"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
Man A: Made/finished a single video game. Gave up. Man B: Made/finished a thousand video games. Still did not give up. like. duh? EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
Don't forget that "pro" devs from Blizzard were loading everything for everyone in Diablo 4. It's hard to expect anything better as a first try from amateurs dabbling in game dev.
@@boccobadz that’s a good point. There’s always better ways to do something and even some of the best games out there have questionable code. So when you can, make improvements, but the most important thing is that you’re out there making games, and that’s awesome!
It always makes me laugh when people say "I have no idea what I'm doing" and "I know nothing about this" and "I've never done this before". You come back half an hour later and they've nailed it. Same on car stuff. "I know nothing about cars and I've never worked on one before" - and then by the end of the day you see that he's rebuilt the transmission and replaced all four shocks with no assistance.
lol no, that's being a script kiddie. It's fine to do that as a beginner, but that's not what being an actual programmer is like. If you think that just copy pasting code is being a programmer then you'll never get anywhere. Who do you think is the one writing the code that you copy paste?
If you can’t even JOKE about copying code… then even if you are a professional there’s a good chance you aren’t very fun to work with. Source: working with hundreds of professional game devs.
I'm glad my game (or at least the demo of my game) is sectioned by a sort of simulation based on how you play, so I don't have to worry about save until after the gameplay itself is done. I'm sorry you put yourself through that hell
Sweet vid, you've given me lots to think about. Thanks for the tips. Rebuilding your game from the ground up is valid. Iteration is the soul of creation.
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
Godot actually has an automatic game state saving/loading system. They are called "packed scenes". They automatically save edited variables with the @export annotation tag.
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
the game you showed really looks something different, like it. i'd be glad if i see it done
Місяць тому+8
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
Overall I really adore this game's art style and I think you should stick with this style for creating eventual projects after this. I would love to play something so unique like this!
I pray that your project goes ahead, my friend. The truth is that you are taking on the task of rebuilding it from the bottom up is inspiring, wonderful devlog, I wish you all the luck in the world.
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
Behind the scenes, it's not a game, it's just a plain old and boring collection of systems that manage data in and out. I did also had that big realization at the few cracks I had at this, and it's a major wall to hit when starting. The editor is just a helper, and in reality everything needs to be managed by the system, from loading assets into the play scene to micro-managing NPCs or whatever. Particularly useful the idea of representations and abstractions. Opening any engine's editor, throwing a bunch of models and scripting a few things ends up far too short in the long run. Good wisdom.
You would be amazed at how intricate in-game systems can actually get and a lot of gamers wouldn't understand or even recognise it was there. How NPCs communicate, how in-game vehicle traffic e.g. GTA works and how the vehicles respond to each other, how you pressing that red button might make something happen elsewhere in the game world you don't spot until later.
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :) Keep up the good work!
Bro this game's aesthetics are off the charts I really like the amiga bouncy ball in the background. Makes even unfinished areas feel warm and nostalgic instead of jank or whatever
The shader compilation issue is the problem with using game-making-kit style engines, including Unreal/Unity. DOOM'16 has about 200 rendering pipelines (aka shaders) for the entire game. It just compiles all of them at startup and uses them as needed, instead of each material having its own pipeline. Most materials are the same anyway, so all you need to do is pass around different textures and parameters to render them using the same shader. It's silly that engines haven't figured out how to detect where this can be done ahead of time and re-use pipelines.
Been learning Godot. Never published a game. On the toilet, thinking "I wonder how soon I should implement a save system." Hours later I click on this random ass youtube algo suggestion. QUESTION ANSWERED. TY!
One of the core tenets I was told is a simple one: always leave your game in a finished and releasable state. Working on a small and easily-implementable feature that can be knocked out quickly? Finish it. You see a small job that needs doing like adding a texture to that thing over there? Do it now. You don't have a sound file for something in game, e.g. footsteps? Record it today. Or go online right now and grab one. Ensure your game is always 'finished' and feature complete. You can add to it later. Don't have a car crash development build with 14,000 things left unfinished because that will shred your motivation and it will probably never _get_ finished - that might be acceptable if you're in a large professional team, but it's no fun if you're an indie doing this in your spare time.
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on UA-cam teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
I made other mistakes. All of your lessons I had already learned from being that stubborn idiot that wants to make his own engine (don't ever be that person). I was making a space battle game in Godot and instead of putting all of the lasers into the physics engine, I went through the trouble of making everything move using GDScript. I was so used to iterating over every single object every single frame that I completely ignored the power of Godot and its event driven systems. Because of this, the game couldn't even handle 20 ships fighting (praise Godot's runtime monitors!). We've both made terrible mistakes that hit hard into the core of what we were making. You should totally rebuild that game from the ground up. I feel like it'd be worth it
Its so funny that I ran into a lot of the same issues as you did with my current project! Luckily I made a save/load system early and got it to save player customization and inventory. I used resources with the inventory and trust me that took FOREVER (months of long weekly sessions of troubleshooting). A method I tried in an earlier version worked with the latest godot version and thats what solved my problem (I can't remember the details of what exactly I did because I took a long break from programming the game). I can maybe try and figure it out for you if your still interested. Blunder 3 is something I have been dreading!!! Hey I know it's been a bit since you worked on the game but if you can give me any pointers sometime? I'm a complete hobbyist who's self taught and advice from someone who works in the field and has had a similar project would be extremely beneficial and exciting!
Keep the horse game as your pet project. Use it as your Game dev acid trip utopia. Add a ROBOT HORSE with guns, and shat on it, like a 4-legged 007 death mobile
You were right, the horse idea was really dumb, but taking this dumb horse to it's logical absurdity, that my friend is creative genius. I absolutely loved watching the evolution of the horse shenanigans strewn throughout this video.
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
This is a lot more interesting and fulfilling than just making your own Pong, Tetris, Asteroids etc. That is so boring, it's been done to death, every version is better than yours. Just build your own game. For you. I've been doing gamedev on and off for years, have never once made Tetris and don't think I'd even know how. I don't even like Tetris so why would I waste my time making a crummy knockoff? I tried making Kaboom in Unity and it didn't play as well as the original, nor did it have any of the charm. Couldn't decently clone a 2600 game made in 1981. Meh.
I like your visuals -3d reminds of CosmoD's Off-Peak and inventory UI is sooo Fable-1-esque - I love it 😁 and Daggerfall and Myst 1 come to mind too. Very inspired, while at surface level, simple. Yet I think u did put a lot into it
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
"I do not fear the man who's made a video game and gave up. I fear the man who's made 1000 video games, and does not give up." Sun Tzu
I fear the man who made 1000 horse games
It should be “I do not fear the man who made 1000 video games and gave up. I fear man who made one game and released”
"I fear not the man who has practiced 10,000 projects (videogames) once, but I fear the man who has practiced one project (videogame) 10,000 times" -Bruce Lee
99% of the game devlopers quit before they hit big
Man A: Made/finished a single video game. Gave up.
Man B: Made/finished a thousand video games. Still did not give up.
like. duh?
EDIT: I think what you are trying to say is between a man who "shipped" a finished single videogame then gave up versus a man who started a lot of unfinished videogame projects, never finished anything, but is still learning and still trying.
Please don’t save an array of objects with all the item’s data, just save an array of item IDs and only get their correlated item objects/data when you need them. A merchant doesn’t need to have an entire inventory filled with instantiated objects, they just need the item IDs, the amount of each one they have, and other necessary data, then instantiate it when you need it. I love the video though, keep em coming
it is fine but it doesn't spawn since it doesn't preload lol
I love the video and I love when someone helps. Thank you.
Unless delivery fees are expensive. A merchant must make profit
Don't forget that "pro" devs from Blizzard were loading everything for everyone in Diablo 4. It's hard to expect anything better as a first try from amateurs dabbling in game dev.
@@boccobadz that’s a good point. There’s always better ways to do something and even some of the best games out there have questionable code. So when you can, make improvements, but the most important thing is that you’re out there making games, and that’s awesome!
I fear not the man who has made 10,000 games once, but I fear the man who has made the same game 10,000 times. - Bruce Lee
Horse Game 10,000 sure is terrifying.
... Until the 10,000 remakes and remasters comes out.
I get this indescribable emotion when I see your art style
it's like the 90's came and slapped you in the face, I know right!
i would say the emotion is eye pain
@@Smi3tankoweCjastko it sure does lack cohesion.
Glad I saw this. Learning this stuff can be hard but I need to remember to just have fun with it. Failure is an amazing teacher
Now lets wait for the video "Why I succeeded at creating a video game"
It always makes me laugh when people say "I have no idea what I'm doing" and "I know nothing about this" and "I've never done this before". You come back half an hour later and they've nailed it.
Same on car stuff. "I know nothing about cars and I've never worked on one before" - and then by the end of the day you see that he's rebuilt the transmission and replaced all four shocks with no assistance.
The UA-cam algorithm has pleased me. Keep up the good work strange horse-man!
super cool art style, and the game environment looks really interesting and unique. looking forward to seeing more and trying this out someday!
I appreciate you breaking down your architectual problems and what to do instead. That kind of knowledge gets missed sometimes.
"I wasn't a programmer yet, I just found random code and edited it to fit my project" That sir, is called a programmer
100% agreed.
Programming is the art of not reinventing the wheel, only adapting it to fit your needs.
lol no, that's being a script kiddie. It's fine to do that as a beginner, but that's not what being an actual programmer is like. If you think that just copy pasting code is being a programmer then you'll never get anywhere. Who do you think is the one writing the code that you copy paste?
@@NihongoWakannai calm down king, it's a joke
@@gustawitresh there are a lot of people who say this shit unironically, how do you know it's a joke?
If you can’t even JOKE about copying code… then even if you are a professional there’s a good chance you aren’t very fun to work with.
Source: working with hundreds of professional game devs.
I'm glad my game (or at least the demo of my game) is sectioned by a sort of simulation based on how you play, so I don't have to worry about save until after the gameplay itself is done. I'm sorry you put yourself through that hell
Happy this found its way onto my feed, the art style is incredibly charming
Just found your channel, will be fun to follow along on the journey however the journey goes, great video and insights!
Sweet vid, you've given me lots to think about. Thanks for the tips.
Rebuilding your game from the ground up is valid. Iteration is the soul of creation.
I want you to know I am building a game and literally have resource based inventory. I am VERY early on in the development and chucking it in the trash doesnt feel too bad. Thank you for sharing your invaluable experience, saved me from the same fate you faced.
I did the same thing on my last prototype. It's such an easy path to fall into!
Godot actually has an automatic game state saving/loading system. They are called "packed scenes". They automatically save edited variables with the @export annotation tag.
Your game is amazing because it got a unique vibe!! I love the low cost effects that needs only creativity like the background sky that moves with the player. Keep it up!!
Solid devlog fam, God speed on your journey.
In my case, my failure was pretty simple. I criminally suck at coding or even understanding the fundamental of it.
You just got a subcriber; your passion for the Horse is amazin'.
I'm here for Horsegame 2.
>Homeboy discoveres technical depth and has an existential breakdown.
Excellent video, please keep it up, I wanna see those dev logs!
This is really, really great. Truly appreciate you taking the time to explain what you did, what lessons you learned, and how you're going to apply them going forward. Looking forward to watching your progress!
This game is pure aesthetic
I love what you did with your game, please make a video explaining how you came up with the initial idea and why you choose to use certain assets and data!
your game looks incredible, seriously, looks creative as hell, looks like an dream simulator
best video i've seen in awhile. i appreciate you taking us on this journey of yours!
Horse Game 2 has so much personality (specially the little hand, I love it), I hope we will be able to play it someday
Can't wait to see Horse Game 2.5 Turbo Edition in the future
I love this! You're a great game dev
It's going to be a great game, keep pushing an learning mate!
the game you showed really looks something different, like it. i'd be glad if i see it done
So many of your issues were scalability! This is something I’ve learned too, you either have to constantly limit your scope and design systems around that, or design everything around clever systems for keeping data sets down. I think limiting scope is better as a start point tbh 😂
What a great discovery your chanel! I enjoyed the video and as a solo amateur dev I can't empathize more with you! the other day I was reading about Data Oriented Design, and that's the conclusion you reached on your won about how to organize and reference data. Btw Horse 2 looks fun and one can see you have great ideas and the talent to render a fun interesting world. Keep it up sir, we'll follow your journey along!
Overall I really adore this game's art style and I think you should stick with this style for creating eventual projects after this. I would love to play something so unique like this!
I pray that your project goes ahead, my friend. The truth is that you are taking on the task of rebuilding it from the bottom up is inspiring, wonderful devlog, I wish you all the luck in the world.
Did you know that this is how its done on the industry right? What you did is called the preproduction phase, where you make a prototype of the game you are planing to develop. You use that prototype to understand the specific requeriments of your project architecture. Then you start the development of the game again from zero so you can implement the new architecture based on the experience with the prototype. So yeah, essentially you did not fail, you literally did it as any professional would do it (senior or teams with alot of experience can skip this step sometimes). Also, u have been inspired by Bernband dont you?
You are a very special man
Behind the scenes, it's not a game, it's just a plain old and boring collection of systems that manage data in and out. I did also had that big realization at the few cracks I had at this, and it's a major wall to hit when starting. The editor is just a helper, and in reality everything needs to be managed by the system, from loading assets into the play scene to micro-managing NPCs or whatever. Particularly useful the idea of representations and abstractions. Opening any engine's editor, throwing a bunch of models and scripting a few things ends up far too short in the long run.
Good wisdom.
You would be amazed at how intricate in-game systems can actually get and a lot of gamers wouldn't understand or even recognise it was there. How NPCs communicate, how in-game vehicle traffic e.g. GTA works and how the vehicles respond to each other, how you pressing that red button might make something happen elsewhere in the game world you don't spot until later.
Man, really well done video, engaging and entertaining while still being informative. Excited to see your journey of revisiting this project! Learning game dev myself, and some of the concepts you talked about seemed rad, especially the transition between scenes part, so hope to one day find a resource for that. Hopefully that part is a possibility for you in Godot 4! :)
Keep up the good work!
oh god when you talk about making a save system I feel myself tensing up lmao great video!
Dear lord, HG2 what I see so far, looks INSANE. and I LOVE IT.
Bro this game's aesthetics are off the charts
I really like the amiga bouncy ball in the background. Makes even unfinished areas feel warm and nostalgic instead of jank or whatever
I started a new project a month ago, thanks for the reminder to stop procrastinating on persistence immediately!
It caught me by surprise when you clipped into the horse and saw its brain
it's like the first time you clip into a human an see the eyeballs, teeth and tongue
@@w花b Wait, you are talking about in game right?
The shader compilation issue is the problem with using game-making-kit style engines, including Unreal/Unity. DOOM'16 has about 200 rendering pipelines (aka shaders) for the entire game. It just compiles all of them at startup and uses them as needed, instead of each material having its own pipeline. Most materials are the same anyway, so all you need to do is pass around different textures and parameters to render them using the same shader. It's silly that engines haven't figured out how to detect where this can be done ahead of time and re-use pipelines.
Been learning Godot. Never published a game. On the toilet, thinking "I wonder how soon I should implement a save system."
Hours later I click on this random ass youtube algo suggestion. QUESTION ANSWERED. TY!
I have great faith Horse Game 2 will cure my depression and ascend me to a higher plane, I shall await eagerly
I wish you the very best of luck and success!
Very entertaining video, keep making them!
Godamn this was entertaining! well done :)
You at least tried and will learn and that's better than never trying
If you try, you might fail.
If you don't try, you'll definitely fail.
your editing is top notch. you deserve 10 trillion subs
Horse Game looks like a fever dream while being high and I'm all for it!
often times do get better at programming you have to quit and start something new. godspeed with the new project.
We are getting Horse Game 3 before Half Life 3
"I do not fear the man who fears I fear the man who the man fears." - Man
Man...
One of the core tenets I was told is a simple one: always leave your game in a finished and releasable state.
Working on a small and easily-implementable feature that can be knocked out quickly? Finish it.
You see a small job that needs doing like adding a texture to that thing over there? Do it now.
You don't have a sound file for something in game, e.g. footsteps? Record it today. Or go online right now and grab one.
Ensure your game is always 'finished' and feature complete. You can add to it later. Don't have a car crash development build with 14,000 things left unfinished because that will shred your motivation and it will probably never _get_ finished - that might be acceptable if you're in a large professional team, but it's no fun if you're an indie doing this in your spare time.
This was Carmack's rule during the early days of Id software. Great rule.
Or know when to quit and quit early.
thank you so much for this video
fun video, great project, keep it up!
Based visuals. If you ever need music or audio done for a project, feel free to hit me up. Would love to work on these!!
bro just made levels except like, 10x more complicated lmaoooo. Thanks all the knowledge, lotta people on UA-cam teaching what to do, not enough teaching what no to do. 10/10 vid super useful.
this is so fire ngl
I love the art style, very unique
Your first game just looks like cruelty squad
i love ur artstyle bro
im so pathetic. i see jerma pics im sold.
I made other mistakes. All of your lessons I had already learned from being that stubborn idiot that wants to make his own engine (don't ever be that person).
I was making a space battle game in Godot and instead of putting all of the lasers into the physics engine, I went through the trouble of making everything move using GDScript. I was so used to iterating over every single object every single frame that I completely ignored the power of Godot and its event driven systems. Because of this, the game couldn't even handle 20 ships fighting (praise Godot's runtime monitors!).
We've both made terrible mistakes that hit hard into the core of what we were making. You should totally rebuild that game from the ground up. I feel like it'd be worth it
starting over is very underrated, I did it 4 times with my current game, best decision ever
"I had a lot of stupid ideas(...) - that's the software/game development in a nutshell
you already released some games, that means you are game dev.
and i love your game graphics.
Its so funny that I ran into a lot of the same issues as you did with my current project! Luckily I made a save/load system early and got it to save player customization and inventory. I used resources with the inventory and trust me that took FOREVER (months of long weekly sessions of troubleshooting). A method I tried in an earlier version worked with the latest godot version and thats what solved my problem (I can't remember the details of what exactly I did because I took a long break from programming the game). I can maybe try and figure it out for you if your still interested.
Blunder 3 is something I have been dreading!!! Hey I know it's been a bit since you worked on the game but if you can give me any pointers sometime? I'm a complete hobbyist who's self taught and advice from someone who works in the field and has had a similar project would be extremely beneficial and exciting!
Got a sub from me, excited to see Horse Game 2 :D
I know this beraly has anything to do with the video, but god I love godot so much, its so cool.
Amazing video. Keep it up.
Might be doing something similar myself
Horse game 2 looks amazing :D
goat UA-cam recommendation!
This game looks fucking cool man
nice video! + ur game is cool
I would love to watch and eventually play this beautiful fever dream of a game.
This is so effin funny and I’ve experienced all of this… I mean no horse stuff but yah, same stuff.
Keep the horse game as your pet project. Use it as your Game dev acid trip utopia. Add a ROBOT HORSE with guns, and shat on it, like a 4-legged 007 death mobile
Game looks pretty cool, good luck on future endeavors!
Side note : weird how half the comments are just complaining about Godot for unrelated reasons
Why is this game one of the most fever dream games I've ever seen
You were right, the horse idea was really dumb, but taking this dumb horse to it's logical absurdity, that my friend is creative genius. I absolutely loved watching the evolution of the horse shenanigans strewn throughout this video.
Horse Game 2 looks very unique and I would definitely play it
I think its clear we need a Horse Game 2
dude your horsee gamee is so unique
Hey man finish the game, you got a good sounding plan and I would play it
ah yes, unity mentioned, this story is gonna touch me at a personal level
The style of horse game 2 is very interesting, I might try making a similar styled game now
Honestly, its a rite of passage for most game devs isnt it? Passion project, toil away, burnout, repeat. Think of failure as having, if not more, value as success. What's anything worth if it took only one try to get there, right?
This is a lot more interesting and fulfilling than just making your own Pong, Tetris, Asteroids etc. That is so boring, it's been done to death, every version is better than yours. Just build your own game. For you.
I've been doing gamedev on and off for years, have never once made Tetris and don't think I'd even know how. I don't even like Tetris so why would I waste my time making a crummy knockoff? I tried making Kaboom in Unity and it didn't play as well as the original, nor did it have any of the charm. Couldn't decently clone a 2600 game made in 1981. Meh.
@@halfbakedproductions7887 📣📣🔥✍️
Godot is your issue mah man!! Ditch it.
I’m 6 months in learning unreal and I’m off to a great start 👌
"I do not fear the man who practiced a single kick 10,000 times. I fear the man whose been kicked 10,000 times and somehow is still alive" -Luce Bree.
I like your visuals -3d reminds of CosmoD's Off-Peak and inventory UI is sooo Fable-1-esque - I love it 😁 and Daggerfall and Myst 1 come to mind too. Very inspired, while at surface level, simple. Yet I think u did put a lot into it
Reminds me of Xavier Renegade Angel. Thanks for the memory.
I've truly never had a unique experience, huh? Except my first game was a square fighting other squares like in Katana ZERO, and I'm still in college lol. Love the editing of the video!
Katana Zero is just built different, such an inspiration. Same as Hyper light Drifter, totally recommended
There are billions of humans all trying to do something new every day. If you generalize that much, you'll never think you're unique. But if everyone is doing the same thing, then why do some succeed and some fail? That's because despite looking similar on a surface level, you went through your path in a unique way that adds your own unique touch to the experience. Keep having those moments and eventually you'll figure out the value you bring to the table, and that's what you'll use to succeed.
1:08 ah yeah I believe this is called skidding
game looks sick 👏
This is gonna blow up.