This was again really cool. You’re really good at reflection about each project, that’s so cool to be able to see what went wrong in retrospect and learn from it
I've enjoyed watching you go through this stuff. Definitely reminded me of my time going to school for game design. Just picking up on that part at the end where you talked about last-minute saves, that's also very true with professional games. As someone who used to want to make games for a living, I watched/read a lot of post-mortems for a variety of different games, and the number of times I saw some variation on "everyone on the team thought this game utterly sucked until months/weeks before launch when system X came online and suddenly it all clicked" is shocking. Also there are a ton of false starts and reboots. Any time someone says "it took them 5 years to make THIS?!" I'm thinking to myself "no, it probably took them one year to make that, after 4 years of trying a bunch of other things that seemed great but just didn't come together." Even though I never sought a job in the industry after I finished my program, I feel like learning about game design and development gave me a greater appreciation for games and what goes into making them. Hopefully this is doing that for you as well. Your critiques/breakdowns of games were already top tier. I'll bet they get even better the more of these sorts of experiences you have under your belt. As always, keep up the awesome work. Looking forward to the next one!
Totally agree, I always think back to when Neil Druckmann mentioned that Naughty Dog thought TLOU1 was going to ruin their reputation just months before it finally came together. It never fully made sense to me given how detailed and well out together that game is, but I always remembered that quote. The more time passes and the more research I do, the more it starts to make sense. In some ways that makes the creative process more exciting, but it also sounds really taxing and exhausting, not to mention you might not get lucky in the end and everyone rips on your game. I'm definitely curious how delving more into this stuff will effect the content I make. I'd like to focus more on the actual creation process of games eventually, so it definitely helps there. But making reviews/critiques might get harder in some sense because you start feeling bad for the people involved. Ultimately it's all a good thing- I can make better informed videos- but I wonder how the tone of those videos will change
Glad you think so! I think games 3 and 4 were the most "game-like" but it was interesting that game 5 took the least amount of effort and still seemed to have the most pure fun factor
Damn, this was quite the entertaining video and before I knew it I had reached the "Let's Wrap Things Up" section. Good job! You definitely deserve more views for videos like these, because I'm sure aspiring game developers can learn a lot from them (like me).
Glad you enjoyed it! I wanna do more follow ups, like the video about week 6 and the larger game I worked on after this challenge. Just gotta work on how to play the algorithm with it, because these videos have generally done pretty poorly compared to other ones I put out
Can't believe this is another cliffhanger!! 😤 Also I don't think the bad practices are a real issue here. You kinda have to go through this to know how to organise things better and what to avoid. With time those quick hacks are replaced by quickly doing the kinda right thing. But also for a small project doing stuff that could be easily scaled etc. is just a waste of time, so it's good to understand what needs to be done well or not.
Definitely, but I also felt like the "just do whatever quickest and figure out the problems as you go" mentality bit me in the ass when working on longer projects. I should have focused more on getting a reliable, organized code base at the start at the expense of making "major progress", but instead I just went by the seat of my pants cause that's what I was used to. It's definitely something I need to work on overcoming with longer projects
This was again really cool. You’re really good at reflection about each project, that’s so cool to be able to see what went wrong in retrospect and learn from it
Glad you liked it! It was definitely good for me as well to put all my thoughts together and really reflect on what went well and what didnt
I've enjoyed watching you go through this stuff. Definitely reminded me of my time going to school for game design.
Just picking up on that part at the end where you talked about last-minute saves, that's also very true with professional games. As someone who used to want to make games for a living, I watched/read a lot of post-mortems for a variety of different games, and the number of times I saw some variation on "everyone on the team thought this game utterly sucked until months/weeks before launch when system X came online and suddenly it all clicked" is shocking.
Also there are a ton of false starts and reboots. Any time someone says "it took them 5 years to make THIS?!" I'm thinking to myself "no, it probably took them one year to make that, after 4 years of trying a bunch of other things that seemed great but just didn't come together."
Even though I never sought a job in the industry after I finished my program, I feel like learning about game design and development gave me a greater appreciation for games and what goes into making them. Hopefully this is doing that for you as well. Your critiques/breakdowns of games were already top tier. I'll bet they get even better the more of these sorts of experiences you have under your belt.
As always, keep up the awesome work. Looking forward to the next one!
Totally agree, I always think back to when Neil Druckmann mentioned that Naughty Dog thought TLOU1 was going to ruin their reputation just months before it finally came together. It never fully made sense to me given how detailed and well out together that game is, but I always remembered that quote. The more time passes and the more research I do, the more it starts to make sense. In some ways that makes the creative process more exciting, but it also sounds really taxing and exhausting, not to mention you might not get lucky in the end and everyone rips on your game.
I'm definitely curious how delving more into this stuff will effect the content I make. I'd like to focus more on the actual creation process of games eventually, so it definitely helps there. But making reviews/critiques might get harder in some sense because you start feeling bad for the people involved. Ultimately it's all a good thing- I can make better informed videos- but I wonder how the tone of those videos will change
I don't mind waiting for 2 months if the content is this good. Take your time man. No worries.
I'm on a bit of a writing kick right now so I wouldn't be surprised if I put out 3-5 videos this next month ngl 👀👀
The dedication is real
7:55 holy shit 😭 Also the simple game looks fun.
Glad you think so! I think games 3 and 4 were the most "game-like" but it was interesting that game 5 took the least amount of effort and still seemed to have the most pure fun factor
Damn, this was quite the entertaining video and before I knew it I had reached the "Let's Wrap Things Up" section. Good job! You definitely deserve more views for videos like these, because I'm sure aspiring game developers can learn a lot from them (like me).
Awesome video to give summary to all the game jams! Really enjoy it!!!
I really like this concept you made with this series. I can only imagine your game development skill as you hone your techniques further
Also having a gaming Ytber who knows his ins & outs on the subject.
Glad you enjoyed it! I wanna do more follow ups, like the video about week 6 and the larger game I worked on after this challenge. Just gotta work on how to play the algorithm with it, because these videos have generally done pretty poorly compared to other ones I put out
The betrayal
damn this channel is awsome I've been binging all your videos and I hope you upload more
Can't believe this is another cliffhanger!! 😤
Also I don't think the bad practices are a real issue here. You kinda have to go through this to know how to organise things better and what to avoid. With time those quick hacks are replaced by quickly doing the kinda right thing. But also for a small project doing stuff that could be easily scaled etc. is just a waste of time, so it's good to understand what needs to be done well or not.
Definitely, but I also felt like the "just do whatever quickest and figure out the problems as you go" mentality bit me in the ass when working on longer projects. I should have focused more on getting a reliable, organized code base at the start at the expense of making "major progress", but instead I just went by the seat of my pants cause that's what I was used to. It's definitely something I need to work on overcoming with longer projects
What game is at 8:18 ?