Stuff They Don't Tell You About Game Development

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  • čas přidán 25. 04. 2024
  • There are a few crucial aspects of game development that not many people are talking about...
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    ► What I believe: • What I Believe
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Komentáře • 114

  • @thomasbrush
    @thomasbrush  Před měsícem +2

    Thanks for watching! Hope you learned a ton.
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    ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
    ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
    ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
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  • @papafhill9126
    @papafhill9126 Před měsícem +38

    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 Před měsícem +21

    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 Před měsícem +1

      No, doors are just complicated to nail perfectly.

    • @RealCoachMustafa
      @RealCoachMustafa Před měsícem

      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 Před měsícem

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

    • @stickguy9109
      @stickguy9109 Před měsícem

      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 Před měsícem +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.

  • @splashmaker2
    @splashmaker2 Před měsícem +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 Před měsícem +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 Před měsícem

      It sounds like a lot of work.

  • @Dexterdevloper
    @Dexterdevloper Před měsícem +5

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

  •  Před měsícem +2

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

  • @xepherin_dev
    @xepherin_dev Před měsícem +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 Před měsícem +1

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

  • @user-tf7gt9qr2y
    @user-tf7gt9qr2y Před 6 dny

    Thanks man, some great tips. Still not sure what feature creep is, but the rest was very useful.

  • @Quietpart
    @Quietpart Před měsícem

    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, CZcams 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.

  • @AnilBasava
    @AnilBasava Před měsícem

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

  • @evanrutledge-sz4yo
    @evanrutledge-sz4yo Před měsícem +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.

  • @hannescanopus1383
    @hannescanopus1383 Před měsícem +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 Před měsícem

      you are not the only one 😔

  • @matsmagnem7517
    @matsmagnem7517 Před měsícem

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

  • @hdscheepers
    @hdscheepers Před měsícem

    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.

  • @EesaSharma
    @EesaSharma Před měsícem

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

  • @rootbindev
    @rootbindev Před měsícem +39

    Hello, I am a game developer

  • @Alexindiegamedev
    @Alexindiegamedev Před měsícem +1

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

  • @justinmonroe8683
    @justinmonroe8683 Před měsícem

    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 Před měsícem

    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

  • @MichaelH-zb8gg
    @MichaelH-zb8gg Před 25 dny +1

    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 ?

  • @johnzenc1984
    @johnzenc1984 Před 18 dny +2

    Anyone else watching game dev videos all day, but they can't even finish a minecraft building?

    • @luisquinonez7594
      @luisquinonez7594 Před 16 dny +1

      Yep, game development is so interesting but so easy to be turned off by once you realize you can't finish something you started, and the actual work that goes into making a game behind the scenes 👀

  • @lordzia6919
    @lordzia6919 Před měsícem

    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

  • @gaboandres
    @gaboandres Před měsícem

    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.

  • @typhereus
    @typhereus Před měsícem +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.

  • @MarioCola
    @MarioCola Před měsícem

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

  • @MakiNoAtorie
    @MakiNoAtorie Před měsícem

    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.

  • @BearShot
    @BearShot Před měsícem

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

  • @imAubs99
    @imAubs99 Před měsícem +1

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

  • @jonathangerrits7697
    @jonathangerrits7697 Před 14 dny

    UI is actually pretty easy. I always start making the thing that makes your game fun and then expand it.

  • @SubzeroBlack68
    @SubzeroBlack68 Před měsícem +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

  • @yussufkobilov9471
    @yussufkobilov9471 Před měsícem

    nice editing

  • @ElianeGameDev
    @ElianeGameDev Před měsícem +6

    Now I'm waiting for that flying duck game

  • @SuPeRNinJaRed
    @SuPeRNinJaRed Před měsícem +1

    2:18 Neversong on Sega Genesis

  • @nathanaelgazzard7989
    @nathanaelgazzard7989 Před měsícem

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

  • @fernandodesa952
    @fernandodesa952 Před měsícem

    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

  • @AlexanderLoaizaGameDev
    @AlexanderLoaizaGameDev Před měsícem

    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.

  • @h4ck3rd4wg
    @h4ck3rd4wg Před měsícem

    Anyone know the game clip at 5:42?

  • @saiyedbeckham
    @saiyedbeckham Před měsícem

    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 😢

  • @TimmacTR
    @TimmacTR Před měsícem +2

    TALKING DUCK BATTLE RYOAL

  • @erikdozsa
    @erikdozsa Před měsícem

    I suspected UI will be on the list.

  • @mahkhardy8588
    @mahkhardy8588 Před měsícem

    Currently in UI hell right now myself.

  • @andrewpullins8817
    @andrewpullins8817 Před měsícem

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

  • @YannPicardFX
    @YannPicardFX Před měsícem

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

  • @Leila_Numanor
    @Leila_Numanor Před měsícem

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

  • @Kolbiathan
    @Kolbiathan Před měsícem +1

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

  • @PlayCrestfallen
    @PlayCrestfallen Před měsícem

    Crestfallen Medieval Survival. Im on a warpath.

  • @coolbrotherf127
    @coolbrotherf127 Před měsícem

    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.

  • @jakasnazwa123
    @jakasnazwa123 Před měsícem

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

  • @TYNEPUNK
    @TYNEPUNK Před měsícem

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

  • @parisono
    @parisono Před měsícem

    cool

  • @Steippi
    @Steippi Před měsícem

    Cool

  • @playaneta
    @playaneta Před měsícem

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

  • @YourDadYoda
    @YourDadYoda Před měsícem

    Bro looks kinda like TJ Miller

  • @SonofNoahr
    @SonofNoahr Před měsícem

    The word's "Navigable"

  • @rs-tw3vy
    @rs-tw3vy Před 21 dnem

    Recap
    1.Dont make stingy with environment
    2.one million warning unity is fine
    3.Ui is hardest aspect in game
    4.Without postprocessing game is trash
    5.Game need lightmapping dpecially in 3d game
    6.Demo
    7.idea
    8.Your game sucks until 1 month release

  • @flamart9703
    @flamart9703 Před měsícem

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

  • @ahmadjames151
    @ahmadjames151 Před měsícem

    Do you have a cat ?

  • @overcranks
    @overcranks Před měsícem

    thank god i make 2D games

  • @PowerGamersOfficial
    @PowerGamersOfficial Před měsícem

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

  • @victordayet
    @victordayet Před měsícem +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🤷‍♂️

  • @wwefanpage1123
    @wwefanpage1123 Před 21 dnem

    Hello I am game developer

  • @MikeGemi
    @MikeGemi Před měsícem +1

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

  • @PontschPauPau3451
    @PontschPauPau3451 Před měsícem +1

    "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.

  • @jasdebi9372
    @jasdebi9372 Před měsícem +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 Před měsícem

    I hate the conspiratorial phrasing.

  • @mdsami4490
    @mdsami4490 Před měsícem

    cool

  • @experts_sketch1051
    @experts_sketch1051 Před měsícem

    Cool

  • @Plesyn
    @Plesyn Před měsícem

    cool

  • @Soloman-wy7ww
    @Soloman-wy7ww Před měsícem

    cool

  • @UBERsnosluocGaming
    @UBERsnosluocGaming Před měsícem

    cool

  • @junj1023
    @junj1023 Před měsícem

    cool