This is perhaps a bit of a crazy upload. I’m not going to have time to do game dev/youtube for a couple of days, but still wanted to try and upload something. So this video was done in a day, which is by far the fastest I've made a video. This did affect the polish in some sections, and I didn't have time to script the entire video, but hopefully it still made sense. I will note that the list I made is not necessarily "the truth", it is somewhat in the order of how I personally prioritise and think about these things, but I do think it could be equally valid to find other things more important. I will also say that I may have missed some things (once again this video was done in a day). It is also greatly simplified, my goal isn't for you to blindly follow a list, but more that I think it is really important for you to have an idea of "this is what will make my game play well and look good" and make sure to focus on those things, before you add stuff that are "nice to haves". Once again, thanks for watching, and feedback would be great, as always.
No worries - this was coherent & insightful! I confess I hadn't thought of the "art priority-hierarchy" as much as that for design or gameplay, but they are all connected, obviously. Even if the specific item-order might vary, I think your distinction between high-priority & medium/low-priority items was universally applicable. If the art, design, gameplay, and overall story/theme aren't cohesive & effective at conveying the core function, then add'l polish can't fix that.
Another thing with sequels is you don't have to start 100% from scratch. You should already have most of the coding and physics down and that alone will save a pretty significant amount of time. Which opens up development for other things like art.
Awesome info as always! I gotta check 1, 2, and 3 more, especially 'gameplay communication' ~ after work I do a lot of 6 and 7 as a kind of stress relief haha.
At the end of the day, you hit it on the head when you said that sequels are driven by what the devs think is important, regardless of what we think is a good game. Some sequels are meant to tighten up mechanics and provide a better gameplay experience. Others are meant to continue a story and worldbuilding. Others are in it for the money. Once you establish what the sequel is for, you generally get an idea of what the development pipeline would look like.
In your next video could you talk more about bland backgrounds and how to improve them? I often find backgrounds and level decorations very difficult. Like how do I make a level stand out? It's hard.
This is perhaps a bit of a crazy upload. I’m not going to have time to do game dev/youtube for a couple of days, but still wanted to try and upload something. So this video was done in a day, which is by far the fastest I've made a video. This did affect the polish in some sections, and I didn't have time to script the entire video, but hopefully it still made sense.
I will note that the list I made is not necessarily "the truth", it is somewhat in the order of how I personally prioritise and think about these things, but I do think it could be equally valid to find other things more important. I will also say that I may have missed some things (once again this video was done in a day). It is also greatly simplified, my goal isn't for you to blindly follow a list, but more that I think it is really important for you to have an idea of "this is what will make my game play well and look good" and make sure to focus on those things, before you add stuff that are "nice to haves".
Once again, thanks for watching, and feedback would be great, as always.
No worries - this was coherent & insightful! I confess I hadn't thought of the "art priority-hierarchy" as much as that for design or gameplay, but they are all connected, obviously.
Even if the specific item-order might vary, I think your distinction between high-priority & medium/low-priority items was universally applicable.
If the art, design, gameplay, and overall story/theme aren't cohesive & effective at conveying the core function, then add'l polish can't fix that.
Thank you very much for covering our game STUNTBOOST and providing us with feedback! I'm happy to hear you like it :D
Another thing with sequels is you don't have to start 100% from scratch. You should already have most of the coding and physics down and that alone will save a pretty significant amount of time. Which opens up development for other things like art.
this video take away the fear of investing in my own art style
NOOOOOOO WHAT IS THIS JACKET! WHERE IS THE FANCY SUIT NONSENSICAL?
I feared this day. The day Nonsensical 2d becomes Nondapper 2d
Awesome info as always! I gotta check 1, 2, and 3 more, especially 'gameplay communication' ~ after work I do a lot of 6 and 7 as a kind of stress relief haha.
At the end of the day, you hit it on the head when you said that sequels are driven by what the devs think is important, regardless of what we think is a good game.
Some sequels are meant to tighten up mechanics and provide a better gameplay experience. Others are meant to continue a story and worldbuilding. Others are in it for the money.
Once you establish what the sequel is for, you generally get an idea of what the development pipeline would look like.
All you gotta do is make your sequel goated with a little extra swag and it’ll be good
In your next video could you talk more about bland backgrounds and how to improve them? I often find backgrounds and level decorations very difficult. Like how do I make a level stand out? It's hard.
isnt long fungus 1 just a hollow knight reskin, atleast it looks like that
Another great video!!
sorry if you think you dont have infinite amount of time, not to having to measure time