How to Start Developing a Video Game the Right Way! [Episode 4]

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  • Опубліковано 21 вер 2024
  • Starting a video game can be hard to do initially, but doing it right can be even harder. I would know because I have started making the same game for the fourth time now learning from my mistakes each time and I think I finally figured out how to do it right.
    To learn everything you're going to have to watch the video, but the big thing is that you have to start wrong a few times in order to start right. What I mean by this is that you have to try out things for your game. Get some mechanics in and play around with those game mechanics. In my 3D puzzle game, my core mechanic is the camera tablet which lets you change your gravity direction.
    Now starting over doesn't mean that you have to start at square one, and even if you do, you still have the knowledge of the previous development cycle to guide your decisions. When you start working on a video game for the first time, you only have an idea. You have no actual evidence that this idea will make a good game, so you start working on it and you realize parts aren’t actually as fun as you imagined, so you restart. Now you try something else out and you like it, but you realize something else isn’t what you wanted, so you restart again. In the beginning, the end product is hidden in a thick fog, but after every development cycle, some of that fog clears away and you get a much better picture of what the game will end up being. Because of this, game development is a never-ending cycle. No matter how many times you restart, you can always start over one more time and end up making a better game. This cycle notion is a little dangerous because again you will literally be making the same game forever, so you need to get right before the point where the cost of one more cycle will outweigh the benefit.
    The final thing that is necessary to start a game right is to commit to actually making it. Taking a break will cause you to want to restart, and maybe that could be a good thing, but committing to working on the game will get it done faster and more efficiently.
    As for my game, I want to have it released before early/mid June, so in about 2 months. With that said, I don't have a lot of time, so there very well may not be another episode until the game is out. If that is the case, you definitely do not want to miss that one...
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    If you have any questions DM me over Instagram or Discord

КОМЕНТАРІ • 11

  • @daniil-shevtsov
    @daniil-shevtsov Рік тому +3

    Hi, Clean Code is a good introduction, but by reading only this book there is a risk to slip too far to the opposite side.
    To get a balanced outlook and form a robust approach to software development, I would recommend these books:
    * 99 Bottles of OOP - Sandi Metz and Katrina Owen (the first part is especially good, before all the oop details)
    * Working effectively with legacy code - Micharl Feathers
    * Refactoring Improving the Design of Existing Code - Martin Fowler and Kent Beck
    * Test-Driven Development by Example - Kent Beck
    * Unit testing principles, practices, and patterns - Vladimir Khorikov

    • @WillHessGameDev
      @WillHessGameDev  Рік тому +1

      Thank you so much! I will definitely look into these!

  • @3mblem
    @3mblem Рік тому +1

    Good job on creating your own terms for gamedevs making puzzle games. If I were making one this would be really helpful!

  • @willcubemakes
    @willcubemakes Рік тому

    I love the laser instigator! You could definitely make some interesting puzzles with that 👍

    • @willcubemakes
      @willcubemakes Рік тому

      For example, having to keep the laser aimed at a target while on an elevator, so you have to aim it correctly or else you'll fall down!

    • @WillHessGameDev
      @WillHessGameDev  Рік тому +1

      Ooooo I like that idea!

  • @Ell900
    @Ell900 Рік тому

    Hi first 🎉

  • @AL3X9235
    @AL3X9235 Рік тому

    Hi will 😏