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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КОМЕНТАРІ • 103

  • @thomasbrush
    @thomasbrush  12 днів тому +2

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  • @papafhill9126
    @papafhill9126 12 днів тому +30

    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

  • @anonymous49125
    @anonymous49125 12 днів тому +20

    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.

    • @schouffy
      @schouffy 12 днів тому

      No, doors are just complicated to nail perfectly.

    • @RealCoachMustafa
      @RealCoachMustafa 11 днів тому

      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.

    • @anonymous49125
      @anonymous49125 11 днів тому

      @@schouffy all of game development is complicated and hard to nail perfectly though.

    • @stickguy9109
      @stickguy9109 11 днів тому

      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.

  • @papafhill9126
    @papafhill9126 12 днів тому +7

    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.

  •  10 днів тому +1

    Been addicted to your channel recently! You've inspired me to start our first Indie Game - keep up the good work.

  • @splashmaker2
    @splashmaker2 12 днів тому +3

    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.

  • @smsalabm
    @smsalabm 12 днів тому +4

    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.

    • @joel6376
      @joel6376 10 днів тому

      It sounds like a lot of work.

  • @Dexterdevloper
    @Dexterdevloper 12 днів тому +5

    Number 10 : publishing and marketing your game is much harder then you think , start early with it.

  • @xepherin_dev
    @xepherin_dev 12 днів тому +5

    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 😂

  • @Lajlaj
    @Lajlaj 12 днів тому +1

    Incredibly well made video, your content as of late has been a joy :-)

  • @AnilBasava
    @AnilBasava 12 днів тому

    Amazing! I'll keep these in mind as I'm building my first ever 2d game frame scratch!

  • @Alexindiegamedev
    @Alexindiegamedev 12 днів тому +1

    Being a solo dev at moment I learned it's a lot of work

  • @matsmagnem7517
    @matsmagnem7517 12 днів тому

    Awesome 😎 So true! Been programming (non game) for 20+ years, and so much of this applies so spot on! 🙌

  • @Quietpart
    @Quietpart 8 днів тому

    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.

  • @hdscheepers
    @hdscheepers 9 днів тому

    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.

  • @hannescanopus1383
    @hannescanopus1383 12 днів тому +2

    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

    • @unit102
      @unit102 9 днів тому

      you are not the only one 😔

  • @evanrutledge-sz4yo
    @evanrutledge-sz4yo 12 днів тому +2

    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.

  • @MudhenTV
    @MudhenTV 9 днів тому

    As someone trying to make a game right now, this is very beneficial. Thanks a lot Thomas! ❤

  • @BearShot
    @BearShot 12 днів тому

    I’m gonna play it so hopefully it comes out soon

  • @yussufkobilov9471
    @yussufkobilov9471 12 днів тому

    nice editing

  • @justinmonroe8683
    @justinmonroe8683 10 днів тому

    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

  • @dibbieknight7886
    @dibbieknight7886 12 днів тому

    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

  • @lordzia6919
    @lordzia6919 11 днів тому

    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

  • @MarioCola
    @MarioCola 11 днів тому

    Honestly baked lights is a tool like a dynamic light, I think you should carefully choose first and plan your lighting beforehand

  • @MakiNoAtorie
    @MakiNoAtorie 12 днів тому

    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.

  • @imAubs99
    @imAubs99 7 днів тому +1

    What is your overall opinion for beginner game developers to make a game and release as a free to play?

  • @gaboandres
    @gaboandres 12 днів тому

    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.

  • @SuPeRNinJaRed
    @SuPeRNinJaRed 12 днів тому +1

    2:18 Neversong on Sega Genesis

  • @nathanaelgazzard7989
    @nathanaelgazzard7989 11 днів тому

    Atlas in Candyland.
    That's my summary of your game's aesthetic.

  • @ElianeGameDev
    @ElianeGameDev 12 днів тому +6

    Now I'm waiting for that flying duck game

  • @MichaelH-zb8gg
    @MichaelH-zb8gg 3 дні тому

    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 ?

  • @SubzeroBlack68
    @SubzeroBlack68 12 днів тому +2

    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

  • @erikdozsa
    @erikdozsa 12 днів тому

    I suspected UI will be on the list.

  • @saiyedbeckham
    @saiyedbeckham 12 днів тому

    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 😢

  • @typhereus
    @typhereus 12 днів тому +3

    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.

  • @AlexanderLoaizaGameDev
    @AlexanderLoaizaGameDev 12 днів тому

    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.

  • @rootbindev
    @rootbindev 12 днів тому +32

    Hello, I am a game developer

  • @TimmacTR
    @TimmacTR 12 днів тому +2

    TALKING DUCK BATTLE RYOAL

  • @mahkhardy8588
    @mahkhardy8588 11 днів тому

    Currently in UI hell right now myself.

  • @PlayCrestfallen
    @PlayCrestfallen 10 днів тому

    Crestfallen Medieval Survival. Im on a warpath.

  • @Leila_Numanor
    @Leila_Numanor 12 днів тому

    I heard spicey video right of the bat and gave it a thumbs up before even watching it :D

  • @fernandodesa952
    @fernandodesa952 9 днів тому

    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

  • @TYNEPUNK
    @TYNEPUNK 12 днів тому

    thomas is one of the very few game devs lady luck has shined upon.

  • @coolbrotherf127
    @coolbrotherf127 12 днів тому

    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.

  • @YannPicardFX
    @YannPicardFX 11 днів тому

    Imagine not mentioning multiplayer in that hardest things to do in gamedev... BUT DOORS XD

  • @andrewpullins8817
    @andrewpullins8817 11 днів тому

    What are these warnings you speak of? Unity shows you warnings?

  • @h4ck3rd4wg
    @h4ck3rd4wg 11 днів тому

    Anyone know the game clip at 5:42?

    • @ingridelferink7119
      @ingridelferink7119 6 днів тому +1

      It’s Braveboy, the other game Thomas is working on

  • @jakasnazwa123
    @jakasnazwa123 8 днів тому

    Hi, maybe it would be possible to talk to the creator of Manor Lords?

  • @Steippi
    @Steippi 12 днів тому

    Cool

  • @playaneta
    @playaneta 12 днів тому

    That is a great point Thomas about telling your team that you want to smell your game.

  • @by1s
    @by1s 12 днів тому

    cool

  • @Kolbiathan
    @Kolbiathan 12 днів тому +1

    How can I work if I can't light my candle!!! **Slams fist**

  • @SonofNoahr
    @SonofNoahr 7 днів тому

    The word's "Navigable"

  • @YourDadYoda
    @YourDadYoda 11 днів тому

    Bro looks kinda like TJ Miller

  • @overcranks
    @overcranks 12 днів тому

    thank god i make 2D games

  • @PowerGamersOfficial
    @PowerGamersOfficial 12 днів тому

    Don't have mony for full time game dev . Can Anyone give me all these video... 😢

  • @ahmadjames151
    @ahmadjames151 12 днів тому

    Do you have a cat ?

  • @flamart9703
    @flamart9703 12 днів тому

    How is called a game dev who likes and do feature creep?

  • @victordayet
    @victordayet 12 днів тому +1

    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🤷‍♂️

  • @MikeGemi
    @MikeGemi 12 днів тому +1

    Next video should be myths about game Dev. 1 huge myth is making mobile games is easier than making PC games.

  • @jasdebi9372
    @jasdebi9372 12 днів тому +1

    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?

  • @MisterFaucker
    @MisterFaucker 10 днів тому

    I hate the conspiratorial phrasing.

  • @alfredinho3696
    @alfredinho3696 12 днів тому

    "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.

  • @experts_sketch1051
    @experts_sketch1051 12 днів тому

    Cool

  • @mdsami4490
    @mdsami4490 12 днів тому

    cool

  • @junj1023
    @junj1023 12 днів тому

    cool

  • @Plesyn
    @Plesyn 12 днів тому

    cool

  • @Soloman-wy7ww
    @Soloman-wy7ww 12 днів тому

    cool

  • @UBERsnosluocGaming
    @UBERsnosluocGaming 12 днів тому

    cool