Stuff They Don't Tell You About Game Development
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- Опубліковано 25 кві 2024
- There are a few crucial aspects of game development that not many people are talking about...
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What's funny is Thomas had to press "record," go out of the room, and then come back in to start this video. Love it :D
the door thing is a common misunderstanding...
The origins are from a blog post a decade ago called 'the door problem'. It's not saying that doors are hard to make in games (a common misunderstanding - they are no harder than 99.9% of all other development issues and features), it is showing each position in a company and their responsibilities as it pertains to a single asset - a door in that case being the exemplar asset. It's a good post and spot on... so if you don't know the difference between a release engineer, a gameplay programmer, or a project manager or if you want a description of what a designer does be them a systems designer or a level designer... that's a good resource.
But people generally hear 'the door problem' don't read it, and then just echo the common misunderstanding that doors are harder to make than other assets... which is 100% the opposite of the intention... the intention was to choose something common and boring as an example... something that wasn't notably harder to make then anything else, as an example of what it takes to add anything into a game.
No, doors are just complicated to nail perfectly.
Yeah, it was a meme started by Liz England. I was confused as to why Thomas was talking about doors but completely got it wrong. The door problem shouldn't really apply to Thomas since he works in such a small team with few roles.
@@schouffy all of game development is complicated and hard to nail perfectly though.
The door problem is not just about the model of doors but the design decisions that go into making something as simple as a door. But yes I do agree that it only exists to show just how complicated things can get with gamedev even things that seem very simple on surface.
My thoughts on feature creep: you should avoid feature creep after you are set on a prototype. The prototyping stage is when you play around with new mechanics and features at a manageable level. Then you need to determine whether you can scale those features up with all the content that goes with them and still meet your deadline. Too many indie devs start with an already massive prototype, then get to alpha and say, "this game could use X." Save X for the next installment, friend. Jonas Tyroller has a video on prototyping being like a boat that tests the depth of the ocean under them, and the more depth the more fun. Just watch it, I'm not going to explain the idea, but it's all 100% in the prototype stage, after that you stick with the most fun mechanic and don't deviate with extra features.
Been addicted to your channel recently! You've inspired me to start our first Indie Game - keep up the good work.
For lightmaps, UVs are super important too, along with your bake settings. Watch out for seams “bleeding” due to bad uvs/scale, proper bakes should always look smooth and clean. One thing I’ve found specifically with Unity is Optix denoise produces horrible seams for some reason. I use open image denoiser.
The UI thing regarding different ports is a good point. Would be nice if you could make a more detailed video about that some time in the future.
It sounds like a lot of work.
Number 10 : publishing and marketing your game is much harder then you think , start early with it.
Yes Unity gives you a lot of warnings and yes a lot of them don't really matter... BUT if you accumulate too many of them, you'll find it difficult to see the ones that can mess you up. Speaking from experience. That being said, I do usually have a couple "defined but not used" warnings in all my projects 😂
Incredibly well made video, your content as of late has been a joy :-)
Amazing! I'll keep these in mind as I'm building my first ever 2d game frame scratch!
Being a solo dev at moment I learned it's a lot of work
Awesome 😎 So true! Been programming (non game) for 20+ years, and so much of this applies so spot on! 🙌
Watched probably 100 videos of yours, for me this was your best. I want the detailed, specific things I need to learn, and the right priority for those things. Most of my education consists of Udemy, UA-cam Videos and just trying to figure things out. I get overwhelmed sometimes learning Retopo the old/slow way then finding a tool or program that does it faster and more accurate. I cringed when I spent a week learning environment design then come across PCG features that do it faster and more realistically. Some things with AI seem to be moving at the speed of light and by the time I even understand what it is the tool or feature offers its condensed and simplified to pushing a button! I get stuck in learning the new and fast because I don't want to waste time with the old and slow then I feel trapped in an infinite loop of not getting anything done. Appreciate your insights and entertaining videos, really nice to follow someone who has done it.
I wholeheartedly agree on allowing for scope creep. For me to be able to go “What if I did this?” and try it out during the development is so crucial to the creative process. Inspiration comes from doing, not from planning every detail upfront.
Thanks for this video man. I have been in game dev for about 10 years only thing is im not a developer an I always need to pay people to do the work while I take care of there rest and at some point I wished I knew how to code to be able to do all of these things myself and I do recognise a lot of the things you mentioned in this video. so thanks for vid, keep em coming
you are not the only one 😔
To me feature creep isn’t adding new ideas that spur from other elements of the game, it’s adding new needless mechanics for their own sake without considering how they’ll mesh with the rest of the game.
As someone trying to make a game right now, this is very beneficial. Thanks a lot Thomas! ❤
I’m gonna play it so hopefully it comes out soon
nice editing
I figured feature creeping would happen naturally, when looking over the one-off projects, or inspired projects, where you saw something cool, neat, useful, but didn't have time to implement before
I agree with your last point of "feature creep being a good thing", it relates to your 7th point about a "bad idea is bad if it doesnt generate more ideas" - as you work on your game for months and show it to testers, you SHOULD be getting more ideas imo, and often with a prototype things are expected to break, which can sometimes be funny enough or interestingly unintended enough they might spark even more ideas or a bug becomes a feature - its good to write these ideas down when you come across them and not directly focus on them when your still working on important systems, but revisit them, experiment, and see how the experience is for you and your players
Regarding feature creep, if you have a great idea thats outside of your current design. Prototype the simplest version that you can and see if it fits and is fun then decide if it should be pursued further. Dev and test dev and test
Honestly baked lights is a tool like a dynamic light, I think you should carefully choose first and plan your lighting beforehand
About the last point, more than feature creep is more like embracing the agility that comes with software development.
You can't really apply a waterfall approach (meaning following the GDD exactly) to games due to how uncertain most designs choices are.
You can design a house and be confident it wont crumble because we can simulate all real cases, games/software are much abstract in that retard so it's a constant iteration of what works and what doesnt.
What is your overall opinion for beginner game developers to make a game and release as a free to play?
0:58 I agree that there are always some exceptions and warnings in the Unity console, but the missing reference ones usually are just because you don't clean up your mess with your prefabs😂. But yeah, I worked at a company with 14 programmers working on a game, and sometimes those missing reference warnings showed up in the console. But honestly, whenever you mix SDKs or assets from the Unity Asset Store, you're bound to get some exceptions and warnings.
2:18 Neversong on Sega Genesis
Atlas in Candyland.
That's my summary of your game's aesthetic.
Now I'm waiting for that flying duck game
Due East
Hi Thomas, this is totally off topic but can you comment on the use of EULA in relation to indie games, is it needed and do you have EULA on your finished game ?
To each their own I suppose. But feature creep is always a bad thing... Feature Creep in gamedev has always been when you add excessive amounts of aspects and mechanics of a game that it undermines the quality of the product or game. Either by making the game too complicated or an unfriendly user experience.
If you are adding new features and design ideas into a game and its improving the product, that's NOT feature creep.
Eating food is not bad, overeating food is.
Feature creep = Excess = overeating
I suspected UI will be on the list.
I dont know how hard is saving system for others. I stuck badly, i mean saving player stats, health, inventory, position along same with NPC characters. All that data additionally scene and levels. Its nightmare 😢
Good point about feature creep, its really just iterative design. Its a good idea to create a iterative design framework so that you can capitalize on every kind of idea you can come up with.
In my last game getting the doors to work with the enemy AI was a nightmare. And they will always be by each other like 95% of the time because 98% of the game is indoors.
Hello, I am a game developer
Howdy, i am a game developer
Ey, me too
Yup
Sup, same here
Hello, I’m trying to be a game developer
TALKING DUCK BATTLE RYOAL
Currently in UI hell right now myself.
Crestfallen Medieval Survival. Im on a warpath.
I heard spicey video right of the bat and gave it a thumbs up before even watching it :D
Guys can anyone give me feedback on Thomas course for Unreal? Im wondering how good is it as hes more focused in Unity, i want buy but the price is high so looking forward to hear some experiences with it
thomas is one of the very few game devs lady luck has shined upon.
How many features to add is such a hard problem to figure out. It can feel sometimes like your game is just one better idea away from being the best game ever.
Imagine not mentioning multiplayer in that hardest things to do in gamedev... BUT DOORS XD
What are these warnings you speak of? Unity shows you warnings?
Anyone know the game clip at 5:42?
It’s Braveboy, the other game Thomas is working on
Hi, maybe it would be possible to talk to the creator of Manor Lords?
Cool
That is a great point Thomas about telling your team that you want to smell your game.
cool
How can I work if I can't light my candle!!! **Slams fist**
The word's "Navigable"
Bro looks kinda like TJ Miller
thank god i make 2D games
Don't have mony for full time game dev . Can Anyone give me all these video... 😢
Do you have a cat ?
How is called a game dev who likes and do feature creep?
A creeper, obviously
Hey, I agree with 90% of what you said but doors are really not that complicated. Personally I just do a state machine (open, closed, opening, closing) and that's it. I have always done it like that and I never got anybugs with doors🤷♂️
Next video should be myths about game Dev. 1 huge myth is making mobile games is easier than making PC games.
Hell yeah! F*ck SDKs🤣
What's that at the end? Your course is paying for your gamedev team instead of the games they develop? Then how can you teach other people how to make games?
I hate the conspiratorial phrasing.
"it's really really important to have a perfect environment" - No it isn't. That is such a bullshit statement. You know what's important? Doing the work. Filling your space with frills will not help you do the work, and I'm tired of these videos that pretend like your lack of workspace flow is why you haven't pushed a commit in 4 months.
Cool
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