Yep, this sums up a lot. Much more than overscope/feature bloat. I'm not even sure if you fully realize just how many different problems you overscoped into this very vid based on how new you are to this entire process. You tackled scope, imposter syndrome, the challenges of learning new tools/nodes, and so much more. Games, particularly 3D (and especially AAA,) are the product of multiple, life-long careers. There's the organizer that does the docs, the engineers that speak in binary, the artists - ranging from textures to models to music to UI/UX, lawyers to keep it all legal, and producers to fund the damn thing. Indie devs have to take on ALL of those responsibilities. Before you've even opened an editor you've bitten off more than you can chew. The key to success is chewing away at one small, bite sized, problem at a time. Thanks for coming to my TedTalk. Keep up the good work 👍
Yes!! I think that sums everything up perfectly! I think that's something that I'm slowly learning every day, and I'll probably continue to learn and re-learn for years to come 😂
You're doing great!!! Most important thing is to get to a playable version ASAP! Strip out everything that you don't need for now (quests, day/night, upgradable items, etc.). Then get the demo out there and add one thing at a time... while collecting feedback every step of the way!!
I think I saw all the comments and there is something missing. The shape of a 3D model is called a mesh. The things that move them is called Bones and all the bones in a model is called a rig. A mesh is attached to bones through Weight painting. The colour of the mesh is called *albedo* and can be solid colours or textures. To use textures you have to "UV unwrap", which is the process of making your model lay flat so you can draw on it. There is a lot more that I didn't cover but hopefully this should at least get you going in the right direction. Also people use the capsule because it handles stairs and hills decently enough.
Brilliant video. I think the answer is that game devs always overscope, you just start getting a better idea of what you can cut out when you have to. I hope these smaller learning projects help you learn that too.
Thank you!! True, I think over time, I'll start to get a better idea of my limits, but it's good to know that overscoping is something that happens to all game devs 😂🙌
Here's a suggestion for any new game devs - don't start planning with genres, themes or narratives. Game dev should always start with a core mechanic that is fun. They begin as "toys" which are expanded out into games and if that core mechanuc is fun then the game will be fun. If that core mechanic has many uses then your game will have depth. The phrase "easy to learn, difficult to master" is rooted in this principle. Also by aiming to build a genre or even having an aesthetic you immediately begin to introduce problems as you'll be forced to discard good solutions to a gameplay problem because it doesn't fit the genre or aesthetic. You've all played games where gameplay elements didn't seem to mesh very well or the mechanic itself seems very forced for the setting or genre of the game. This is a consequence of working within these restrictions and for new developers you need to avoid that because it takes experience to foresee far enough along the development process to plan ways around them.
Feature creep is something that every dev/studio experience regularly. Best way to deal with it is to have a priority roadmap and have deadlines when certain stages needs to be done. That way the features that didn’t get implemented before the deadline will be cut out. If you don’t then you will end up the same as No Man’s Sky and Cyberpunk 2077 where you promise more and more features but don’t take into consideration of the time it takes to implement them and make them work properly.
Funnily, I overscope, a lot. And I haven't even made a game yet. Rpg with many cities, cutscenes, and a grand story. That sounds like me. Maybe I must lower my scope. Glad to hear i'm not the only one that do it. This video may literally change my life. Didn't have a specific goal in mind despite having a ocen of ideas i would like to dump. Thanks a lot to make a mistake which help people like me to not do the mistake. Thank you greenLIGHTdev
@@GreenLightDev and i would like to let you know that I am learning basic programming right now. This task takes a lot of patience. Can I know how much of programming you learned before starting gamedev?
“What should the story be” Take a tip from a D&D Dungeon Master; Just make it about hunting a vampire and work from there. Lmao But that’s kinda what I do; take a story and simplify it. Cue Lord Of The Rings in a Box
good luck on your journey dude! to you, and anyone else who's trying to learn game development, game jams are a great place to start. the short time period forces you to scope small, and some jams have discord servers where you can team up and learn from more experienced developers. they're a lot of fun :)
Nahh, you don't get to come in here and turn game dev into a cinematic masterpiece... HOW, how does your video look, feel and sound so good... all the animations, how does one learn this because my videos can't even compete
I think the key is breaking down not specific ideas into the most specific deliverables. Then making a calculation. Then you have to decide if making the project is feasible, if so, how. Depending on that answer, you break it down to a minimum viable product. Then you go onto the development phase which starts with prototyping.
I spent many many years never finishing projects, but they're hobby projects and they're just for fun - and I was having fun. I started in the last two years of high school, all through uni and until I got to work making little hobby things that were never finished. A few years into working full-time I finally found an idea was exactly what I wanted to do. I'm now 6 years in, and this jumbo project will take at least another 10. There's a huge focus on finishing games these days and not just doing what you enioy. If you're having fun, then you're not doing it "wrong". And once the game is done(ish) it'll be a unique, new and grand vision, which I'm very excited for. Don't just follow trends and don't lock yourself into one style of doing things, just have fun and enjoy yourself 😊
this ones awesome...me and my school friend both are full on committed making one ourselves with a hugeeee ass scope ( and panics do come in small waves and tides) your video made me smile in this time...thanks a bunch and god speed brother!!
My first game is going to be a huge one! But my solution to not be overwhelmed, is to take one mechanic and make a standalone prototype about that and then take code and knowledge from all those and put it back into the "main" project. At least that has helped me keep the motivation and passion going.:)
I’m in the middle of an overscoping crisis as well. My very first game I wanted procedurally generated worlds and items, that’s a terrible idea for a first game, even seasoned game devs think it’s hard to do. Now my worlds are handcrafted and items are placed manually, which is way more manageable. I still think my game is way too ambitious for a first timer, but I’ve done so much that I’d hate to put it to the side and do other stuff.
Yeah figuring out how not to over scope seems like a skill in itself. That's great to hear that it sounds like you're making progress on the game you're working on though, even if it means dialing back some of those initial ideas. That can be difficult, but necessary at the same time, so that alone is a win 👍
Small correction in your description. You are in fact a game dev the second you decide to learn to make games and begin on your journey to learn it. Also I am not finding you discord link in the description.
Thank you! I suppose there's a feeling of imposter syndrome, knowing that I still have a lot to learn, but I appreciate that! 🙏 Here's the link to the discord :) discord.gg/zcNjeUQTPP
I used Unity for a decade and still made the switch. Unity has dozens of features I'll never actually use. It's basically bloatware and it isn't actually free. So many concepts are directly translated 1:1. Really you just need to spend some time appending some new definitions to terms you learned with Unity. Like a Scene in Godot is both a Scene and a Prefab in Unity for example.
I had a project that went way too big. I spent a month implementing 10% of the mechanics with no gameplay and then I realised that I would never finish the game. Then I threw it into the “have potential” pile of projects for another day.
That's good that you didn't throw the idea away completely. I still have that original idea with 6 skills and 3 major cities, but that's now an idea that I can work towards. It gives me motivation to keep learning 👍
@@GreenLightDevsomething I found useful is to stick to a vision and nothing else. My brain would randomly come up with finished gameplay screenshots for a game idea I was thinking of, and I try to remember a few interesting screenshots in my brain and just make that thing.
How to convince my friend who constantly keeps overscoping to watch this? He will see the title and never click on it. I always feel like the "no-fun" police because I always have to tell him "No that's not possible. No that one isn't too. Maybe lets keep focus on the core?" and stuff alike. He never finished a project he started because he always get so overwhelmed (understandably). He needs to watch this video! But how?
Good question, I think what I was trying to do was do both at the same time, when I probably should've focused more on the gameplay first, and the story second. I come from a background in videography, so this idea of story second didn't come natural to me
ever game dev needs to overscope. If you havnt overscoped once then idk what your doing! Ive gone through multiple sessions with calling my friends for over an hour planning a game. Them it just doesnt happen. But the important thing is to learn from it every tiem!
Yep, this sums up a lot. Much more than overscope/feature bloat.
I'm not even sure if you fully realize just how many different problems you overscoped into this very vid based on how new you are to this entire process.
You tackled scope, imposter syndrome, the challenges of learning new tools/nodes, and so much more.
Games, particularly 3D (and especially AAA,) are the product of multiple, life-long careers. There's the organizer that does the docs, the engineers that speak in binary, the artists - ranging from textures to models to music to UI/UX, lawyers to keep it all legal, and producers to fund the damn thing.
Indie devs have to take on ALL of those responsibilities. Before you've even opened an editor you've bitten off more than you can chew.
The key to success is chewing away at one small, bite sized, problem at a time. Thanks for coming to my TedTalk. Keep up the good work 👍
Yes!! I think that sums everything up perfectly! I think that's something that I'm slowly learning every day, and I'll probably continue to learn and re-learn for years to come 😂
You're doing great!!! Most important thing is to get to a playable version ASAP! Strip out everything that you don't need for now (quests, day/night, upgradable items, etc.). Then get the demo out there and add one thing at a time... while collecting feedback every step of the way!!
You're right about that! One thing at a time 👍🙏
Okay but this is peak background gameplay
new shorts gameplay right there
ok brooo! I clicked because of the title, but the style of this video is amazing!
I loved this, actually got 'the feels' at the end! lets go man, I'm in Subbed
I think I saw all the comments and there is something missing.
The shape of a 3D model is called a mesh.
The things that move them is called Bones and all the bones in a model is called a rig.
A mesh is attached to bones through Weight painting.
The colour of the mesh is called *albedo* and can be solid colours or textures.
To use textures you have to "UV unwrap", which is the process of making your model lay flat so you can draw on it.
There is a lot more that I didn't cover but hopefully this should at least get you going in the right direction.
Also people use the capsule because it handles stairs and hills decently enough.
Gold mine of info! I really appreciate the jump start, that really does help clear some things up. Thank you!! 🙏🙏
@@GreenLightDev No problems dude, looking forward to the next video.
Brilliant video. I think the answer is that game devs always overscope, you just start getting a better idea of what you can cut out when you have to. I hope these smaller learning projects help you learn that too.
Thank you!! True, I think over time, I'll start to get a better idea of my limits, but it's good to know that overscoping is something that happens to all game devs 😂🙌
Here's a suggestion for any new game devs - don't start planning with genres, themes or narratives.
Game dev should always start with a core mechanic that is fun. They begin as "toys" which are expanded out into games and if that core mechanuc is fun then the game will be fun. If that core mechanic has many uses then your game will have depth. The phrase "easy to learn, difficult to master" is rooted in this principle.
Also by aiming to build a genre or even having an aesthetic you immediately begin to introduce problems as you'll be forced to discard good solutions to a gameplay problem because it doesn't fit the genre or aesthetic. You've all played games where gameplay elements didn't seem to mesh very well or the mechanic itself seems very forced for the setting or genre of the game. This is a consequence of working within these restrictions and for new developers you need to avoid that because it takes experience to foresee far enough along the development process to plan ways around them.
I love this, and it makes a ton of sense. I really appreciate the advice 🙏🙏
Feature creep is something that every dev/studio experience regularly. Best way to deal with it is to have a priority roadmap and have deadlines when certain stages needs to be done. That way the features that didn’t get implemented before the deadline will be cut out.
If you don’t then you will end up the same as No Man’s Sky and Cyberpunk 2077 where you promise more and more features but don’t take into consideration of the time it takes to implement them and make them work properly.
Funnily, I overscope, a lot. And I haven't even made a game yet. Rpg with many cities, cutscenes, and a grand story. That sounds like me. Maybe I must lower my scope. Glad to hear i'm not the only one that do it. This video may literally change my life. Didn't have a specific goal in mind despite having a ocen of ideas i would like to dump. Thanks a lot to make a mistake which help people like me to not do the mistake. Thank you greenLIGHTdev
I'm glad this video helped!! Trying not to over scope is difficult, but it's helpful knowing that everyone experiences it in some way 👍
@@GreenLightDev and i would like to let you know that I am learning basic programming right now. This task takes a lot of patience. Can I know how much of programming you learned before starting gamedev?
“What should the story be”
Take a tip from a D&D Dungeon Master; Just make it about hunting a vampire and work from there. Lmao
But that’s kinda what I do; take a story and simplify it. Cue Lord Of The Rings in a Box
Where were you a month ago 😂 haha good advice for next time 🙏😂
good luck on your journey dude! to you, and anyone else who's trying to learn game development, game jams are a great place to start. the short time period forces you to scope small, and some jams have discord servers where you can team up and learn from more experienced developers. they're a lot of fun :)
one of the best youtuber/gamedev your efforts are amazing!!!
Thank you so much! 🙏🙏
Nahh, you don't get to come in here and turn game dev into a cinematic masterpiece... HOW, how does your video look, feel and sound so good... all the animations, how does one learn this because my videos can't even compete
Thank you very much for the kind words!! They take time, so that really means a lot! 😁🙏🙏
It's good to know I'm not alone in all of these issues. People don't often talk about gamedev pitfalls that aren't related to actual programming skill
You're not alone for sure!! Reminders of this are always nice to be aware of 👌
Helping algorithm don't mind me
Much appreciated 🙏🙏
this is really inspiring, im rooting for you Keep it up!!!
I think the key is breaking down not specific ideas into the most specific deliverables. Then making a calculation. Then you have to decide if making the project is feasible, if so, how. Depending on that answer, you break it down to a minimum viable product. Then you go onto the development phase which starts with prototyping.
That part about breaking it down into a minimum viable project seems key. Definitely something I want to work on!
I spent many many years never finishing projects, but they're hobby projects and they're just for fun - and I was having fun.
I started in the last two years of high school, all through uni and until I got to work making little hobby things that were never finished.
A few years into working full-time I finally found an idea was exactly what I wanted to do. I'm now 6 years in, and this jumbo project will take at least another 10.
There's a huge focus on finishing games these days and not just doing what you enioy. If you're having fun, then you're not doing it "wrong".
And once the game is done(ish) it'll be a unique, new and grand vision, which I'm very excited for.
Don't just follow trends and don't lock yourself into one style of doing things, just have fun and enjoy yourself 😊
this ones awesome...me and my school friend both are full on committed making one ourselves with a hugeeee ass scope ( and panics do come in small waves and tides)
your video made me smile in this time...thanks a bunch and god speed brother!!
The next chapter begins 🍿
And so it begins 😂🙌
This is the first video of yours I am watching, but sign me up on the journey. Subbed and looking forward for more, cheers!
Glad to have you! 🙌
My first game is going to be a huge one! But my solution to not be overwhelmed, is to take one mechanic and make a standalone prototype about that and then take code and knowledge from all those and put it back into the "main" project. At least that has helped me keep the motivation and passion going.:)
That's a smart approach! Then everything can potentially get used in the main project 👌
Good quality content, subbed.
I’m in the middle of an overscoping crisis as well. My very first game I wanted procedurally generated worlds and items, that’s a terrible idea for a first game, even seasoned game devs think it’s hard to do. Now my worlds are handcrafted and items are placed manually, which is way more manageable. I still think my game is way too ambitious for a first timer, but I’ve done so much that I’d hate to put it to the side and do other stuff.
Yeah figuring out how not to over scope seems like a skill in itself. That's great to hear that it sounds like you're making progress on the game you're working on though, even if it means dialing back some of those initial ideas. That can be difficult, but necessary at the same time, so that alone is a win 👍
@@GreenLightDev i agree, and i cant wait to see how your future projects looks! Your first one was super cool and helped inspire me!
That's awesome to hear!! Thank you, I'm glad you liked it! 🙏🙏
You Vedio Editing skills are good as well.
Thank you! 🙏
Good question
Still learning 😅
@@GreenLightDev We all are
Small correction in your description. You are in fact a game dev the second you decide to learn to make games and begin on your journey to learn it. Also I am not finding you discord link in the description.
Thank you! I suppose there's a feeling of imposter syndrome, knowing that I still have a lot to learn, but I appreciate that! 🙏 Here's the link to the discord :)
discord.gg/zcNjeUQTPP
me to a fault I constantly overscope and then those ideas go into a book to Frankenstein into something else later down the road
That's a good idea to recycle them so they don't go to waste!
5:00 this was literally me when intried Godot, after knowing unity Well, No thank you i'll Stick to unity for now
Haha I love it after learning more about what each node does, but it does take time!
kinda same, but i love how fast is godot so im gonna try atleast
I used Unity for a decade and still made the switch. Unity has dozens of features I'll never actually use. It's basically bloatware and it isn't actually free.
So many concepts are directly translated 1:1. Really you just need to spend some time appending some new definitions to terms you learned with Unity.
Like a Scene in Godot is both a Scene and a Prefab in Unity for example.
I had a project that went way too big. I spent a month implementing 10% of the mechanics with no gameplay and then I realised that I would never finish the game. Then I threw it into the “have potential” pile of projects for another day.
That's good that you didn't throw the idea away completely. I still have that original idea with 6 skills and 3 major cities, but that's now an idea that I can work towards. It gives me motivation to keep learning 👍
@@GreenLightDevsomething I found useful is to stick to a vision and nothing else. My brain would randomly come up with finished gameplay screenshots for a game idea I was thinking of, and I try to remember a few interesting screenshots in my brain and just make that thing.
How to convince my friend who constantly keeps overscoping to watch this? He will see the title and never click on it. I always feel like the "no-fun" police because I always have to tell him "No that's not possible. No that one isn't too. Maybe lets keep focus on the core?" and stuff alike. He never finished a project he started because he always get so overwhelmed (understandably). He needs to watch this video! But how?
What is the main idea or mechanic of your next game? Do you want to make a game or tell a story??
Good question, I think what I was trying to do was do both at the same time, when I probably should've focused more on the gameplay first, and the story second. I come from a background in videography, so this idea of story second didn't come natural to me
ever game dev needs to overscope. If you havnt overscoped once then idk what your doing! Ive gone through multiple sessions with calling my friends for over an hour planning a game. Them it just doesnt happen. But the important thing is to learn from it every tiem!
This makes sense, especially because how are we going to know where our limits are if we don't test them out every once in a while 😂
relatable 😂😂😂. spends months on getting a progress bar to work.
Sounds about right 😂
you got 1 subb when the SUPER X appear lol
You sound like goddis
Bro I'm use to make 3d games, i had thecsame experience and i read the manual first, it's not you, it's godot ass interface 😂
Hahaha I'm glad I'm not the only one 😂
Nife
Lol