As 3D artist, I don't think 3D game is better than 2D. 2D game is easy to scale up and takes less time to create. I'm sure most of people getting tired with high end 3D graphics of AAA already and 2D is really strong at this point. It is not about 2D or 3D. It is about good art and bad art whatever the dimensions are.
I'd love for this to become a series! Honestly you could just make it as a podcast or livestream because the visuals aren't super necessary and probably take a lot more time to edit in. Can't wait for my revolutionary 2D platformer idea to blow your minds next episode.
The DoorDash delivery game sounds like it could be fun. It sounded like "Crazy Taxi" (one of my childhood favorite games) with constant vehicular combat. It could be especially fun as a co-op game so some players could control the weapons systems while you all shit talk your friend driving for hitting obstacles, as is tradition in any game where one person has to drive for the whole squad. Not sure about the procedurally generated part though. IMO it would be better executed as just as large handcrafted map so you could design more fun obstacle areas, patches of enemies, ramps and ridges to jump the vehicle off of, etc.
Enjoyed your roasts! (Thoughts) Also based on me knowing your youtube viewers audience (based on one sample - me) not all are single programmers, so i very much liked how you added details (for some of the game ideas) on team requirements for specific ideas. Not just saying "its stupid to do" but its stupid unless you are an artist or a team of specific size etc.
Roomba 2087 3D! Future cities are messy, ugly and dangerous. A bunch of corporations are throwing their best AI units at the problem but those units are slow because of limitations and safety concerns. As a remote control vehicle operator, you could wipe the floor with them and quite literally in fact because you are going to steal those units for parts. The city pays credits based on how much you dump and it's surprisingly lucrative. Use your secret hideout in the forgotten sector to upgrade motors, wheels, intakes, weapons, defenses and more. Take out other bots and loot parts. Expand your operating territory by taking out enemy bots and replacing them with your home-grown bots. Setup or hack surveillance and build defenses to protect your bots and borders. The farther you go out into the city, the more aggressive other corporations get at trying to stop you. You'll encounter bigger bots, bigger defenses and etc. Eliminate the competition by bankrupting them. Can you rise to the top of the trash pile?
a Marnix strip-poker game where you ask/answer questions and two teams do a tug of war below the main action pane. win/lose is a function of the question, the time to answer, and the tug status.
18:56 Vehicle arena shooter - Twisted Metal and Vigilante 8 games come to mind. Pretty fun experience, but yeah, this genre needs bots for multiplayer since not much people play this kind of games. 21:45 This idea sounds just like the Hard Truck Apocalypse / Ex Machina. Would love something similar to it, but not sure procedural world is a good feature. Here's my game idea - Multiplayer, class-based FPS/Survival, Civilization-type progression. 2-4 player factions develop their bases from stone age to sci-fi age and fight each other. But you probably can't make such project with small team.
Question: Dose anyone known of any software that can be used to specifically organize a game idea? World anvil is the closet I could find. Seems to be used to make like D&D campaigns. Looking for something to keep track of quest chains, lore, maps, but also items and stats, organize mechanic ideas, link tutorials urls that pertain to what you want to do with the idea, Checklists, notes, reference images. Maps, town layouts, ect. Basically, somewhere you can put the idea down
Any kind of wiki tool, plus some kind of spreadsheet for managing numbers and lists of things. Notion is nice as it is a wiki with limited spreadsheet functionality built in, so you can reference data from wiki pages and such. I use a GitHub wiki (since the code is already hosted on GH, and so everyone who would be implementing based off of those designs already has an account there), with a Google Sheets spreadsheet, mostly because they are both free.
I didn't expect to sit through the whole 40mins, but it was lively! What strikes me is that some of these are 1:1 of existing well-known games, which makes me think either the person didn't do their homework, or assume players won't. Also there were several that sounded like One Cool Idea, but that's not an entire game. Indies talk so much about marketing, having good hooks, choosing the right genre, engine, etc. But seems like a lot don't even know what the parts of a game actually are 🤔 Maybe a Back to Basics video?
a lot of them (or "us", am part of them too) haven't made a full game yet so ofc they don't know the parts needed. (Free games and poorly placed gamejams don't count as there either isn't marketing or dev did a sloppy job)
@samamies88 But I assume anyone who wants to make games has played a few before, to know what the basic parts of one are. Even for a game-jam or school project or just idle curiosity, looking for info on "how are games made" would have to be Step 1. Otherwise how are ppl even getting the idea to fret over engines or consider marketing or any of that other stuff?
I feel passionate about making VR games. I know that they won't make money, but I as a player know the games I would play still aren't here. It just seems like a medium that isn't used to its full potential yet and I'd rather be the first to walk a new road than to slightly improve something old. I'm not stupid, it won't be my day job, I just keep it in the back burner. I know you said there are a lot of VR studios in Belgium. I wonder how they are doing.
i have one World of Warcraft manager basically football manager but you manage guild and players send them to farm do dungeons etc... with complexicity of deep manager game not sure if its bad idea but boy i wanna play that game kinda like heavy botting multiboxing wow on your very own server competiting computer guilds in DLC MMOish servers as liveService as second DLC
2D games are not necessarily a bad idea. Platformers might be. But making a 2D game is way easier than a 3D game, and if your systems are good enough, you can offset the cost of a less attractive art style.
These should probably be separated into good ideas and marketable ideas, cause some games seem to be judged poorly due to similar games existing already, but others are praised because it's a type of game that exists in droves and tends to sell well regardless.
If you understand that you'll need to market to a very niche audience. I think games do need good or at least stylized art at this point to sell or be marketable.
@@javiercolinacatalurda9644 I dont think beautiful art is necicarily the key but rather functional art with exponentially better results for good looks
Beautiful is not a correct word. Stylized and with acceptable quality. You can have low poly like in old Runescape and people will like your game if it's fun enough.
Instant or easy "Red Button Games" for me are: - first person games .. no matter how good the graphics are, I don't hate them - I just don'play them - VR, I don't want to wear the head gear - games with building cities or bases - with too much crafting - 16Bit graphics, most of the don't apeal to me - retro games with graphics like Atari, NES or PS1 .... my question is most of the time "why?" - top down games, isometic is ok but 100% like bird view is not so good - games with big skill trees - games in that you play as a ball or cube - games in that the hero wears too much armor - games in that boss fights takes over 10 minutes or even a hour - games in that you can die every 5 seconds, even in the first minutes of the game - since 7 years I have started to to dislike leveling and upgrading, I still play games with simple systems like Genshin (you can level up to max within minutes if you got all materials)
@@bitemegames I prefer thrid person games, that can be action adventures, RPGs, fife simulations , open world, sports games, jump n' run, racing, horror, ... etc. The main reasons why I'm so picky are that I have played over 1000 games (all genres, from SNES to modern MMOs), completed most of them and learned a lot of them what "bad" mechanics, character design and level layout are. That's also one main reason why I plan to start to make games in Unreal (I just need to upgrade my pc with a new ssd), first simple projects later more advanced games with features that in most games doesn't exists. Most of my games would be with pretty but weak and clumsy characters lost in a big worlds, physics and stamina systems would be very important ... I don't care if my games would get bad reviews, aslong I have fun to make them.
Whats wrong with 2D and specially with Godot? Take a look at these successful games made in Godot: - Endoparasitic - Halls of Torment - Cassette Beasts (2DHD) - Dome Keeper - Backpack Battles - Brotato Just to name a few. And now that 4W Games anounced their reasonable priced console porting service we'll see even more successful stories as the barrier some developers had with console porting is finally vanishing. Or take a look at Balatro, 2D game made with the Löve framework and is one the most successful indies of the last years and made millions of dollars. In my opinion, if you are a mediocre game developer you'll be so regardless of game engine or art style chosen. /rant :P
I think their logic is that you can get away with lower quality slop as long as it is 3D. I don't necessarily agree and think they did not get their point across well, but maybe they have a video dedicated to this opinion.
@@Detril2000 That's not what they said. They said that 3D is easier to market, and they are 100% correct on that. If your whole marketing is posting screens/gifs on reddit, 3D game will stand out way more.
Their channel is aimed at being a comercially sucessful indie which is why you'll often have (I know I do^^) clashing opinions with them. What they said is that, yes, you can do a succesful 2D games, but you probably won't. While just releasing some crappy horror game will sell no matter what. So, your best bet to be successful (comercially !) is to create some 3D decent games and keep it simple so you don't end up working for 7 years on it.
Part of it is marketing, part is execution. On the first point, 3d appeals more in today's market. To the second point, most ppl just aren't as good artists as they think. So they'll make "good enough" art but the market judges it harshly. Even good artists have trouble producing consistently, in the quantities needed for an entire game. 3d lets you use your art more efficiently, since there are more ways to reuse and tweak everything from models to textures to animations. 2d aesthetics are fine, but it's an inefficient approach, where indies need efficiency.
As 3D artist, I don't think 3D game is better than 2D. 2D game is easy to scale up and takes less time to create. I'm sure most of people getting tired with high end 3D graphics of AAA already and 2D is really strong at this point. It is not about 2D or 3D. It is about good art and bad art whatever the dimensions are.
yeah sometimes they have zoomer moments like 3D being better and saying OG SotC isn´t beautiful
I really like how honest these two are🤣
I'd love for this to become a series! Honestly you could just make it as a podcast or livestream because the visuals aren't super necessary and probably take a lot more time to edit in.
Can't wait for my revolutionary 2D platformer idea to blow your minds next episode.
The DoorDash delivery game sounds like it could be fun. It sounded like "Crazy Taxi" (one of my childhood favorite games) with constant vehicular combat. It could be especially fun as a co-op game so some players could control the weapons systems while you all shit talk your friend driving for hitting obstacles, as is tradition in any game where one person has to drive for the whole squad.
Not sure about the procedurally generated part though. IMO it would be better executed as just as large handcrafted map so you could design more fun obstacle areas, patches of enemies, ramps and ridges to jump the vehicle off of, etc.
I dont use shitty 2d sprites because I use Godot, I use Gamemaker lol.
Enjoyed your roasts! (Thoughts) Also based on me knowing your youtube viewers audience (based on one sample - me) not all are single programmers, so i very much liked how you added details (for some of the game ideas) on team requirements for specific ideas. Not just saying "its stupid to do" but its stupid unless you are an artist or a team of specific size etc.
This was great! I hope people keep submitting ideas and you make more of these.
Roomba 2087 3D! Future cities are messy, ugly and dangerous. A bunch of corporations are throwing their best AI units at the problem but those units are slow because of limitations and safety concerns. As a remote control vehicle operator, you could wipe the floor with them and quite literally in fact because you are going to steal those units for parts. The city pays credits based on how much you dump and it's surprisingly lucrative. Use your secret hideout in the forgotten sector to upgrade motors, wheels, intakes, weapons, defenses and more. Take out other bots and loot parts. Expand your operating territory by taking out enemy bots and replacing them with your home-grown bots. Setup or hack surveillance and build defenses to protect your bots and borders. The farther you go out into the city, the more aggressive other corporations get at trying to stop you. You'll encounter bigger bots, bigger defenses and etc. Eliminate the competition by bankrupting them. Can you rise to the top of the trash pile?
The post apocalyptic rogue light delivery game sounds like the best idea ever Youcan’t cut a few words out! Every word is precious just like Marnix
The missions are random. There are 100 locations and each delivery could be from location 1 to 100 to location 1 to 100. Just watch mad max
This needs to be a regular series lol
a Marnix strip-poker game where you ask/answer questions and two teams do a tug of war below the main action pane. win/lose is a function of the question, the time to answer, and the tug status.
Hot take: they both look well rested and like they have a healthy relationship with energy drinks
"Vehicle arena shooter" sounds a little-bit like good old Carmageddon :)
18:56 Vehicle arena shooter - Twisted Metal and Vigilante 8 games come to mind. Pretty fun experience, but yeah, this genre needs bots for multiplayer since not much people play this kind of games.
21:45 This idea sounds just like the Hard Truck Apocalypse / Ex Machina. Would love something similar to it, but not sure procedural world is a good feature.
Here's my game idea - Multiplayer, class-based FPS/Survival, Civilization-type progression. 2-4 player factions develop their bases from stone age to sci-fi age and fight each other. But you probably can't make such project with small team.
I'm going to have to give Rumu a try, that looks like my kind of game.
Question:
Dose anyone known of any software that can be used to specifically organize a game idea?
World anvil is the closet I could find. Seems to be used to make like D&D campaigns.
Looking for something to keep track of quest chains, lore, maps, but also items and stats, organize mechanic ideas, link tutorials urls that pertain to what you want to do with the idea,
Checklists, notes, reference images. Maps, town layouts, ect.
Basically, somewhere you can put the idea down
Any kind of wiki tool, plus some kind of spreadsheet for managing numbers and lists of things. Notion is nice as it is a wiki with limited spreadsheet functionality built in, so you can reference data from wiki pages and such. I use a GitHub wiki (since the code is already hosted on GH, and so everyone who would be implementing based off of those designs already has an account there), with a Google Sheets spreadsheet, mostly because they are both free.
16:57 this sounds like that one krusty krab horror game with the spatula killer
I didn't expect to sit through the whole 40mins, but it was lively! What strikes me is that some of these are 1:1 of existing well-known games, which makes me think either the person didn't do their homework, or assume players won't.
Also there were several that sounded like One Cool Idea, but that's not an entire game.
Indies talk so much about marketing, having good hooks, choosing the right genre, engine, etc. But seems like a lot don't even know what the parts of a game actually are 🤔 Maybe a Back to Basics video?
a lot of them (or "us", am part of them too) haven't made a full game yet so ofc they don't know the parts needed. (Free games and poorly placed gamejams don't count as there either isn't marketing or dev did a sloppy job)
@samamies88 But I assume anyone who wants to make games has played a few before, to know what the basic parts of one are. Even for a game-jam or school project or just idle curiosity, looking for info on "how are games made" would have to be Step 1.
Otherwise how are ppl even getting the idea to fret over engines or consider marketing or any of that other stuff?
I feel passionate about making VR games. I know that they won't make money, but I as a player know the games I would play still aren't here. It just seems like a medium that isn't used to its full potential yet and I'd rather be the first to walk a new road than to slightly improve something old. I'm not stupid, it won't be my day job, I just keep it in the back burner. I know you said there are a lot of VR studios in Belgium. I wonder how they are doing.
They're all doing horribly tbh, kept alive by a seemingly infinite pool of government grants that they can burn. -M
i have one
World of Warcraft manager
basically football manager but you manage guild and players send them to farm do dungeons etc... with complexicity of deep manager game
not sure if its bad idea but boy i wanna play that game
kinda like heavy botting multiboxing wow on your very own server
competiting computer guilds in DLC
MMOish servers as liveService as second DLC
2D games are not necessarily a bad idea. Platformers might be. But making a 2D game is way easier than a 3D game, and if your systems are good enough, you can offset the cost of a less attractive art style.
I had a feeling the streamer bait idea might catch you, it was....streamer bait
As a heads up, beatsaber does officially have multiplayer
Where did you get those stats for the game tags 11:42
These should probably be separated into good ideas and marketable ideas, cause some games seem to be judged poorly due to similar games existing already, but others are praised because it's a type of game that exists in droves and tends to sell well regardless.
37:13 If God Eater isn't that I doubt an indie could make it.
Made it into the thumbnail woo
I think the most successful vehicle shooter is World of Tank
Is a simple 2d sprite based JRPG with the only hook being "S tier story/character development" worth trying?
(yes like SNES FFantasies upscaled)
If you understand that you'll need to market to a very niche audience. I think games do need good or at least stylized art at this point to sell or be marketable.
9:20 2D Mario Galaxy?
You didn’t say twisted metal for the vehicle combat?
I submitted my million dollar game idea. There. Now apply it and become rich!@ muahahaha
2:04 instant vomit. like, imagine fast pased movement in vr without teleportation or something
Nice
They skipped mine! I was the one that suggested the soulslike :(
Prolly because it's not a bad game idea. Just a bad idea for an indie
@@travisconnelly6659 It was a soulslike where every run would be procedurally generated, including enemies and bosses as well as the environment.
2d or 3d are the same, you only need a fun game with beautiful art
beautiful art is extremely hard
@@monolith-zl4qt yes but is the key for success
@@javiercolinacatalurda9644 I dont think beautiful art is necicarily the key but rather functional art with exponentially better results for good looks
@@monolith-zl4qt beautiful doesnt mean complex.... is more about composition
Beautiful is not a correct word. Stylized and with acceptable quality. You can have low poly like in old Runescape and people will like your game if it's fun enough.
Instant or easy "Red Button Games" for me are:
- first person games .. no matter how good the graphics are, I don't hate them - I just don'play them
- VR, I don't want to wear the head gear
- games with building cities or bases
- with too much crafting
- 16Bit graphics, most of the don't apeal to me
- retro games with graphics like Atari, NES or PS1 .... my question is most of the time "why?"
- top down games, isometic is ok but 100% like bird view is not so good
- games with big skill trees
- games in that you play as a ball or cube
- games in that the hero wears too much armor
- games in that boss fights takes over 10 minutes or even a hour
- games in that you can die every 5 seconds, even in the first minutes of the game
- since 7 years I have started to to dislike leveling and upgrading, I still play games with simple systems like Genshin (you can level up to max within minutes if you got all materials)
Sooo, what games _do_ you like? -M
@@bitemegames I prefer thrid person games, that can be action adventures, RPGs, fife simulations , open world, sports games, jump n' run, racing, horror, ... etc.
The main reasons why I'm so picky are that I have played over 1000 games (all genres, from SNES to modern MMOs), completed most of them and learned a lot of them what "bad" mechanics, character design and level layout are. That's also one main reason why I plan to start to make games in Unreal (I just need to upgrade my pc with a new ssd), first simple projects later more advanced games with features that in most games doesn't exists.
Most of my games would be with pretty but weak and clumsy characters lost in a big worlds, physics and stamina systems would be very important ... I don't care if my games would get bad reviews, aslong I have fun to make them.
- games that from a distance look like a fly
- games where the number of item slots is divisible by 14
- games between 257Kb and 263.5Kb in size
Whats wrong with 2D and specially with Godot?
Take a look at these successful games made in Godot:
- Endoparasitic
- Halls of Torment
- Cassette Beasts (2DHD)
- Dome Keeper
- Backpack Battles
- Brotato
Just to name a few. And now that 4W Games anounced their reasonable priced console porting service we'll see even more successful stories as the barrier some developers had with console porting is finally vanishing.
Or take a look at Balatro, 2D game made with the Löve framework and is one the most successful indies of the last years and made millions of dollars.
In my opinion, if you are a mediocre game developer you'll be so regardless of game engine or art style chosen.
/rant :P
I think their logic is that you can get away with lower quality slop as long as it is 3D. I don't necessarily agree and think they did not get their point across well, but maybe they have a video dedicated to this opinion.
@@Detril2000 That's not what they said. They said that 3D is easier to market, and they are 100% correct on that. If your whole marketing is posting screens/gifs on reddit, 3D game will stand out way more.
they gone woke, switch to redot now.
Their channel is aimed at being a comercially sucessful indie which is why you'll often have (I know I do^^) clashing opinions with them.
What they said is that, yes, you can do a succesful 2D games, but you probably won't. While just releasing some crappy horror game will sell no matter what. So, your best bet to be successful (comercially !) is to create some 3D decent games and keep it simple so you don't end up working for 7 years on it.
Part of it is marketing, part is execution. On the first point, 3d appeals more in today's market. To the second point, most ppl just aren't as good artists as they think. So they'll make "good enough" art but the market judges it harshly.
Even good artists have trouble producing consistently, in the quantities needed for an entire game. 3d lets you use your art more efficiently, since there are more ways to reuse and tweak everything from models to textures to animations. 2d aesthetics are fine, but it's an inefficient approach, where indies need efficiency.