This is such a realistic peak into the reality of game development, it’s so easy to being over ambitious or get sidetracked with other things you think may become important or relevant when you really do just need to get to the point, make that point concrete, and build upon it from there. Wonderful retrospective and I loved the editing too, gave me a good laugh :)
It's not just you. I've done a lot of projects in the last 15 years and never finished one of them. The best advice is to make a working, mvp prototype first. If it doesn't look sh!t you didn't do it right. Best of luck to you.
Someone from Square Enix said something similar in an interview years ago. They would animate dots on the screen and wouldn't waste time or money on more detailed art assets until the dots looked right.
Great video. This feels very relatable. Most of my project always end up dead before I even get to implement the core gameplay. I guess I should've started with the core gameplay...
It's never too late to pick up an old project and try it! Even if you don't want to make the full game, you might get ideas for a smaller game with the same core
i'm glad to see someone who has so many unfinished project with kinda of similar issues like me, i know it's not a good thing to find joy in others suffering but god does it feel good to see someone failing like you(btw you is me in this context), anyway i will subscribe and i wish we both not become failures.
UA-cam recommended this to me at the best time. My partner and I started working on an old game again and I felt a little lost, I think we needed to hear this! Thanks for the advice!
Dude, you have an insane amount of knowledge and implementation under your belt. I've been struggling to even figure out how to program player movement. I wish I could make fluid platformers.
Thanks! I've made a lot of platformers over the years, and that experience is the key. One of the first games I ever started was a platformer with almost this exact moveset.
Ok huge tip, this is why i completed some games. Just make the base game (with game loop) and NOTHING ELSE. If the game is fun in that state, make it look good. when that is done i'll add some extra things like leaderboards, skins, extra levels idfk. long story short i'll do that until i'm bored of it and fininsh up and upload it. Done... Well yeah i hope it helps anyone
Thanks! I guess some advice is to start with specific, simple goals. Like "I'll make a moving object", and then "I'll model a character". I'd recommend tutorials for very specific things, like "how to make a camera move around the character". That way you can still lean on other people while making your own thing.
I think this should be required viewing for all new indie Devs. I love watching devlogs, but seeing people not understand this makes me want to tear my hair out. It's a mistake I made too for a couple of years, so maybe it's just something that everyone goes through (see my own devlog #shill). You mentioned there are things in Godot that don't satisfy you. I'm curious if you could share? Asking as a Unity dev thinking of switching.
Thanks! For my issues, Godot 3 has poor 3D performance, limited features, unfixed bugs, and inaccurate profiling tools. The way it handles shader compilation is probably my biggest complaint. Basically whenever new shaders are needed, it has to compile them right then and there, either freezing the game for several seconds or hiding objects and blinking them in and out. It's especially bad because I have a day/night cycle and selectively turn off lights, which can also trigger a new shader compilation. Godot 4 fixes that issue, though last time I tried it there were still tons of bugs, but that was a couple months ago.
Here's the discord link !! discord.gg/NGhZRCEQG3
I don't know what I'm going to use it for but I assume for game-related things
This is such a realistic peak into the reality of game development, it’s so easy to being over ambitious or get sidetracked with other things you think may become important or relevant when you really do just need to get to the point, make that point concrete, and build upon it from there. Wonderful retrospective and I loved the editing too, gave me a good laugh :)
i love the grandpa moment😂. cool video
It's not just you. I've done a lot of projects in the last 15 years and never finished one of them. The best advice is to make a working, mvp prototype first. If it doesn't look sh!t you didn't do it right. Best of luck to you.
Someone from Square Enix said something similar in an interview years ago. They would animate dots on the screen and wouldn't waste time or money on more detailed art assets until the dots looked right.
Great video. This feels very relatable. Most of my project always end up dead before I even get to implement the core gameplay. I guess I should've started with the core gameplay...
It's never too late to pick up an old project and try it! Even if you don't want to make the full game, you might get ideas for a smaller game with the same core
i'm glad to see someone who has so many unfinished project with kinda of similar issues like me, i know it's not a good thing to find joy in others suffering but god does it feel good to see someone failing like you(btw you is me in this context), anyway i will subscribe and i wish we both not become failures.
This explains more than most videos about that, in my opinion.
UA-cam recommended this to me at the best time. My partner and I started working on an old game again and I felt a little lost, I think we needed to hear this! Thanks for the advice!
I'm glad to hear it! I hope it turns out well!
Dude, you have an insane amount of knowledge and implementation under your belt. I've been struggling to even figure out how to program player movement. I wish I could make fluid platformers.
Thanks! I've made a lot of platformers over the years, and that experience is the key. One of the first games I ever started was a platformer with almost this exact moveset.
Ok huge tip, this is why i completed some games. Just make the base game (with game loop) and NOTHING ELSE. If the game is fun in that state, make it look good. when that is done i'll add some extra things like leaderboards, skins, extra levels idfk. long story short i'll do that until i'm bored of it and fininsh up and upload it. Done... Well yeah i hope it helps anyone
Love this video essay. One of the coolest devlogs!
Great retrospective/review of your own workflow. We have all fallen into this trap. I certainly have.
I needed this thank you soo much!
Must maintain motivation! Ahhhh!!!
2:11 the animation look good
Love this
Been looking forward to this
SO TRUE!
Great advice! ✨
well thats game dev for yaa
Ugh I'm kind of obsessed w you and your work
Thanks! I guess some advice is to start with specific, simple goals. Like "I'll make a moving object", and then "I'll model a character". I'd recommend tutorials for very specific things, like "how to make a camera move around the character". That way you can still lean on other people while making your own thing.
@@needleful thanks man! And congrats on the completed plot for your project. Game looks great
I think this should be required viewing for all new indie Devs. I love watching devlogs, but seeing people not understand this makes me want to tear my hair out.
It's a mistake I made too for a couple of years, so maybe it's just something that everyone goes through (see my own devlog #shill).
You mentioned there are things in Godot that don't satisfy you. I'm curious if you could share? Asking as a Unity dev thinking of switching.
Thanks! For my issues, Godot 3 has poor 3D performance, limited features, unfixed bugs, and inaccurate profiling tools. The way it handles shader compilation is probably my biggest complaint. Basically whenever new shaders are needed, it has to compile them right then and there, either freezing the game for several seconds or hiding objects and blinking them in and out. It's especially bad because I have a day/night cycle and selectively turn off lights, which can also trigger a new shader compilation. Godot 4 fixes that issue, though last time I tried it there were still tons of bugs, but that was a couple months ago.
OO
Why can you also build for mobile devices tooo???
It's not 100% off the table, but I want to get the game done before I think of porting it.
@@needleful understand