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Neither Notch nor Bill Gates built their stuff completely from scratch themselves. Notch used LWJGL and started with a clone of Infiniminer. Bill Gates bought DOS from another developer and then licensed it to IBM. Use those plugins, buy those assets just get it done.
Im brand new to game development and coding. I only recently learnt how minecrafts code works. Notch has been my inspiration for atleast a decade ( im 20 years old). When i learnt how his code works, it de-mystified his work to me. This gave me a whole new perspective of what he accomplished. It was so clear now that it was based on years and years of contemplation and experience in his field. These things take time. Most of the worlds success came from building ontop of already existing ideas. Look at tf2, cs go, league of legends, dota etc etc..
I have a game that I'm making along with a few other projects. I've decided that I'm gonna make it all myself, except the music. I think it's fine to use assets, but I want my game to be a product of love. I'm going to do all the models, sounds, and code myself.6 months of on and off work I have little to show, but when it does come together I think it'll be something special :D
The 5th mistake I can relate so much. I'm 17 trying to get into game development without any background in programming, art, level design or anything that has to do with game development, I'm trying to make games that I play and if they don't look good I always end up scrapping the entire project. I also want to learn modeling, code, art etc so I can do everything onu own which all of this really makes anxious and depressed about my future or if I should be a game dev at all :/
Don’t be anxious or depressed. You have to constantly learn and grow, it never stops. Learn to enjoy the growing pains, because they won’t go away. Good luck to you, you can do this.
You are 17, your life is ahead of you. Now I'm gonna call you out here, but don't worry, it's for your own good. Don't guilt trip yourself like this. By not giving yourself the time to grow, you're lying to yourself and teaching yourself that it's ok to feel bad all the time in the long run. Now is the time to learn how to rest and be consistent. No amount of self-loathing or depression will help make your games better, so it's worth it to learn how to live with yourself as a work in progress. Games are games, you are a human being. Don't deteriorate yourself just to feel stuff. Passion can help people go a long way, but I've also seen it destroy lives. Try to learn how to channel your passion in a positive direction, cause you don't wanna burn out. Burning out sucks, cause not only does it make you stop doing what you love, it can also hurt your health, which is a finite resource. I suggest you focus every weekday for 3-4 hours with short breaks every 25 min and a long break in the middle and do these things: - learn - make something - give yourself enough time to rest - repeat the next day By focus I mean remove all distractions, no UA-cam, no social media, just the resources you need to make your game and your attention directed. You'd be surprised how this can pile up over time. If you keep consistent and always learn and seek new and better sources of information, imagine how good you'll become in 4-5 years... It's exciting isn't it?
Δεν έχεις να φοβάσαι κάτι, πάρτο σιγά και δούλεψε το κομμάτι κομματι. Και εγώ θέλω να ασχοληθώ με game developing εδώ και κάμποσο καιρό, και να ξέρεις ότι το πανεπιστήμιο είναι ένας τρόπος να κάνεις τα πράγματα που θέλεις. Αν είσαι ακόμα στο σχολείο καλύτερα να επικεντρωθείς σε αυτό και ύστερα να ακολουθήσεις κάτι που σου αρέσει και σιγά σιγά μέρα με την μέρα να ξεκινάς να μαθαίνεις κάτι καινούριο είτε models, coding, art, το οτιδήποτε. Ξεκινα με υπερβολικά πολλά tutorials, φτιάξε ότι φτιάχνουν ακριβώς εκεί και απλά μάθε την λογική του. Έχεις άπλετο χρόνο μπροστά σου, απλά προσπάθησε να μη το σκέφτεσαι υπερβολικά πολύ και να μην καεις από αυτό. Είναι ένα χόμπυ, που στην καλύτερη των πραγμάτων σε κάμποσα χρόνια μπορεί να γίνει και η δουλειά σου :)
Im 15 and im trying everything last thing ill try is 3D models... And if that doesnt look good my game will just look bad and im getting close to accepting that. And like Vlady Veselinov said You have a lot of years that will only make you better if you dont quit....
ULTIMATE GAMING For modeling, you should definitely try assetforge. I know it’s not a free tool, but I was terribly bad at modeling, and when I got assetforge, I suddently was able to model 3D stuff for my game. Their official website : assetforge.io
my personal tip : never watch YT or anything else when working don't even listen to music and NO you are not hungry don't go check the fridge and immediately close it just SIT and WORK and most impotently enjoy well .... time to apply my own advise :p
The part at 6:45 is an important observation. Usually we get talks from professionals who don't respect the limited time beginners have to spend on game making, when they're working a fulltime job so they can pay the bills. It's a very real struggle, and I'm glad you mentioned it.
Impressive insight. You have learned some invaluable lessons that even some "veteran" game developers have yet to learn. I've been making games for 35 years and I see all of the mistakes you mention, happening to good developers, ALL THE TIME, indie, AAA or otherwise. Solid video. I hope people listen and take what you say to heart.
2 Questions: 1. The BGM is very relaxing and would love to listen to it more. 2. When prototype creating and your mind is colliding with other game ideas (more like making new games) and you lose focus what are good ways to stay focus on one project at a time?
You just gotta fucking stick to your guns. Don't give up. Yanfly gives the absolute best guide on game development I've ever seen, I suggest checking that out. Hope what you've been working on is coming along well!
1 i look for inspiration everywhere from pinterest to asset store. 2 learn about filming, colors, scripting, blendering. 3 learn some new stuff from unity and play with it. 4 go back to script drop into small parts then start coding.
I just started my first game in unity last january, I have a video of my 1 month progress on it in my channel. I can say, the more mistakes you make the more experienced to get. Failures and mistakes are actually important in this.
I've had a tendency of thinking as described in the 5th mistake in the past, "it's not your game if the assets aren't yours" etc. I still feel a bit iffy about using other peoples assets, guess that's just my nature, but I realised at some point that it's an endless rabbit hole to think like this since you can always extend it to "it's not your game if the engine isn't yours" and all the way to "what's the point if the code isn't in your self made language", and at the end of the day the players generally won't care unless the original stuff you made outshines everything that's available for free.
I'd just try to avoid reusing assets that are a dead giveaway. I don't know how many times I've heard the switch, door and elevator sound from the original DOOM in other games and even TV-series and B-movies. That kind of stuff can really kill immersion.
I think Thomas is right, to a point. You don't want your game to look like other games, because it would be called an asset flip. So if you aren't good at art/music either hire an artist or find really obscure but still legal for use in commercial games resources (DON'T use Kevin MacLeod music, it's overused). On the other hand, you should feel free to use code assets. This is something players won't notice even if it was used in several games. They may even appreciate intuitivity if they used the same (let's ay, level editor) in another production - "oh, so your level editor is like in X? Cool!". Just be sure to vet coding assets before you shell out any cash. I've rejected several camera and runtime transform widget systems for Computer Virus Simulator before I've set on MasterCamera (this was before Cinemachine was a thing, working on the game since mid-late 2014) and Battlehub's runtime widgets. ALWAYS check the demos if available so you won't end up with something that doesn't work as you want to and if none is available, see if you can ask the developer of said code asset to build one for you so you can see it in action - you need an interactive demo, some widget systems I've rejected looked good on video but in interactive demo they've either controlled very wonky or had other issues.
On Overvaluing, that's exactly why the "kill your darlings" cliche exists in creative writing. It's true for all creative disciplines, though: you need to be decisive and decidedly un-precious when it comes to editing out the things that aren't necessary, no matter how personally attached to them you are (and if it's a really good idea or cool mechanic, whatever it might be, you still might be able to use it in a future project where it makes more sense!).
I'm excited to be a purest in the areas of art and soundtrack but when it comes to the code (which I do have a certificate in), I'm using assets and prebuilt things to start. Thanks for your channel and all your advice. Very excited to get started making my own games.
this is definitely not just about making games it applies to me as a software developer as well. thank you so so much for this video. you have answered many of my questions. #wisdom
Hi Thomas, I'm a big fan of yours games and I'm from Brazil. I want to thank you for everything you’ve taught as much as the "interview" that you did with Unity, that video inspires me, so much that it was Pinstripe that made me end up enjoying creating games, and making me find an environment that makes me forget about my problems and makes me relax. So much so that I played Pinestripe for my anxiety to go away and every time I play it is as fun as the first tmw when I played, so thank you very much.
Hell yes, another great video. I considered myself a purist while working on my first game and that entire project melted into nothingness. I definitely identify with a lot of these mistakes haha. But I’ve grown from my failures, have 3 little games out and working on my 4th! Hats off, Tom. Cheers.
FRANTIC! I hadn't realized I was feeling exactly this until I watched this video. I thought I was just overflowing with ideas and they're all great and HAVE to be implemented somehow... oof. So, after watching this video, I took a step back and refocused on the core of the game and what I needed to do. Big difference! I have a separate sheet for all the "cool ideas" that randomly pops up so I can put it aside and focus on what really matters. I can always go back to that sheet later, too. Thank you for making this video! It really helped a lot and kept me hopeful and excited for my game instead of feeling burnt out. 👍🏻
I decided to get into coding and being only 13 and not allowed to get information from most other adults I can say that your channel really gives me hope, new subscriber! Hope you can help me more!
Please do a whole series on mistakes, mistakes should be learnt from and very good to share, also post mortems of projects, tearing them down what went right what went wrong what could have been done better etc.
Your tips are very good for any type of project. I've always been fascinated by game development but am not seriously trying to get into the field. Somehow I ended up on this video and I found it very helpful.
SUBBED ... I don't sub often, but this was my first of your videos. Nailed it. Professional, informative, interesting, fast paced.. And correct. You named all of my issues. Well played.
You opened my eyes, I was so in love with my game that I treated it like a person, and that made me suffer a lot because I felt attached to it, now i feel lighter and the energy flows better!
On my 17th old turning 18th in months. started about 7 months ago, I don't feel confident about enjoying things like making game development and I'm confused if someone says can you do games. but every time I look into a game, it drives me to make one, maybe it is just because I'm getting the hang of it and I haven't felt the true enjoyment of making one.. I'll continue and I will thrive to seek that true enjoyment. Good luck everyone and me..
11:30 Excellent advice. I was kinda like this myself. "No! I have to make the dialogue box system myself! What? A Unity add-on thingy made by someone that makes nice looking text for me?! NAY! I must make it myself!" Eheheh... Yeah I should probably just take the help if someone is offering to make something easier.
I just want yo tell you i really enjoy your videos. You are a very inspiring individual in my eyes. And as a person who has pretty much been "seeking" his whole life, backpacking California and Hawaii, travelling the country and trying many things.. Ive come back to my love for video games. So how do i start i asked myself, after beginning to learn c++ to start devoloping, acquring books and such, my journey of creation officially begins tomorrow. You may actually be the person who put in my head that its possible. Might not be easy, but neither is riding a bike for hundreds of miles with no food or money, and if i can do that, i can do this. This may not mean too much, but i know being appreciated is one of the best feelings in the world. Thank you for your videos and giving me the inspiration to do the thing I've dreamt my whole life. I cant stress how much your videos actually helped me. Please, keep doing what you're doing. i think this world sees your hard work and motivation to do good and sharing your love of creation, and i believe you deserve whatever good comes your way! Again, thank you for the inspiration
I definitely agree with certain aspects of this. However, I think it's good to be as immersed in the world that you are creating, to live it, become it ... For me personally, the obsessive side helps creativity. It's the immersion. If you're not going to be immersed enough in your world, how do you expect anyone else to be? Though I have learned over the last year mainly in game development that it is important to ... step away. I think Jonathan Blow talks about this in one of his talks on UA-cam. 'Burn out'. It's definitely important to take breaks, sometimes long ones, and especially if you do get to that point or close to the point of full time game development. Another cool way of looking at it is would you rather be playing games with worlds other people have created, or creating your own worlds to explore ... You'll have some big drive behind you if you prefer developing and being within your own game worlds :)
I value my ideas for my games a lot. I haven't been able to start making any yet because I'm still learning, but I do care about them. That being said, I know and understand that it's not everything and that other people may not even like them at all.
I've been working on a game idea for a bit now, found your channel through suggestions, and aside from having very good advice, you also seem like a really approachable guy. Had to subscribe! As soon as I can get to a stable point where i can spare the cash, I'll see you on Patreon, too.
people think planning is wasting time but it is saving time, a lot of time... if you plan everything ahead or at least most core things you will be methodical and organized which saves a lot of time
(6:20) He begins talking about making a document that describes the functions and story of the game. Now I have been working on a game idea, but have spent a good deal focusing on the functions and capabilities the game would offer. As of this moment, that document has over 141 pages of notes, functions, systems, and idea of this game. I think I might have gone overboard. P.S. The game is gonna be called "Sanctus Terra" and is focused on an MMO RPG medieval fantasy world.
I’ve said it before and I say it again; I’m not into game making, but I find you motivational videos very good and I feel like I can put your thoughts into perspective looking at my studies 😊
"Roadmap", as in make a frikin' Game Design Document. It's really one of the very first things you should do for any serious game and it includes all of the stuff you are mentioning here.
I am working on my first game in over 6 years and learning Unity is so daunting, especially when I worked in Visual Basic 98 in highschool. I have such a clear vision for the game I want to make, when I am working on it it feels like I'm never going to get there. This game development stuff is hard...
I Have just broken out of the Purist Phase when it comes creating ALL my own models. It was hard to break out because 3d modeling and texturing is my strong suite, but Glad Im past this, and looking now its crazy TO want to spend SO MUCH time creating assets that you could grab for just a few bucks, and move on. when the time it would take you to create them far exceed the cost of what you paid & stealing time from other things you need to do. I only model what I can't find now.
I am working on a skating game right now but its like a cross genre if you will . The skateboard works as a weapon so as it is a skating game it is also going to be a zombie game . I probably shouldn't have wrote that in the comments lol .
I thought of a game I would love to play, but realized that one quite like that does not exist. Then I thought - why wouldn't I make it myself? I have no coding experience, I don't play a lot of games, I am not that good with computers, but I installed Unity and started learning. My problem now is that I am eager to start working on my game but I know I am not ready. It's really hard to stay away from making the game and keep learning!
Your channel is my new favorite. So so so inspiring; thank you so much for all the nicely edited and super helpful videos. Also, your games are absolutely gorgeous :)
Really helpful tips and advice, just got to act on it all. So in summary, No more spegetti code! Cleaner code design, your future self with be so happy. Stop with all the features! No need to add absolutely everything. Focus Daniel son! Road map and plan is more than simply blagging your way on through it. Video games are less than human babies,gain some perspective! Finally, do not recreate the wheel. You aren't in the class room with your mates, boasting rights count for jack shit here in the jungle. I've used more than 3 Unity assets in my first project, saved a lot of time and is way better than anything I'd have created. Its taking forever to build, solo project. I'm aiming to finish this year but we all know how that ends in games development. I have no idea how to price this thing but if you're reading and care to take a look, check it out 😁 store.steampowered.com/app/434580/Attack_of_the_Mutant_Fishcrows/ Thanks for all your content. Your videos are very informative and morale boosting. Hope you reach that 100k subscriber mark dude ✌️
Here's my advice on pricing. Do NOT price your game at $1, this will lead you to having 50% off sales early on, and your game will get devalued extremely quickly. You also need to remember that Steam takes a 30% cut AND many people in countries with devalued currency will end up paying less than the advertised price. That means if you sell your game at $0.49 (50% off $1) you'll end up only getting around $0.30-$0.41 per sale. You need to reach a $100 threshold to get paid which means you would have to sell around 250-300 copies just to get $100 (after Steam's cut) In my opinion its best to price an indie game at $10. People who value your work or collect games will end up paying full price, your game will seem as if it has more value to bundle websites, and you have plenty of room to offer increasing discounts as time goes on.
Love the romantic candles. ;) No but seriously thank you for the great tips! I'm being unwise and jumping straight into 3D gaming but I know that your advice will definitely still apply. I am going to start smaller before working on the project that I actually have in mind though (which may be unrealistically huge for a tiny team but hey if you never try you'll never know). Keep up the good work, I hope to see more vids on Unity and game development!
Hello Thomas, Pinstripe looks astonishing, and Once Upon A Coma sounds intriguing, is it a mystery game? I would really want to see the first few games that you made but never made it to public (because they didn’t work or they are lousy). This will really motivate a beginner to start somewhere.
I was never a Purist in Coding. I made most of the Player Movement Script for the playable Character in Roboto Man's Project Robot from three or four C# for Unity Tutorials.
In college I always used to think that number 5 is true in every IT aspect. I always thought your only tool is netbeans or visual studio. I started out with small games and it was so frustrating to even make something move, and then making it appear on screen? Hell no! Then I got into web development and I thought every website is made from blanks without any help, then I was bootstrap, Jquery, wordpress etc. handed to me and damn it makes EVERYTHING so much easier, I then discovered Unity and all those great tools. Really use that help. I also never wanted to use the asset store but I am at no means an artist XD. I am still afraid to do things all by myself though. Really need a Team
In one of his videos Thomas mentioned a website or app where I can see financial gaming trends/sales of certain video game genres, or just games in general - does anyone know what the site/app is? Cant seem to find it in any of his other videos
Some of the B roll in this video fees so random lol. Like you're talking about being frantic like a squirrel, then you got a gopher? Eating an apple piece, totally not frantic at all... XD
I really wanna start learning game design, as an artist, I hate programming. Is it even possible to create games without programming? or should I start learning to code?
Be strategic about your changes... build a system that allows you swap out abilities for the character or enemies instead of making brash code changes. Build systems, don't just "write code".
I have to disagree with overvaluing your game/Character. I think gamers fall in love with characters, games..etc and that’s because the developers put so much love into a game or character. It almost becomes like a cult. A cult of multiple people will defend a game to death lol. People become involved with a character. Look at some of the reactions from people when they seen Joel from the last of us part2 appear on screen, but you can take other games and the reactions are the same. People fall in love with characters, story, and it means a lot to them. That’s powerful. So I’d say go for it make a character or story that you love.
From start i knew need proper structure and information how to do everything correct. This task takes a lot of time :) But.. looks like need to learn some music, because i want to create my own soundtrack :D
If it’s a multiplayer game, that means you already have a studio and are probably working full time on time. His comment just applies to single player indie games.
I couldn't find your email, so I'm going to ask a question here instead. The question that's been bothering me lately is how big should I draw art for a beautiful 2D game that would still look good on a big screen? Thanks.
Never delete things until you're 100% sure you do not want them. either disable them if you can or make a backup first then delete it. that way you aren't stuck remaking weeks worth of work on a whim
Question: I'm more skilled in Flash (or Animate as it's called nowadays) rather than Photoshop. Is it still possible to use Flash to make artwork for a game?
The fourth one was explained a bit weird to me. I've seen people call their games or creative projects their "baby" but I've never taken it that seriously. Your advice being "don't treat it as a human", "it's not a human child", "I know the difference between an actual baby and a game because I'm a father now" just sounds like you're taking it way too literal. But I do think you have a good point behind what you were trying to say. When you're trying too hard with an attempt to create a masterpiece you may also be worrying too much about any part of it ending up a failure. You may not want to continue working because you're not sure how to make it perfect. I know this all too well, being a perfectionist as an artist. It's especially applicable when you're new and really need to learn things for it to even be possible. Or if you're trying to create something the world has never seen before, yet you don't allow yourself to experiment with it. Then with your first attempt you'll give up because it wasn't good enough for you. ~ And honestly, as someone who has never even played around with making games, but who still dreams of creating my own.... This advice is hard to take in. I just can't bring myself to work so hard on something I don't believe in enough. And for me to believe enough in something, I need to have some sort of deep attachment to atleast the ideas or thoughts behind it. The last years I've been working on developing that one idea that will make me want to spend years (since years will probably be necessary if I'm alone working on it.) I've been having a lot of good ideas, some that I have worked on so much they almost have finished game design documents. I've made sketches, talked about the idea to friends, tried to find the right engine to start working on, etc. But NO, never have I even started trying to put the actual pieces together. My strategy right now is to write down notes about everything that inspires or motivates me and I've realized that all my favorite movies or games with narratives all pretty much tell parts of the story of how my life has been. The real struggles behind it. The feelings of a lost and broken child. I haven't realized it before, how they all tie together this way. And now I'm working on an idea that has some real valuable meaning behind it to me. This is what makes me feel this will finally be the one. But HOW am I supposed to not be too attached to it yet still work so hard to put something like this together? How will I be able to say "good enough" when it doesn't turn out how I imagined it and it get's ignored and torn down by people in general who can't even find any meaning behind it? What am I supposed to do? Give up in myself for taking it too seriously and for never gathering experience in what it takes to actually make something? Try to spend lots of work on stuff that I don't take seriously and will probably just give up on before the public has a chance to shit on it? Taint my reputation by releasing stuff that I put together in a hurry for the sole reason of finishing games before taking it seriously? I feel like my only two options are to either treat this thing with so much love and attachment that it is like a child to me, or to just say fuck it.
I don't quite understand #4. If your game that you've worked on for years and poured your heart and soul into is ignored or flops entirely. You will get devastated. If you don't then you didn't care in the first place. This dosen't mean you expect your game to be a success, but working with your heart and soul for years on something to give the world and the world ignores it will break you for a time, that's just how the human mind works. The point should be: Don't expect your game to be the next Five Nights at Freddie's in popularity. but do hope for it. I believe that making a Demo of your game and let some people play it and give feedback. That'll give you and idea of how to polish the game for the current market.
I released my game last game and well, it failed. But hey, i knew it was gonna fail! But it felt amazing because i actually finished something, something im proud of no matter what anyone says about it. So my advice to anyone who is struggling to finish a game or a project is to just get it out there. My game is so boring and unfun but i don't care, no one is gonna care. It's just like going upstairs, your first step doesn't take you to the 2nd floor, but multiple steps does. Btw, if you're interested in my game here's the link: khokh.itch.io/cube-attack
Thanks for watching! Hope you learned a ton.
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Neither Notch nor Bill Gates built their stuff completely from scratch themselves. Notch used LWJGL and started with a clone of Infiniminer. Bill Gates bought DOS from another developer and then licensed it to IBM. Use those plugins, buy those assets just get it done.
True tho
Ooof
Im brand new to game development and coding. I only recently learnt how minecrafts code works. Notch has been my inspiration for atleast a decade ( im 20 years old). When i learnt how his code works, it de-mystified his work to me.
This gave me a whole new perspective of what he accomplished. It was so clear now that it was based on years and years of contemplation and experience in his field. These things take time. Most of the worlds success came from building ontop of already existing ideas.
Look at tf2, cs go, league of legends, dota etc etc..
@Danny BRITZMAN no
I have a game that I'm making along with a few other projects. I've decided that I'm gonna make it all myself, except the music. I think it's fine to use assets, but I want my game to be a product of love. I'm going to do all the models, sounds, and code myself.6 months of on and off work I have little to show, but when it does come together I think it'll be something special :D
The 5th mistake I can relate so much. I'm 17 trying to get into game development without any background in programming, art, level design or anything that has to do with game development, I'm trying to make games that I play and if they don't look good I always end up scrapping the entire project. I also want to learn modeling, code, art etc so I can do everything onu own which all of this really makes anxious and depressed about my future or if I should be a game dev at all :/
Don’t be anxious or depressed. You have to constantly learn and grow, it never stops. Learn to enjoy the growing pains, because they won’t go away. Good luck to you, you can do this.
You are 17, your life is ahead of you. Now I'm gonna call you out here, but don't worry, it's for your own good. Don't guilt trip yourself like this. By not giving yourself the time to grow, you're lying to yourself and teaching yourself that it's ok to feel bad all the time in the long run. Now is the time to learn how to rest and be consistent. No amount of self-loathing or depression will help make your games better, so it's worth it to learn how to live with yourself as a work in progress. Games are games, you are a human being.
Don't deteriorate yourself just to feel stuff. Passion can help people go a long way, but I've also seen it destroy lives. Try to learn how to channel your passion in a positive direction, cause you don't wanna burn out. Burning out sucks, cause not only does it make you stop doing what you love, it can also hurt your health, which is a finite resource.
I suggest you focus every weekday for 3-4 hours with short breaks every 25 min and a long break in the middle and do these things:
- learn
- make something
- give yourself enough time to rest
- repeat the next day
By focus I mean remove all distractions, no UA-cam, no social media, just the resources you need to make your game and your attention directed. You'd be surprised how this can pile up over time. If you keep consistent and always learn and seek new and better sources of information, imagine how good you'll become in 4-5 years... It's exciting isn't it?
Δεν έχεις να φοβάσαι κάτι, πάρτο σιγά και δούλεψε το κομμάτι κομματι. Και εγώ θέλω να ασχοληθώ με game developing εδώ και κάμποσο καιρό, και να ξέρεις ότι το πανεπιστήμιο είναι ένας τρόπος να κάνεις τα πράγματα που θέλεις. Αν είσαι ακόμα στο σχολείο καλύτερα να επικεντρωθείς σε αυτό και ύστερα να ακολουθήσεις κάτι που σου αρέσει και σιγά σιγά μέρα με την μέρα να ξεκινάς να μαθαίνεις κάτι καινούριο είτε models, coding, art, το οτιδήποτε. Ξεκινα με υπερβολικά πολλά tutorials, φτιάξε ότι φτιάχνουν ακριβώς εκεί και απλά μάθε την λογική του. Έχεις άπλετο χρόνο μπροστά σου, απλά προσπάθησε να μη το σκέφτεσαι υπερβολικά πολύ και να μην καεις από αυτό. Είναι ένα χόμπυ, που στην καλύτερη των πραγμάτων σε κάμποσα χρόνια μπορεί να γίνει και η δουλειά σου :)
Im 15 and im trying everything last thing ill try is 3D models... And if that doesnt look good my game will just look bad and im getting close to accepting that. And like Vlady Veselinov said You have a lot of years that will only make you better if you dont quit....
ULTIMATE GAMING For modeling, you should definitely try assetforge. I know it’s not a free tool, but I was terribly bad at modeling, and when I got assetforge, I suddently was able to model 3D stuff for my game.
Their official website : assetforge.io
Thomas: How u doing? Feeling good?
Me: No
Thomas: Ok good
Bruh
Can you explain a basic roadmap from start to finish?
Like when you create a roadmap whats the first thing you do, and whats the last?
Thx!!!
yea make this on next video weeew
This article explains the how to make a decent roadmap -> www.reddit.com/r/gamedev/comments/2d89kj/my_tips_on_how_to_plan_a_game_stay_motivated_and/
@@fl233d0m very helpful, ty :)
I would like to see this happen too
I would love to see this too :)
my personal tip :
never watch YT or anything else when working
don't even listen to music
and NO you are not hungry
don't go check the fridge and immediately close it
just SIT and WORK and most impotently enjoy
well .... time to apply my own advise :p
what are you doing in this comment section? you better get back to work. :p
This feels like a personal attack.
only problem i see here is the enjoy part. no you dont always enjoy it. far from it. but you do it anyway.
The part at 6:45 is an important observation. Usually we get talks from professionals who don't respect the limited time beginners have to spend on game making, when they're working a fulltime job so they can pay the bills. It's a very real struggle, and I'm glad you mentioned it.
Impressive insight. You have learned some invaluable lessons that even some "veteran" game developers have yet to learn. I've been making games for 35 years and I see all of the mistakes you mention, happening to good developers, ALL THE TIME, indie, AAA or otherwise. Solid video. I hope people listen and take what you say to heart.
2 Questions:
1. The BGM is very relaxing and would love to listen to it more.
2. When prototype creating and your mind is colliding with other game ideas (more like making new games) and you lose focus what are good ways to stay focus on one project at a time?
You just gotta fucking stick to your guns. Don't give up. Yanfly gives the absolute best guide on game development I've ever seen, I suggest checking that out.
Hope what you've been working on is coming along well!
1 i look for inspiration everywhere from pinterest to asset store. 2 learn about filming, colors, scripting, blendering. 3 learn some new stuff from unity and play with it. 4 go back to script drop into small parts then start coding.
I just started my first game in unity last january, I have a video of my 1 month progress on it in my channel. I can say, the more mistakes you make the more experienced to get. Failures and mistakes are actually important in this.
I've had a tendency of thinking as described in the 5th mistake in the past, "it's not your game if the assets aren't yours" etc. I still feel a bit iffy about using other peoples assets, guess that's just my nature, but I realised at some point that it's an endless rabbit hole to think like this since you can always extend it to "it's not your game if the engine isn't yours" and all the way to "what's the point if the code isn't in your self made language", and at the end of the day the players generally won't care unless the original stuff you made outshines everything that's available for free.
I'd just try to avoid reusing assets that are a dead giveaway. I don't know how many times I've heard the switch, door and elevator sound from the original DOOM in other games and even TV-series and B-movies. That kind of stuff can really kill immersion.
I think Thomas is right, to a point. You don't want your game to look like other games, because it would be called an asset flip. So if you aren't good at art/music either hire an artist or find really obscure but still legal for use in commercial games resources (DON'T use Kevin MacLeod music, it's overused).
On the other hand, you should feel free to use code assets. This is something players won't notice even if it was used in several games. They may even appreciate intuitivity if they used the same (let's ay, level editor) in another production - "oh, so your level editor is like in X? Cool!". Just be sure to vet coding assets before you shell out any cash. I've rejected several camera and runtime transform widget systems for Computer Virus Simulator before I've set on MasterCamera (this was before Cinemachine was a thing, working on the game since mid-late 2014) and Battlehub's runtime widgets.
ALWAYS check the demos if available so you won't end up with something that doesn't work as you want to and if none is available, see if you can ask the developer of said code asset to build one for you so you can see it in action - you need an interactive demo, some widget systems I've rejected looked good on video but in interactive demo they've either controlled very wonky or had other issues.
Whats the point of computers if u didnt make them
Whats the point of life if u didnt make it
I can relate to the assets but damn the engine too???
On Overvaluing, that's exactly why the "kill your darlings" cliche exists in creative writing. It's true for all creative disciplines, though: you need to be decisive and decidedly un-precious when it comes to editing out the things that aren't necessary, no matter how personally attached to them you are (and if it's a really good idea or cool mechanic, whatever it might be, you still might be able to use it in a future project where it makes more sense!).
I've had a game idea for years and you've inspired me to complete the story and learn Unity and get better at cinema 4d so i can start working on it.
I'm excited to be a purest in the areas of art and soundtrack but when it comes to the code (which I do have a certificate in), I'm using assets and prebuilt things to start. Thanks for your channel and all your advice. Very excited to get started making my own games.
this is definitely not just about making games it applies to me as a software developer as well. thank you so so much for this video. you have answered many of my questions. #wisdom
Hi Thomas,
I'm a big fan of yours games and I'm from Brazil. I want to thank you for everything you’ve taught as much as the "interview" that you did with Unity, that video inspires me, so much that it was Pinstripe that made me end up enjoying creating games, and making me find an environment that makes me forget about my problems and makes me relax.
So much so that I played Pinestripe for my anxiety to go away and every time I play it is as fun as the first tmw when I played, so thank you very much.
Hell yes, another great video. I considered myself a purist while working on my first game and that entire project melted into nothingness. I definitely identify with a lot of these mistakes haha. But I’ve grown from my failures, have 3 little games out and working on my 4th! Hats off, Tom. Cheers.
FRANTIC! I hadn't realized I was feeling exactly this until I watched this video. I thought I was just overflowing with ideas and they're all great and HAVE to be implemented somehow... oof.
So, after watching this video, I took a step back and refocused on the core of the game and what I needed to do. Big difference! I have a separate sheet for all the "cool ideas" that randomly pops up so I can put it aside and focus on what really matters. I can always go back to that sheet later, too.
Thank you for making this video! It really helped a lot and kept me hopeful and excited for my game instead of feeling burnt out. 👍🏻
I decided to get into coding and being only 13 and not allowed to get information from most other adults I can say that your channel really gives me hope, new subscriber! Hope you can help me more!
Please do a whole series on mistakes, mistakes should be learnt from and very good to share, also post mortems of projects, tearing them down what went right what went wrong what could have been done better etc.
Your tips are very good for any type of project. I've always been fascinated by game development but am not seriously trying to get into the field. Somehow I ended up on this video and I found it very helpful.
SUBBED ... I don't sub often, but this was my first of your videos. Nailed it. Professional, informative, interesting, fast paced.. And correct. You named all of my issues. Well played.
You opened my eyes, I was so in love with my game that I treated it like a person, and that made me suffer a lot because I felt attached to it, now i feel lighter and the energy flows better!
Alex Meade this made me a smile
Legit my favorite part was seeing Thomas scream 'LETS FUCKING GOO' when jumping from that plane. Inspiring stuff man, following your path.
Lack of Focus that is my current problem its really hard.
What you up to?
did you try to write your goal on a paper and stick it to the wall or write it on the wall so that you'll remind yourself of why you're doing it?
I can relate with #1 and #4 so much, thank you for that video thomas, looking forward to your next stream!
longest unity asset store commercial ever
On my 17th old turning 18th in months. started about 7 months ago, I don't feel confident about enjoying things like making game development and I'm confused if someone says can you do games. but every time I look into a game, it drives me to make one, maybe it is just because I'm getting the hang of it and I haven't felt the true enjoyment of making one.. I'll continue and I will thrive to seek that true enjoyment. Good luck everyone and me..
Thanks for the comments....Good luck...great insight
listen to you while making a game is the best
11:30 Excellent advice. I was kinda like this myself. "No! I have to make the dialogue box system myself! What? A Unity add-on thingy made by someone that makes nice looking text for me?! NAY! I must make it myself!" Eheheh... Yeah I should probably just take the help if someone is offering to make something easier.
I just want yo tell you i really enjoy your videos. You are a very inspiring individual in my eyes. And as a person who has pretty much been "seeking" his whole life, backpacking California and Hawaii, travelling the country and trying many things.. Ive come back to my love for video games. So how do i start i asked myself, after beginning to learn c++ to start devoloping, acquring books and such, my journey of creation officially begins tomorrow. You may actually be the person who put in my head that its possible. Might not be easy, but neither is riding a bike for hundreds of miles with no food or money, and if i can do that, i can do this. This may not mean too much, but i know being appreciated is one of the best feelings in the world. Thank you for your videos and giving me the inspiration to do the thing I've dreamt my whole life. I cant stress how much your videos actually helped me. Please, keep doing what you're doing. i think this world sees your hard work and motivation to do good and sharing your love of creation, and i believe you deserve whatever good comes your way!
Again, thank you for the inspiration
I definitely agree with certain aspects of this. However, I think it's good to be as immersed in the world that you are creating, to live it, become it ... For me personally, the obsessive side helps creativity. It's the immersion. If you're not going to be immersed enough in your world, how do you expect anyone else to be? Though I have learned over the last year mainly in game development that it is important to ... step away. I think Jonathan Blow talks about this in one of his talks on UA-cam. 'Burn out'. It's definitely important to take breaks, sometimes long ones, and especially if you do get to that point or close to the point of full time game development. Another cool way of looking at it is would you rather be playing games with worlds other people have created, or creating your own worlds to explore ... You'll have some big drive behind you if you prefer developing and being within your own game worlds :)
I value my ideas for my games a lot. I haven't been able to start making any yet because I'm still learning, but I do care about them. That being said, I know and understand that it's not everything and that other people may not even like them at all.
I've been working on a game idea for a bit now, found your channel through suggestions, and aside from having very good advice, you also seem like a really approachable guy. Had to subscribe! As soon as I can get to a stable point where i can spare the cash, I'll see you on Patreon, too.
people think planning is wasting time but it is saving time, a lot of time... if you plan everything ahead or at least most core things you will be methodical and organized which saves a lot of time
(6:20) He begins talking about making a document that describes the functions and story of the game. Now I have been working on a game idea, but have spent a good deal focusing on the functions and capabilities the game would offer. As of this moment, that document has over 141 pages of notes, functions, systems, and idea of this game.
I think I might have gone overboard.
P.S. The game is gonna be called "Sanctus Terra" and is focused on an MMO RPG medieval fantasy world.
I’ve said it before and I say it again; I’m not into game making, but I find you motivational videos very good and I feel like I can put your thoughts into perspective looking at my studies 😊
Liking the recent direction you've taken with the channel, the video feels more personal and the backgrounds/inserts are awesome.
"Roadmap", as in make a frikin' Game Design Document. It's really one of the very first things you should do for any serious game and it includes all of the stuff you are mentioning here.
1:14 i laughed so hard becasue i'm currently working on my first game and its a platformer with about 5 seconds of gameplay.
I am working on my first game in over 6 years and learning Unity is so daunting, especially when I worked in Visual Basic 98 in highschool. I have such a clear vision for the game I want to make, when I am working on it it feels like I'm never going to get there. This game development stuff is hard...
don't quit. Stay Determined
Bless this video and the comments that helped. ❤️
1:12
*Laughs in game jam*
i think im seeing a pattern here. squirrels are inspiration for game dev
I Have just broken out of the Purist Phase when it comes creating ALL my own models. It was hard to break out because 3d modeling and texturing is my strong suite, but Glad Im past this, and looking now its crazy TO want to spend SO MUCH time creating assets that you could grab for just a few bucks, and move on. when the time it would take you to create them far exceed the cost of what you paid & stealing time from other things you need to do.
I only model what I can't find now.
2:07 and some people say that they hate blender...they just hate it! lots and lots of hotkeys to remember...
Your games, your vids Man I am obsessed with your content.
I am working on a skating game right now but its like a cross genre if you will . The skateboard works as a weapon so as it is a skating game it is also going to be a zombie game . I probably shouldn't have wrote that in the comments lol .
I thought of a game I would love to play, but realized that one quite like that does not exist. Then I thought - why wouldn't I make it myself? I have no coding experience, I don't play a lot of games, I am not that good with computers, but I installed Unity and started learning. My problem now is that I am eager to start working on my game but I know I am not ready. It's really hard to stay away from making the game and keep learning!
Wow you described me haha... you are still on it?
Your channel is my new favorite. So so so inspiring; thank you so much for all the nicely edited and super helpful videos. Also, your games are absolutely gorgeous :)
Plan>Plan again>Use tools>Make>Reset mindset>Test>Go to Plan again a new stuff>Loop a process :) Have a deadline! Thank you!
I can relate to a lot of these mistakes and I've recently been working on myself and projects to avoid these pitfalls!. This video really helped!
Really helpful tips and advice, just got to act on it all. So in summary,
No more spegetti code! Cleaner code design, your future self with be so happy. Stop with all the features! No need to add absolutely everything. Focus Daniel son! Road map and plan is more than simply blagging your way on through it. Video games are less than human babies,gain some perspective! Finally, do not recreate the wheel. You aren't in the class room with your mates, boasting rights count for jack shit here in the jungle.
I've used more than 3 Unity assets in my first project, saved a lot of time and is way better than anything I'd have created.
Its taking forever to build, solo project. I'm aiming to finish this year but we all know how that ends in games development. I have no idea how to price this thing but if you're reading and care to take a look, check it out 😁 store.steampowered.com/app/434580/Attack_of_the_Mutant_Fishcrows/
Thanks for all your content. Your videos are very informative and morale boosting. Hope you reach that 100k subscriber mark dude ✌️
Here's my advice on pricing. Do NOT price your game at $1, this will lead you to having 50% off sales early on, and your game will get devalued extremely quickly. You also need to remember that Steam takes a 30% cut AND many people in countries with devalued currency will end up paying less than the advertised price. That means if you sell your game at $0.49 (50% off $1) you'll end up only getting around $0.30-$0.41 per sale. You need to reach a $100 threshold to get paid which means you would have to sell around 250-300 copies just to get $100 (after Steam's cut)
In my opinion its best to price an indie game at $10. People who value your work or collect games will end up paying full price, your game will seem as if it has more value to bundle websites, and you have plenty of room to offer increasing discounts as time goes on.
Yes obviously price above or at $10!
This made me chuckle. Great summary! I clicked your link and it seems broken. Good luck to you Ricky!
Thanks for the advice, noted! Thanks Thomas I'll need it! 😂
You haven't asked the one person who left a review what the issue they had was lol
Love the romantic candles. ;) No but seriously thank you for the great tips! I'm being unwise and jumping straight into 3D gaming but I know that your advice will definitely still apply. I am going to start smaller before working on the project that I actually have in mind though (which may be unrealistically huge for a tiny team but hey if you never try you'll never know). Keep up the good work, I hope to see more vids on Unity and game development!
great tips man! Loving this series of vids
Hello Thomas, Pinstripe looks astonishing, and Once Upon A Coma sounds intriguing, is it a mystery game? I would really want to see the first few games that you made but never made it to public (because they didn’t work or they are lousy). This will really motivate a beginner to start somewhere.
Awesome video! Using this to help develop my gamedev curriculum.
You are officially my hero. Gopher It is an inside joke between my brother and I. Now I feel complete lol
I was never a Purist in Coding. I made most of the Player Movement Script for the playable Character in Roboto Man's Project Robot from three or four
C# for Unity
Tutorials.
In college I always used to think that number 5 is true in every IT aspect. I always thought your only tool is netbeans or visual studio. I started out with small games and it was so frustrating to even make something move, and then making it appear on screen? Hell no!
Then I got into web development and I thought every website is made from blanks without any help, then I was bootstrap, Jquery, wordpress etc. handed to me and damn it makes EVERYTHING so much easier, I then discovered Unity and all those great tools.
Really use that help. I also never wanted to use the asset store but I am at no means an artist XD.
I am still afraid to do things all by myself though. Really need a Team
Okay, now I want a "GOPHER IT!" t-shirt.
learned so much not only about games, but life itself
In one of his videos Thomas mentioned a website or app where I can see financial gaming trends/sales of certain video game genres, or just games in general - does anyone know what the site/app is? Cant seem to find it in any of his other videos
What an amazing and beautiful game!!! Thank you for never giving up and following through!!!
everything you said is relatable. so happy i found your channel. thank you for motivating me everytime.
Some of the B roll in this video fees so random lol. Like you're talking about being frantic like a squirrel, then you got a gopher? Eating an apple piece, totally not frantic at all... XD
Very informative . Thank you. Regards from MALDIVES
Enjoyed your talk.. focus is the key
Gopher it !!!
Thanks for uploading
Loved the video!!
I really wanna start learning game design, as an artist, I hate programming.
Is it even possible to create games without programming? or should I start learning to code?
oh same i wanna know this, you could work for someone else who's making a game i assume, or a company
You're so motivating man, and also humble, thanks you
I don't use assets, but its not cuz of artistic reasons. It's just that i always feel like they need tweaking, and i am not good at that.
Be strategic about your changes... build a system that allows you swap out abilities for the character or enemies instead of making brash code changes. Build systems, don't just "write code".
Thanks for sharing your experience, cool vid'
What a wondeful list of valuable advice that I'm going to completely ignore because I'm a stubborn idiot
I know this video is old in terms of internet "years", just sharing some love thanks for the videos!! They help!!
Hai Thom..... I Need Your Help..... I Don't Know To How Make Attack Animation For A Character 2D Game..... How It Is Work Good Like you.....
I have to disagree with overvaluing your game/Character. I think gamers fall in love with characters, games..etc and that’s because the developers put so much love into a game or character. It almost becomes like a cult. A cult of multiple people will defend a game to death lol. People become involved with a character. Look at some of the reactions from people when they seen Joel from the last of us part2 appear on screen, but you can take other games and the reactions are the same. People fall in love with characters, story, and it means a lot to them. That’s powerful. So I’d say go for it make a character or story that you love.
From start i knew need proper structure and information how to do everything correct.
This task takes a lot of time :)
But.. looks like need to learn some music, because i want to create my own soundtrack :D
4 is good advise, however, what about long-lasting games, that *need* a lot of attention, such as multiplayer games?
If it’s a multiplayer game, that means you already have a studio and are probably working full time on time. His comment just applies to single player indie games.
"Don't be frantic"... Whelp there goes my career dream.
I couldn't find your email, so I'm going to ask a question here instead.
The question that's been bothering me lately is how big should I draw art for a beautiful 2D game that would still look good on a big screen?
Thanks.
How long did it take you to create&finish Pinstripe?
he said 5 years i think
A little rambly but some solid advice
Friend: u need to change to move code
Me: Don't u dare to change my BABY's Leg
Good to know!
Amazing video, Thank you !!
Hey love this tips, thank you
Never delete things until you're 100% sure you do not want them. either disable them if you can or make a backup first then delete it. that way you aren't stuck remaking weeks worth of work on a whim
Question: I'm more skilled in Flash (or Animate as it's called nowadays) rather than Photoshop. Is it still possible to use Flash to make artwork for a game?
Sure it's possible, but being unwilling to learn new things will always put you into an uncomfortable corner with little to no options forward.
Thanks, Thomas Brush
may GOD bless you!
Indeed
The fourth one was explained a bit weird to me. I've seen people call their games or creative projects their "baby" but I've never taken it that seriously. Your advice being "don't treat it as a human", "it's not a human child", "I know the difference between an actual baby and a game because I'm a father now" just sounds like you're taking it way too literal.
But I do think you have a good point behind what you were trying to say. When you're trying too hard with an attempt to create a masterpiece you may also be worrying too much about any part of it ending up a failure. You may not want to continue working because you're not sure how to make it perfect. I know this all too well, being a perfectionist as an artist.
It's especially applicable when you're new and really need to learn things for it to even be possible. Or if you're trying to create something the world has never seen before, yet you don't allow yourself to experiment with it. Then with your first attempt you'll give up because it wasn't good enough for you.
~
And honestly, as someone who has never even played around with making games, but who still dreams of creating my own.... This advice is hard to take in. I just can't bring myself to work so hard on something I don't believe in enough. And for me to believe enough in something, I need to have some sort of deep attachment to atleast the ideas or thoughts behind it. The last years I've been working on developing that one idea that will make me want to spend years (since years will probably be necessary if I'm alone working on it.) I've been having a lot of good ideas, some that I have worked on so much they almost have finished game design documents. I've made sketches, talked about the idea to friends, tried to find the right engine to start working on, etc. But NO, never have I even started trying to put the actual pieces together.
My strategy right now is to write down notes about everything that inspires or motivates me and I've realized that all my favorite movies or games with narratives all pretty much tell parts of the story of how my life has been. The real struggles behind it. The feelings of a lost and broken child. I haven't realized it before, how they all tie together this way. And now I'm working on an idea that has some real valuable meaning behind it to me. This is what makes me feel this will finally be the one. But HOW am I supposed to not be too attached to it yet still work so hard to put something like this together? How will I be able to say "good enough" when it doesn't turn out how I imagined it and it get's ignored and torn down by people in general who can't even find any meaning behind it?
What am I supposed to do? Give up in myself for taking it too seriously and for never gathering experience in what it takes to actually make something? Try to spend lots of work on stuff that I don't take seriously and will probably just give up on before the public has a chance to shit on it? Taint my reputation by releasing stuff that I put together in a hurry for the sole reason of finishing games before taking it seriously? I feel like my only two options are to either treat this thing with so much love and attachment that it is like a child to me, or to just say fuck it.
Note to self: New idea that will change everything? Test it in another project first. If you need then use code from your original project
goddamn i love your backdrop
Super insightful video! :)
I don't quite understand #4. If your game that you've worked on for years and poured your heart and soul into is ignored or flops entirely. You will get devastated. If you don't then you didn't care in the first place. This dosen't mean you expect your game to be a success, but working with your heart and soul for years on something to give the world and the world ignores it will break you for a time, that's just how the human mind works.
The point should be: Don't expect your game to be the next Five Nights at Freddie's in popularity. but do hope for it. I believe that making a Demo of your game and let some people play it and give feedback. That'll give you and idea of how to polish the game for the current market.
I released my game last game and well, it failed. But hey, i knew it was gonna fail! But it felt amazing because i actually finished something, something im proud of no matter what anyone says about it. So my advice to anyone who is struggling to finish a game or a project is to just get it out there. My game is so boring and unfun but i don't care, no one is gonna care. It's just like going upstairs, your first step doesn't take you to the 2nd floor, but multiple steps does.
Btw, if you're interested in my game here's the link: khokh.itch.io/cube-attack
hey bro i am also begginer on these but i have a lot more experience like i am2x you by experience
let's do our own team and make our own games?
@@KlezHistory it doesn't work like this buddy
5th mistake:
“Every artist is a cannibal,
every poet is a thief" =)