I'm glad you touched on the devs that go from game dev to permanent game dev vlogger who never finish a game, or even try to and insetad just try to be game dev youtubers.
I honestly hate dev logs. Its not interesting to me unless it happens to be from someone with a ton of industry experience like Tim Caine's YT channel. I hate the "I Made *game* in 30 days" videos also lol
I think playing games muted is very very common for tons of different reasons. You can't rely on sound in marketing or gifs either so its worth thinking about the game without sound effects.
talking about prototyping, there should be like 3 stages. First is the gameplay prototype or tech demo. It's the one you try out for your gameplay, concept prove, or something. Second is the core loop prototype. It's to see the gameflow of the game, like barebone version of the game. Third is the characteristic prototype. It's to define the appeal of the game and adjust the pacing. Find what make your game fun or appealing here. I don't know what could be after these, but I think you could safely push for MVP and see the overall experience, Many people when talking about gamedev, they're being vague. Now I understood that they just didn't understand them enough and just somehow pushthrough. No offense, but being able to do something doesn't mean you can teach others. I'm kinda lucky for being slow on improving, or maybe I'm already fast but I never lie to myself and pretend to be able to do something. I understood the game process enough to explain to others. But that's the result of me trying to push myself forward rather than trying to teach anyone. I mean if I want to teach people, I'd already make videos. I'm just your fellow gamedev making my games. So think of it as a friendly suggestion. As for the duration, don't limit yourself too much. If you're new you probably spend 6 months on a single prototype because you don't even know the very basic of gamedev. I spent 6 months just to make a space shooter which was my second game after the simple puzzle platformer as my first game. Objectively I think space shooter is much easier than puzzle platformer. The real difficulty is how to make them good, and space shooter is much easier to do right than puzzle platformer.
I think Broforce has the perfect story in games for me. It’s basically “there’s bad guys, go kill them!” What’s more important is that the world feels cohesive. I love good worldbuilding but not every game needs it. Every game does need cohesion in some way.
A good game outsells a mediocre game with marketing, undoubtly. It will take longer, there's an opportunity cost to it and you can argue it will not make as much as it could potentially, but it will win in the long run, and we have several 0 marketing cases to prove this, unlike your theory which relies solely on barely thought out assumptions.
Good to see Thomas survived the excavator incident. Wishing him a fast recovery.
This was recorded before I died.
-T
@@bitemegames I see dead ppl
I'm glad you touched on the devs that go from game dev to permanent game dev vlogger who never finish a game, or even try to and insetad just try to be game dev youtubers.
Tierlist of Tierlist when?
I agree that sound design is something that I hate doing but I love the fact that it turns a trash prototype into a proper game
I want a tierlist which tierlist gives the most information/knowledge
I honestly hate dev logs. Its not interesting to me unless it happens to be from someone with a ton of industry experience like Tim Caine's YT channel. I hate the "I Made *game* in 30 days" videos also lol
I think playing games muted is very very common for tons of different reasons. You can't rely on sound in marketing or gifs either so its worth thinking about the game without sound effects.
5:03 I did record that once in the forest, haha. Thank you for this tierlist video.
I'd add outsourcing to the tier list.
Getting some definition on those biceps, guys! Looking good!
I've been prototyping for 6 months
talking about prototyping, there should be like 3 stages.
First is the gameplay prototype or tech demo. It's the one you try out for your gameplay, concept prove, or something.
Second is the core loop prototype. It's to see the gameflow of the game, like barebone version of the game.
Third is the characteristic prototype. It's to define the appeal of the game and adjust the pacing. Find what make your game fun or appealing here.
I don't know what could be after these, but I think you could safely push for MVP and see the overall experience,
Many people when talking about gamedev, they're being vague. Now I understood that they just didn't understand them enough and just somehow pushthrough.
No offense, but being able to do something doesn't mean you can teach others.
I'm kinda lucky for being slow on improving, or maybe I'm already fast but I never lie to myself and pretend to be able to do something.
I understood the game process enough to explain to others. But that's the result of me trying to push myself forward rather than trying to teach anyone.
I mean if I want to teach people, I'd already make videos.
I'm just your fellow gamedev making my games. So think of it as a friendly suggestion.
As for the duration, don't limit yourself too much.
If you're new you probably spend 6 months on a single prototype because you don't even know the very basic of gamedev.
I spent 6 months just to make a space shooter which was my second game after the simple puzzle platformer as my first game.
Objectively I think space shooter is much easier than puzzle platformer. The real difficulty is how to make them good, and space shooter is much easier to do right than puzzle platformer.
I like tier lists
I think im prototyping between 1 day to 1 week. Like 8 h of work is one day. And btw i make really small games
I think Broforce has the perfect story in games for me. It’s basically “there’s bad guys, go kill them!” What’s more important is that the world feels cohesive. I love good worldbuilding but not every game needs it. Every game does need cohesion in some way.
Normalize using minecraft assets for a placeholders!
Most people prototype not knowing they do. They start project, work, then change idea etc. it's great for learning thou
where do you put lewd though? quite important aspect of ANY game ngl
Push this video to others youtube !! 😄 damn trying to help guys. Will watch the video after doing grocery 👍 liked and commented.
A good game outsells a mediocre game with marketing, undoubtly. It will take longer, there's an opportunity cost to it and you can argue it will not make as much as it could potentially, but it will win in the long run, and we have several 0 marketing cases to prove this, unlike your theory which relies solely on barely thought out assumptions.
I’m a psycho I guess, I play most games completely mute
Do you listen to music at the same time?
Me too because my wife gets annoyed if I make noise. In this case I don't think I am the psycho.
@@not_ever headphones????. Earphones? M?
@@not_ever Yikes. I'd get a new wife.
@ If I wear headphones she is upset when I don't respond to her talking to me. Life is easier when I just mute the audio.
A good game with no marketing will sell 100 copies, a bad game with good marketing will sell 10.
You cannot have one without the other.
I’ve seen bad games sell millions.
It’s great to have a good game but people need to know it exists.
Thanks homies
Link to part 1 ? You know, like the very basics when you're talking about "pt 2"
It is in the description from what I can see
@@Benjamin-di3wm Added in the meantime