 років тому +1

    I have a question... You say we should show the progress of our dev online, but what happens if you're making a game with a "cool" title and here comes John Smith, who really liked the name of your game, and trademarks the name before the dev does because he doesn't have any money to do it at the moment.

  • @MrSandwichk
    @MrSandwichk 5 років тому +2

    Trend says I should make potty battleroyale games . .

  • @tim8602
    @tim8602 5 років тому +3

    Says Unity has an asset store, but shows Unreal's 12 million dollar free paragon assets instead, LOL.

  • @AmyTheMeower
    @AmyTheMeower 4 роки тому +1

    *Another very important and vital thing:*
    Be original, try not to make games based on an already existing franchise, first, because they might shut it down for being a competence and second, you can get even better ideas! one thing you *can* do is use a little inspiration, but not too much, for example "oh I like Undertale" and then you decide to completely copy Undertale by adding stuff like the same battle system, make your own mechanics, they might be really attractive to some audiences and it might also become an iconic game mechanic, for example in my own game I wanted to add powerups, but I also thought "hmm maybe that's a little too much like mario" and since my game (not finished yet also please don't steal my ideas) is a game about animals, each with their own special ability, so one of them is a hummingbird, whose special abilities are flying, being fast and pollinating flowers. I also happened to think magic flowers could give you powers, so now there are some flowers that you have to pollinate before using them.

  • @VegasVolt3ya9a
    @VegasVolt3ya9a 5 років тому +3

    Point 7: That is what totally wrecked Wollay, because he was not willing to share any significant changes to "Cube World". No one is waiting for that game anymore due to that fact.

  • @spiral_iv
    @spiral_iv 3 роки тому +1

    I wonder who decided that showing a poor guy getting hit by a bus is cool?
    I want to thank him
    This is hilarious.

  • @justinruiz5054
    @justinruiz5054 5 років тому +5

    9:21 Oof

    • @justinruiz5054
      @justinruiz5054 5 років тому

      Did you add that part in just to add some humor?
      Well, it worked! 👌

  • @ThatOneAgarAgarioThePro
    @ThatOneAgarAgarioThePro 6 років тому +3

    Such quality video but not that much views,you are too underrated

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Thanks for the kind words Snorky! Do you have any recommendations on what we should be doing to improve the channel?

    • @AliMusllam
      @AliMusllam 5 років тому

      Ask Gamedev keep going and the spike will come surely!

  • @royrogers3133
    @royrogers3133 5 років тому +1

    Don’t make your game save automatically during combat. If you die right after it saves then you’ll be caught in a loop.

  • @TamalPlays
    @TamalPlays 6 років тому +6

    steamspy is dead now :(

    • @AskGamedev
      @AskGamedev  6 років тому +3

      Yeah, Steamspy took a bit of a hit when Valve announced its new privacy settings. We're still big fans of Sergey Galyonkin and his work though and we'll be following his developments closely.

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Indeed. Sad news for sure.

  • @schaxor3807
    @schaxor3807 6 років тому +1

    #2 I just don't see the point in this, I mean there's plenty of great engines out there which gives you everything you need, why does some indie devs think this is the way to go? A big ego? Too me it just seems like a huge waste of time and resources.

  • @Jeru3
    @Jeru3 6 років тому +3

    You used the roblox meme. You are now part of my inner circle.
    Also, very good video, didn't know a few of these like the post mortems :D

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Glad that we were able to help!

  • @TheGeniusBrain
    @TheGeniusBrain 5 років тому +1

    How to make UA-cam video like yours

  • @AskGamedev
    @AskGamedev  6 років тому +7

    Have you made any mistakes in game development? Share your gamedev stories with your fellow subscribers in the comments! Thanks for watching!

    • @sweptingace4553
      @sweptingace4553 6 років тому +1

      Ask Gamedev how can i make a dev blog

    • @lavnish3058
      @lavnish3058 6 років тому +1

      You can use blogger sites which are free to use I think

    • @sweptingace4553
      @sweptingace4553 6 років тому +1

      Playassnoob PAN thank you!

    • @lavnish3058
      @lavnish3058 6 років тому +1

      SweptingAce np bro 😉

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Thanks for your support! Blogger is a great suggestion

  • @chaosmuffinminecraft
    @chaosmuffinminecraft 5 років тому +14

    Mistakes 1 and 2 are incredibly misleading. Mistake 1 is only an issue if you're trying to do gamedev as a career, but hobbyists need not worry about it. This also applies to Mistake 2, but 2 also has the issue of being SUPER subjective. There is literally nothing wrong with creating your own engine if you have the skills and capability to do so. In addition, if you make your own engine, theoretically you don't even need tutorials, you are your own support because you know what the error messages mean (you wrote them yourself, after all!), and you can always code in support for 3rd party assets.
    TLDR: git gud scrub

    • @PHeMoX
      @PHeMoX 5 років тому +1

      @Kalvin I dare say it is more beneficial to learn a more universal programming language than any engine specific 'scripting' language. As powerful as Unity is, it has a LOT of Unity specifics the user needs to know about that aren't quite as intuitive as one might think. Even for tackling those things, it's worth it learning something like C++ or dare I say something like Python or Javascript, which are still amongst the most popular. It's also fairly easy to learn those three languages when you are already familiar with one of them. I'm aware plenty of existing engines allow for C++ or similar program languages to be used also, but I think Unity only recently began to properly fully support that. Don't quote me on that though, not much of a Unity fan, despite often being impressed with the games made with it. Anyway, the idea should not be to 'never attempt making your own engine', as that's just terribly misleading. And whilst making an engine involves advanced math, it also really is not as difficult as many are lead to believe either.

    • @La0bouchere
      @La0bouchere 5 років тому

      The time it takes to build your own engine will always be more than the time it takes to learn how to use an existing engine. There isn't anything wrong with building your own engine, but it will essentially multiply your development time, which will virtually always be undesirable for a team trying to ship a game.

  • @ThePC007
    @ThePC007 6 років тому +2

    How do you even run an A/B test on Steam?

  • @Toopa88
    @Toopa88 5 років тому +3

    6:06 he said Gamasutra, in case anyone else wondered

    • @CornerBoothGames
      @CornerBoothGames 5 років тому

      ToFu And pronounced it wrong as well lol. I had to play it back to see if he said what I thought he said.

  • @roxaszy984
    @roxaszy984 5 років тому +1

    Well i have encountered so many problems with using unity and most of the time online tutorials or support pages dont help at all. I mean they always give a sloution to a different problem that i am having. Even with same code. Like for example i cannot make an object to rotate and someone has asked the same. Alright. What unity support says is how to reset the rotation. Of course i can always check the code and see if i can adapt.
    I think the most annoying problem yet that i haven't ever found a solution on was how to lock z axis when creating a camera that is movable by mouse so that you cant accidentally turn it upside down. I have searched so many support sites such as unity stack overflow or even youtube plus bunch of forums and no one seems to know the answer.
    Frankly to be honest it annoys the heck out of me. I can say that i have trouble finding stuff from internet to begin with but it just adds on to the frustation.

    • @schnapples4720
      @schnapples4720 5 років тому

      If you haven't already, i'd recommend trying out Gamemaker pro 2. Many great games have been made in it and the code and work space is really intuitive and nice. You'll be limited to 2D (although there are 3d plugins I don't recommend them) but I started learning and I was confident in what i was doing really fast, prototyping stuff within a few days. Unity always seemed kinda to messy to me, but I know some people that enjoy it.

    • @roxaszy984
      @roxaszy984 5 років тому

      @@schnapples4720 i have tried game maker studio 2 and hate it.
      Not that it is a bad platform but i cannot get used to it. Even downloading the studio was pain to register a few times and download wouldnt start and finally after gettimg installed it wont log in on the studio as if it was not enough trouble for the site alone.
      I use unity and i am pretty good at using it now i think but that is better than getting overwhelmed by problems that gms2 gave me.
      Everything i know in unity is pretty much self taught except for checking tutorials for syntax rules
      Yet i want to make 3d games and at the time im almost ready with a 3d game made in unity.
      I personally dont enjoy 2d games as too many of them are platformers and i suck at 2d platforming because the 2d dimension limits movement too much for my taste.
      I am also aware that there are also other game genres to 2d games than platformers but i have not seen any game so far in 6 years that would have interested me enough to try them.
      tldr that was a great suggestion but no thanks.

    • @roxaszy984
      @roxaszy984 5 років тому

      @@schnapples4720 sorry have to add as writing a reply about my experiences with trouble in game maker studio 2 i forgot one thing.
      This workspace is really cryptic and counter intuitive to me.
      I dont know if it is me but when i start a project in unity. I get two options:
      2d or 3d. After choosing thats it.
      But in game maker two there are two completely same options labeled in different words.
      Its line i asked you:
      What do you want for breakfast?
      Or
      What are the minerals that you need for your body to absorb at morning?
      You can propably already tell but i really hate game maker studio 2.
      Iy is way too non intuitive to be called a nice platform.

    • @schnapples4720
      @schnapples4720 5 років тому

      @@roxaszy984 Well thanks for your reply, I'm glad that you are having a good time with Unity. My personal experience with both engines seems the complete opposite. I love how you write code straight onto objects with GM2 (I first started making games in flash 11 years ago so this was very familiar) and just everything about the code is really nice and easy to work with for me. I also like the documentation in GM2 although I will admit that Unity has comprehensive documentation too!
      Anyways best of luck to us both on our game making adventures, I wish you all the best. =D

    • @roxaszy984
      @roxaszy984 5 років тому

      @@schnapples4720 thanks. The same to you.
      I first started c# a year ago and i have about 7 months of unity experience.
      Im not really a good developer yet but i have a rralistic feel of being good at it

  • @parryplaguedoc
    @parryplaguedoc 6 років тому +3

    Deserves more subs, visuals are one of the best things for me.

  • @PixelTrik
    @PixelTrik 5 років тому +1

    The only problem I'm finding is that in North India, it is hard to find meet-ups for game development however, I usually try going to technical or cultural meet-ups at different Universities to talk about my game. Very soon I'm starting my devlog series to document the development of my upcoming game. 😉😊

  • @That0Homeless0Guy
    @That0Homeless0Guy 5 років тому +1

    I actually use a mix of existing engine and my own engine right now. I developed the backend and main data structures content like file and object loading and loading/saving save files on a C# framework independent of any game engine then use Unity to handle graphics and physics.

  • @Domarius64
    @Domarius64 6 років тому +1

    The end of this video is what made me cave in and start finding out what is that kid "oof" sound people keep using. So yeah it's the Roblox death sound meme, now I know.

    • @aryanjha8841
      @aryanjha8841 5 років тому

      You actually didn't know that before? Man you need to learn memes boi.

  • @paprika8795
    @paprika8795 3 роки тому +1

    you guys need more sub, great inspiration and tips! also bus example is hilarious.

  • @lordcthulhu1609
    @lordcthulhu1609 3 роки тому

    With #2 unless you want to make a parkour system. Like God damn I thought the unreal and unity community wasn't toxic until I asked where to start with a parkour/ climbing system. Basically all the replies were like A. Parkour games are overrated trash. B. Why the hell would you want to make a parkour system when you could focus on the funnier elements of your game. Or C. Yeah good luck not finding assets for your niche game machanic

  • @lukegamerzw
    @lukegamerzw 5 років тому +1

    Actually it's Gamer Maker studio edition that's the name of game engine not Yoyo Games(it's just company)and there's also Godot Engine,Clickteam Fusion...etc.

    • @KaanArts
      @KaanArts 5 років тому

      EVERYONE KNOWS THAT

  • @Phoenix-gz9xb
    @Phoenix-gz9xb 4 роки тому

    Engines like unity...
    *shows unreal marketplace assets*

  • @Kenji000
    @Kenji000 5 років тому +1

    Game dev mistake: not prototyping early enough

  • @Vaarjat
    @Vaarjat 6 років тому +1

    Roblox sounds at the end killed me. ROFL

  • @godzillusa.c.8590
    @godzillusa.c.8590 3 роки тому

    About #3 what if i live in village in central europe post soviet country where game industry ist that common and ist there so much oportunities and this types of meetings are just dream

  • @LinusMOGEL
    @LinusMOGEL 5 років тому +1

    Having issues with my shadows in unity. Issues is not good.

  • @artemismeow
    @artemismeow 6 років тому +13

    If you get stuck in development hell, stop, shelf the project, cut your losses, lick your wounds and work on something else. :/
    I eventually quit my own game anyways and i started working a 9-5 job anyways beacuse i needed to keep the lights on. XD

    • @AskGamedev
      @AskGamedev  6 років тому +1

      Thanks for sharing your advice artemismeow! Working on a game is a big risk, and it's great to always remember what your priorities are. That was a very wise & pragmatic decision!

  • @humouroushabit6687
    @humouroushabit6687 5 років тому +1

    Thanks , also sit down

  • @TehAntares
    @TehAntares 5 років тому +1

    I don't make games to make a fortune.

  • @RamonChiNangWong078
    @RamonChiNangWong078 4 роки тому

    Don't make your own Engine
    And that's why most games looks like each other.

  • @finnk.4276
    @finnk.4276 6 років тому +1

    Really awesome channel! But please stop making videos. We`ll get more strong concurrence because of you! ^^ Now another question for a video: Where to get feedback? When to start marketing? Thank you for doing all the videos!

    • @AskGamedev
      @AskGamedev  6 років тому

      Cryttexx good suggestion - we’ve heard a lot of request for more marketing videos. We will get working on that!

  • @derekmacneil
    @derekmacneil 6 років тому +2

    Good video - I liked the ending ;)

    • @AskGamedev
      @AskGamedev  6 років тому

      Derek MacNeil we wanted to try to add some humour to our videos. Glad you liked it!

  • @abhishek-farswan
    @abhishek-farswan 3 роки тому

    #1 _ don't get hit by buss... And absolutely not multiple times

  • @mccoolgame500
    @mccoolgame500 4 роки тому +2

    #6 is so true!