Why indies devs make "Clone" games| game a month Devlog 2

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  • Опубліковано 20 вер 2024

КОМЕНТАРІ • 14

  • @ansc
    @ansc Рік тому +17

    Instead of planning every detail, try to establish what you want the player to feel, think or experience. How you reach those goals is something you can find out as you go. The more you do it the easier it gets, so keep at it. When studying game dev it was hammered in to us on how we need a detailed design doc before even starting anything else. After a decade in the AAA industry I don't think I've ever read or seen a design document for the projects I've been working on :)

  • @keithin8a
    @keithin8a Рік тому +3

    I adore the Quintet Trilogy! I don't know what it is about those games, but it feels like no one has ever replicated what they did.

  • @ultrawaveyt5582
    @ultrawaveyt5582 Рік тому

    loved the vibe in this video! your voice and the music made it super chill. I feel inspired

  • @Fighter05
    @Fighter05 Рік тому

    IMO the biggest part of planning should go into how you are going to source assets. Are you going to buy them? Outsource work that will be close to the player to an artist? Create it all in-house? RPG style games are also particularly susceptible to scale creep in this realm. Multiple enemy types, Bosses, maybe a main city, smaller towns, items, weapons, inventory art, equipment, UI and multiple environment assets both interior and exterior.
    Its a lot easier to do more design work when you are working high level from an asset perspective. Youll quickly realize you're scope is outreaching your projects capabilities this way and what ideas need to be cut and what types of things are realistic given a projects deadline, be them self imposed or financial, that are practical to add.
    Once you have your assets fleshed out, then start to build the game. Working this way will allow you to build your .exe once or twice a week during development; which is always recommended. That way you can share progress with your community, social media, friends, testers, or send it to investors. That way you're project will feel like a game much earlier then you except and it helps to maintain momentum and avoid burnout.

  • @oscarchavezart
    @oscarchavezart Рік тому +1

    this is one way how artists and people that have skill get discovered, they make something and then share it. It worked for me doing art shows, I displayed my art and then would get emails from recruiters that look for talent. These videos can get you attention from those who can help you.

  • @estranhokonsta
    @estranhokonsta Рік тому

    You should take the win.
    I believe it is yours.
    You are showing a good attitude to game making.
    Who knows the future for any of us but it looks like you are doing good.

  • @morgan0
    @morgan0 Рік тому

    the bit about old games made me think it would be cool to start out with a game with nes/snes limitations, then early 3d, then modern, like how zelda and mario games evolved over time

  • @Pepnewfull
    @Pepnewfull Рік тому

    Dude in 6 month you improved so much, it's inspiring. I like to listen to your videos at work ^^

  • @RockyMulletGamedev
    @RockyMulletGamedev Рік тому

    The Quintet Trilogy is a great place to take inspiration !

  • @mysteriousboss8023
    @mysteriousboss8023 Рік тому

    Never stop man I wait on your vids all the time you always inspire me!

  • @DMC4EVERUCCI
    @DMC4EVERUCCI Рік тому

    really stoked to see the end result. Thank you for sharing all of this with us, that in itself ain't easy at all.
    My best advice on the planning phase would probably be to keep it essential and succinct. Try to think of a game that you could realistically develop in one week, then take the whole month to make the most polished, best possibile version of that game that you can make. That way you can dedicate yourself to every aspect of the game (scripting, mechanics, asset production, vfx, sounds, UI, testing and bugfixing, etc) to the fullest extent without worrying too much about how much time you're spending doing any one of those things.
    Good planning also means understanding how many hours it'd take to develop any single aspect or element of a game, and how each one of those elements correlates to the others.

    • @TheGameCourier
      @TheGameCourier  Рік тому +1

      im gonna try your advice for the next months game! its exahusting the way ive been doing it lol.

  • @gianlucaconsiglio8335
    @gianlucaconsiglio8335 Рік тому

    Great video. Always interesting to be walked through other peoples' creative process.

  • @somaeleric3456
    @somaeleric3456 8 місяців тому

    Nice vid 👍BGM bit loud :)