Devlogs keeps my motivation up to continue my own project. And I plan on starting mines to create my own studio. I have a disability and getting a regular job being extremly difficult this would be the dream job. On a more realistic side I have no idea where this will go but being jobless days can feel pretty empty. Coding kinda empty my mind and keep me productive. Really cool to see more devlog these days !
Hey brother I'm beginning my gamedev journey, very early stages but if you ever need someone to bounce ideas off of or if I can help in anyway let me know. Enjoy the jouney.
My official reasoning for making devlogs is to promote my games, but keeping track of progress and gaining feedback have been incredibly crucial for me. I'd definitely recommend it to any dev as it will help keep their project on track.
I mostly make devlogs to promote my games. Before starting UA-cam I had very few players most days none. Now after promoting my games through UA-cam I now have a daily player base. A small one but one nonetheless. It’s also just fun :)
I like the idea of needing to produce enough visual features to have something ready to show. Seems like this would help keep me on track and stay productive :)
sketching out my idea rn and preparing to start making devlogs alongside the project i want community, however small it might be, to keep me responsible just like "patch quest" dev said in one of their vids, hehe
Devlogs give me mixed feelings. I subscribe to a bunch of them because they tickle that productive part of my brain and give me inspiration. On the other hand, I see an awful lot of devlogs but not a whole lot of actually published games. It really come off as if these channels aren't about promoting the game to gamers, they're about promoting the idea of making a game to novice game devs. "The hard part of making a game is not the programming, not the art, not the sound design or music; it's getting the gameplay to feel right." - Derek Yu So much of these devlogs are about minutia of game dev, the hundred bits and pieces that make up a game. It incentivizes this consistent progress, but disincentive the much more important higher level design. So you end up with these project with a billion features where nobody stopped to ask whether any of them were fun or worked well together. And then the most depressing part, often you can look at a devlog and know almost for certain that the project isn't going to make it. Sometimes they lack the programming skills for the scope of their project, which maybe you can learn. But more often they lack a sense of aesthetics, like you see their game an you get future vision from three years down the line where people aren't clicking on their steam page because it just doesn't look right. This is more depressing because I'm not sure you can train your aesthetic senses the same way you can train to be a programmer. PS: I feel you're doing pretty well ;)
I've noticed the exact same thing: there is nothing more unsatisfying and sucky then an unfinished devlog From my experience the ones with a more positive attitude (Pontypants, Blackthornprod) are more likely to succeed than the dry, self-depreciating ones (Randall, Dakota Vaughan) although this is not always the case: Miziziziz I wish more game devs would study cinematic shots in film like with Below as that really makes games stand out in my humble opinion from my experience the devlogs that actually create a product are the ones in steps rather than leaps Like LTGD'S Reiterate, Jonas' Will you snail, Pontypant's punch a bunch and Blackthornprods: the dreadful whispers. That way you automatically give yourself a goal for every devlog which stops you getting lost and distracted, or constantly ripping everything up and starting again **cough cough Randall cough cough** It also makes sure you show you're work consistently because you've promised that you will show off you stuff weekly rather than just whenever you feel like it. PS. I also think he's doing well (>‿◠)✌
I making devlogs because I love creating videos, I'm not only making devlogs, but devlogs are great to share because sometimes can viewers give great Feedback. I'm a solo dev that gives a push too when making devlogs, feels like when someone is looking I get more motivation.
I think creating devlogs is definitely helpful for me. Like you, when I create a devlog, I do want something visible that can be shown off but really I make these primarily for myself at the moment. I felt it was a good way to share my journey with others but also act as a marker for myself to see how far I've come. Right now, I tend to make devlogs when I can versus having something specific in mind to show off. But I can see the benefit in trying to plan a video around a feature that should be added into the game.
I totally agree! I see each of my devlogs as a milestone. It helps me plan what I want to do so I can show it on the next episode! I almost plan my dev based on what I want to show 😅! This helps keep the motivation high and also keep a focus on the game in my opinion. Glad to see I'm not alone! Great video 😊!
You hit the nail on the head with accountability and feedback - I'm only two devlogs in but knowing I have to make the next one, and have something worth showing really has affected my development process in a positive way. It definitely stops me from hacking together code too much 😄
I think devlogs are critical for indie developers in today's market. Not only is it marketing and building a fan base. But you get your ideas out there and out of your head and that process will make your ideas better. simply talking about your ideas in this manner makes idea solidifies your ideas into better ideas. Even if you're not getting that many views, the process makes ideas clear.
@@andrewpullins8817 you talk to a rubber duck that's sitting on your desk near the pc have a problem you cant wrap your head around? try explaining that problem to a duck works wonders
One day, I’ll create a devlog series that is good enough for marselluh to analyze (she says, fully knowing that she has not committed to developing a game yet)
any tips on making "timelapses" more interesting? i narrate stories while showing timelapse of creating/modeling/sculpting a 3d objects(using blender) that symbolizes the main point of the story. it would then be followed by an artist dev log video where i explain the process i made into creating the prior video partnered with a timelapse of texturing the object made previously(using substance painter). but now im lost if its working or not...
I make devlogs for motivation first. Making games that nobody plays is really hard on the motivation, so it's a mix of brand power and accountability. Making youtube videos makes me want to make games and making games makes me want to make youtube videos.
I know just a quick video for today, but working on a bigger project/video related to this community post 👀 ua-cam.com/channels/NkvXjQnuVJ2y5oZX_quTJw.htmlcommunity?lb=UgkxE7n52vFdxQqTMpKJQ_fcwFebp8yvKy8T
Obviously it has its pros and cons, but I certainly don't want to misuse my time to be more efficient, like you probably have to record development footage, make a script, record it, and the edit, and I honestly would rather continue developing the game in that time.
Ya that's a good point. It can definitely take me 10+ hours to actually create like a 5-8 min devlog, which inevitably takes away from time I could be working on the game
Going to be starting here on my own, why? Because I want to make a living at something I like to do. I have social anxiety, and as such don't have a regular day job. So yeah, the goal is going to be money, although I'm not expecting any (I don't try to trick myself into believing I'll be financially successful). Also it seems really competitive to get anything out there that might sell any way, so to get rid of the stress of trying "sell" my game, I'll instead try to 'sell' myself.
Not every dev log is successful. Just off the top of my head I can name same hidden gems that no one knows about because their videos didn't take off. Realm of Cubes for example was a successor to cubeworld and after years of development, when the game released on steam, according to steam, less then a hundred people found him. So a bit of luck also is needed in my opinion
I’m probably not alone in this, but I feel that putting out a devlog would produce the opposite of a dopamine rush for me haha. Just pure anxiety and bad feelings all around :’) Still, dev logs feel almost necessary these days, and it really does sound fun! Buuut I’d still hover over the publish button for a week… month… yeah.
I'm planning to start a dev log for my Black & White clone, but haven't yet, it takes me forever to make things because I agonize over details and I want to produce a dev log that is itself at a high level of polish and I don't have experience polishing long form content. I will soonish but I've so far done a ton of stuff that's hard to show in a meaningful way, building a level editor, implementing mod support, making nondestructive terrain workflows that players can modify at run time, iterating through failed attempts at vegetation and terrain splatmapping techniques. But dev log 0 is long overdue.
Devlogs keeps my motivation up to continue my own project. And I plan on starting mines to create my own studio. I have a disability and getting a regular job being extremly difficult this would be the dream job.
On a more realistic side I have no idea where this will go but being jobless days can feel pretty empty. Coding kinda empty my mind and keep me productive. Really cool to see more devlog these days !
Hey brother I'm beginning my gamedev journey, very early stages but if you ever need someone to bounce ideas off of or if I can help in anyway let me know. Enjoy the jouney.
@@raregolem Hey why not, do you have a discord or anything we could talk on :) ?
Devlogs are interesting because people like to watch how something interesting to them is created from nothing 🙃
and the developers are building a game audience in this way
Exactly! Like I'd love to see some devlogs of AAA games that I love playing, like World of Warcraft or LoL
My official reasoning for making devlogs is to promote my games, but keeping track of progress and gaining feedback have been incredibly crucial for me. I'd definitely recommend it to any dev as it will help keep their project on track.
I mostly make devlogs to promote my games. Before starting UA-cam I had very few players most days none. Now after promoting my games through UA-cam I now have a daily player base. A small one but one nonetheless. It’s also just fun :)
I like the idea of needing to produce enough visual features to have something ready to show. Seems like this would help keep me on track and stay productive :)
I definitely feel like it helps, but sometimes the improvements are not totally visual :/
sketching out my idea rn and preparing to start making devlogs alongside the project
i want community, however small it might be, to keep me responsible
just like "patch quest" dev said in one of their vids, hehe
Devlogs give me mixed feelings. I subscribe to a bunch of them because they tickle that productive part of my brain and give me inspiration. On the other hand, I see an awful lot of devlogs but not a whole lot of actually published games. It really come off as if these channels aren't about promoting the game to gamers, they're about promoting the idea of making a game to novice game devs.
"The hard part of making a game is not the programming, not the art, not the sound design or music; it's getting the gameplay to feel right." - Derek Yu
So much of these devlogs are about minutia of game dev, the hundred bits and pieces that make up a game. It incentivizes this consistent progress, but disincentive the much more important higher level design. So you end up with these project with a billion features where nobody stopped to ask whether any of them were fun or worked well together.
And then the most depressing part, often you can look at a devlog and know almost for certain that the project isn't going to make it. Sometimes they lack the programming skills for the scope of their project, which maybe you can learn. But more often they lack a sense of aesthetics, like you see their game an you get future vision from three years down the line where people aren't clicking on their steam page because it just doesn't look right. This is more depressing because I'm not sure you can train your aesthetic senses the same way you can train to be a programmer.
PS: I feel you're doing pretty well ;)
I've noticed the exact same thing:
there is nothing more unsatisfying and sucky then an unfinished devlog
From my experience the ones with a more positive attitude (Pontypants, Blackthornprod) are more likely to succeed than the dry, self-depreciating ones (Randall, Dakota Vaughan) although this is not always the case: Miziziziz
I wish more game devs would study cinematic shots in film like with Below as that really makes games stand out in my humble opinion
from my experience the devlogs that actually create a product are the ones in steps rather than leaps Like LTGD'S Reiterate, Jonas' Will you snail, Pontypant's punch a bunch and Blackthornprods: the dreadful whispers. That way you automatically give yourself a goal for every devlog which stops you getting lost and distracted, or constantly ripping everything up and starting again
**cough cough Randall cough cough** It also makes sure you show you're work consistently because you've promised that you will show off you stuff weekly rather than just whenever you feel like it.
PS. I also think he's doing well (>‿◠)✌
I making devlogs because I love creating videos, I'm not only making devlogs, but devlogs are great to share because sometimes can viewers give great Feedback.
I'm a solo dev that gives a push too when making devlogs, feels like when someone is looking I get more motivation.
I find devlogs to be a very motivational endeavour and a great way to track my progress and learning!
Same!
Awesome to see Fairlii in there with Lunal Lane!
I think creating devlogs is definitely helpful for me. Like you, when I create a devlog, I do want something visible that can be shown off but really I make these primarily for myself at the moment. I felt it was a good way to share my journey with others but also act as a marker for myself to see how far I've come. Right now, I tend to make devlogs when I can versus having something specific in mind to show off. But I can see the benefit in trying to plan a video around a feature that should be added into the game.
I totally agree! I see each of my devlogs as a milestone. It helps me plan what I want to do so I can show it on the next episode! I almost plan my dev based on what I want to show 😅! This helps keep the motivation high and also keep a focus on the game in my opinion. Glad to see I'm not alone! Great video 😊!
You hit the nail on the head with accountability and feedback - I'm only two devlogs in but knowing I have to make the next one, and have something worth showing really has affected my development process in a positive way.
It definitely stops me from hacking together code too much 😄
I think devlogs are critical for indie developers in today's market. Not only is it marketing and building a fan base. But you get your ideas out there and out of your head and that process will make your ideas better. simply talking about your ideas in this manner makes idea solidifies your ideas into better ideas. Even if you're not getting that many views, the process makes ideas clear.
Exactly! It is kind of like the rubber duck debugging method, where just explaining your thought process can help reslove problems
@@ByteOfMichael What is the rubber duck debug method?
@@andrewpullins8817 you talk to a rubber duck that's sitting on your desk near the pc
have a problem you cant wrap your head around? try explaining that problem to a duck
works wonders
devlogs are a win-win for everybody. interesting relatable content for viewers, and a way to build interest/community around the game for devs
Putting me next to some of the Devlog legends😳
One day, I’ll create a devlog series that is good enough for marselluh to analyze (she says, fully knowing that she has not committed to developing a game yet)
any tips on making "timelapses" more interesting? i narrate stories while showing timelapse of creating/modeling/sculpting a 3d objects(using blender) that symbolizes the main point of the story. it would then be followed by an artist dev log video where i explain the process i made into creating the prior video partnered with a timelapse of texturing the object made previously(using substance painter). but now im lost if its working or not...
I don't feel like you really "analyzed" them. you said why people make them, not what makes good devlogs and bad ones
I make devlogs for motivation first. Making games that nobody plays is really hard on the motivation, so it's a mix of brand power and accountability.
Making youtube videos makes me want to make games and making games makes me want to make youtube videos.
Marselluh, you have the most UA-cam voice on all of youtube.
Thanks for features Mana Valley in this & congrats on the sponsor!
haha thanks man! Love your vids by the way!
This is the closest we've gotten to a devlog on devlogs. I love it.
Great work analyzing devlogs! Keep up the amazing work and inspiring others to create!
I know just a quick video for today, but working on a bigger project/video related to this community post 👀
ua-cam.com/channels/NkvXjQnuVJ2y5oZX_quTJw.htmlcommunity?lb=UgkxE7n52vFdxQqTMpKJQ_fcwFebp8yvKy8T
Obviously it has its pros and cons, but I certainly don't want to misuse my time to be more efficient, like you probably have to record development footage, make a script, record it, and the edit, and I honestly would rather continue developing the game in that time.
Ya that's a good point. It can definitely take me 10+ hours to actually create like a 5-8 min devlog, which inevitably takes away from time I could be working on the game
@Matrix Studio Looks pretty cool! I subbed!
Going to be starting here on my own, why? Because I want to make a living at something I like to do. I have social anxiety, and as such don't have a regular day job. So yeah, the goal is going to be money, although I'm not expecting any (I don't try to trick myself into believing I'll be financially successful). Also it seems really competitive to get anything out there that might sell any way, so to get rid of the stress of trying "sell" my game, I'll instead try to 'sell' myself.
Not every dev log is successful. Just off the top of my head I can name same hidden gems that no one knows about because their videos didn't take off. Realm of Cubes for example was a successor to cubeworld and after years of development, when the game released on steam, according to steam, less then a hundred people found him. So a bit of luck also is needed in my opinion
its also a good way to keep you motivated and they also help inspiring people
True!
I’m probably not alone in this, but I feel that putting out a devlog would produce the opposite of a dopamine rush for me haha. Just pure anxiety and bad feelings all around :’)
Still, dev logs feel almost necessary these days, and it really does sound fun! Buuut I’d still hover over the publish button for a week… month… yeah.
Amazing video!
Thanks!
mythiccc where are you
nice I like ur vids
i watch devlogs so often
haha same here
I'm planning to start a dev log for my Black & White clone, but haven't yet, it takes me forever to make things because I agonize over details and I want to produce a dev log that is itself at a high level of polish and I don't have experience polishing long form content.
I will soonish but I've so far done a ton of stuff that's hard to show in a meaningful way, building a level editor, implementing mod support, making nondestructive terrain workflows that players can modify at run time, iterating through failed attempts at vegetation and terrain splatmapping techniques. But dev log 0 is long overdue.
Ya that sounds like a great amount of work so far. With all that I'm sure you coould make a few devlogs!
Devlogs are the only reason I actually make progress