The mistake every new game developer makes (Developing 2)

2024 ж. 14 Мам.
872 948 Рет қаралды

🧲 Wishlist Mind Over Magnet on Steam! - store.steampowered.com/app/26... 🧲
Developing is an on-going KZhead series, where I share the step-by-step process of making my first video game: Mind Over Magnet!
This time I want to turn my game idea into reality. But, first, I need to explore my history of failed game-making attempts, to figure out where to begin.
=== Chapters ===
00:00 - Intro
00:45 - The Idea
02:44 - My Game-Making Background
05:10 - My Mistake
09:00 - The Importance of Prototypes
10:56 - Building My Prototype
15:47 - Making Discoveries
1807 - Conclusion
=== Credits ===
Music By:
LAKEY INSPIRED @ / lakeyinspired
License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
KZhead Audio Library
Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
Prototype Footage
It Takes Two - • Making It Takes Two's ...
Ori - • Ori and the Blind Fore...
Subnautica - • Subnauticas PROTOTYPES...
Cuphead - / 1046082248573882370
Slay the Spire - • Slay the Spire Septemb...
Last of Us Part II - • Making The Last of Us ...
Fall Guys - • Fall Guys - Early Prot...
God of War - • God of War: Baldur Fig...
Game Footage
Artwork - www.kenney.nl
Character Controller - pressstart.vip/tutorials/2019...
=== Subtitles ===
Contribute translated subtitles - amara.org/en-gb/videos/wEwExt...

Пікірлер
  • To summarize: if you don't make a cheap and fast prototype for your game, then your game is an overdeveloped prototype. And good luck with that!

    @Evigmae@Evigmae2 жыл бұрын
    • Should be noted that it's fine to go the other way around as well. Many projects still worked out by having some concept art, a story or whatever else first that was then the driving force for the prototyping. Really depends what kind of game you want to make. Prototypes also can have their own pitfalls as well. You can prototype an idea, see that it works, but then fleshing it out is just too costly or not as interesting as you thought it would be.

      @Ayoul@Ayoul2 жыл бұрын
    • @@karlsmink Just to chime in, I think you need both. It's about taking the abstract and making it meet reality - the abstract includes your crazy high-concept story and game design ideas, and reality includes code and Blender not exporting your damn rig correctly. You need to build both and meet in the middle somewhere.

      @ficklebar@ficklebar2 жыл бұрын
    • ive had this sort of wake up call when it comes to making music in a daw. i used to have complex ideas in my head that ultimately where too hard or frustrating for me to realize. and i lost interest super quickly because it just wouldnt come together the way i would have liked. now i start with a sound preset om some instrument that just speaks to me. and then i jam. and whatever happens when i jam, i end up making something out of and learning something new each time.

      @FirebladeXXL@FirebladeXXL2 жыл бұрын
    • @@Ayoul That is exactly the opposite of this video's message.

      @yaboihere494@yaboihere4942 жыл бұрын
    • @@yaboihere494 That doesn't mean that @Ayoul or Mark are wrong. Both perspectives are true, it just happens that one works better with a certain kind of projects.

      @m.a.buigues3310@m.a.buigues33102 жыл бұрын
  • I'm the dev who integrated 2D physics into Unity and I thoroughly enjoyed watching this. I think I'll be going into the attic to dig out my folder of ideas from my youth too!

    @melvmay@melvmay2 жыл бұрын
    • Woah, cool! Thanks for your hard work - couldn't make this without it :D

      @GMTK@GMTK2 жыл бұрын
    • truly thanks for your hardwork in making it so much easier for others to create games that may have limited knowledge in the nitty gritty stuff

      @arpiabu-alrub7484@arpiabu-alrub74842 жыл бұрын
    • yo thanks bro your the best

      @grindx1292@grindx12922 жыл бұрын
    • Your avatar makes me endlessly happy.

      @swishfish8858@swishfish88582 жыл бұрын
    • actually the greatest of all time thank you so much

      @desmondfreeman287@desmondfreeman2872 жыл бұрын
  • Reminds me of the first semester of my game design masters, we had a course that was just making a game, in groups of 5. After week 1 of "production" everyone presented their current state and this one game just looked amazing. I felt so jealous of how quickly they got their game looking so beautiful, but when the proffessor was giving feedback he asked "why does it look so pretty?" as a critique for this exact reason. He seemed almost mad they made things so pretty so early, because it was too early too tell if their idea worked, yet they had spent time making it look amazing.

    @UberNorwegianBastard@UberNorwegianBastard2 жыл бұрын
    • perfect for the kickerstarter or early access! 😂

      @niallrussell7184@niallrussell71842 жыл бұрын
    • @@niallrussell7184 Looks at New World.

      @Kenionatus@Kenionatus2 жыл бұрын
    • What program were u in and where?

      @mohammadjadallah9813@mohammadjadallah98132 жыл бұрын
    • There's game design masters?

      @SpeedKing..@SpeedKing..2 жыл бұрын
    • @@niallrussell7184 Remember kids, marketing is way more important than having a good game. I'm not even joking, someone has to buy whatever it is you made, please make it appealing.

      @rodrigopetunio@rodrigopetunio2 жыл бұрын
  • TLDR: Mark learned to “FOCUS ON THE PRIMARY LOOP”. Looks amazing already Mark! :)

    @Tetracarbon@Tetracarbon2 жыл бұрын
    • tldw

      @isgoldsilver@isgoldsilver2 жыл бұрын
    • And/or learned the concept of minimum viable product.

      @MrDeni23n@MrDeni23n2 жыл бұрын
    • Yatzhee would be proud

      @santimonto26@santimonto262 жыл бұрын
    • Thanks for saving me 20+ mins, I figured it would be something lame like that. and personally I disagree with that statement.

      @slowfuse@slowfuse11 ай бұрын
  • I like how the original art of a magnet head wouldn't have worked after the redesign. The low cost of low fidelity prototypes can help us avoid attachment to worse ideas.

    @mayatung@mayatung2 жыл бұрын
    • "The low cost of low fidelity prototypes can help us avoid attachment to worse ideas." - Damn, that's a great quote.

      @glacialbae@glacialbae2 жыл бұрын
    • ACTUALLY it could still work. If the character has thrown his own head and could attach different magnets as his head. Now, you'd only need a more defined body, so it wouldn't look unnoticable without a head.

      @user-sb5fm1gk7l@user-sb5fm1gk7l2 жыл бұрын
    • "Low fidelity prototypes can help us avoid attachment to worse ideas." This, everyone, is the mentality of a mature engineer/developer/designer. Incredible quote, I hope I never forget it

      @jordinario@jordinario2 жыл бұрын
    • @@user-sb5fm1gk7l that is a super cool idea

      @ichigo_nyanko@ichigo_nyanko2 жыл бұрын
    • @Leandro Aude that did occur to me at some moment. Though the mechanic of throwing and catching would be different here.

      @user-sb5fm1gk7l@user-sb5fm1gk7l2 жыл бұрын
  • As a kid I always wanted to play a game that made bigger use of the glove. Never heard back from Nintendo about my pitch for "Zelda: Oracle of Magnetic Gloves" though Can't wait to play this

    @hbomberguy@hbomberguy2 жыл бұрын
    • Harris we tried emailing you back many times about purchasing the idea with the 50% share of the profits you requested but we kept getting an automated reply saying that we were "soyboys" and you were going to "epicly own us" in your videogame webcomic so we just decided to scrap it all together. It was a shame because Miyamoto was really looking forward to creating it, but we told him without your blessing it would be immoral so he made Wii Sports Resort instead.

      @corg_9939@corg_99392 жыл бұрын
    • @@corg_9939 I mean Wii Sports Resort was pretty fun ngl

      @robertmcdowell6084@robertmcdowell60842 жыл бұрын
    • @@robertmcdowell6084 try telling that to Miyamoto. He audibly cries trying to play 3x3 Basketball, the devs actually had to remove the quiet sobbing in all the YOU WIN cutscenes as apparently it made the game unsettling.

      @corg_9939@corg_99392 жыл бұрын
    • @@corg_9939 That's such a shame... the crying could have added the genuine emotion and authenticity that most games seem to lack nowadays.

      @robologo@robologo2 жыл бұрын
    • If you like the magnetic gameplay of the Zelda gloves, then you must play Teslagrad, it's a metroidvania enterely based around the concept of magnetism and it's really good.

      @TheMetalOverlord@TheMetalOverlord2 жыл бұрын
  • Mark Brown: "I'm going to level with you" Sweet! Let's get out our character sheets.

    @adamcomerford8502@adamcomerford85022 жыл бұрын
  • A game design teacher I had loved the phrase "find the fun." It's absolutely the most important part of learning and practicing prototyping.

    @XAVES@XAVES2 жыл бұрын
  • I think another great reason to not make art or story early is emotional investment. The more time you've spent, the more you're going to try to justify your previous decisions so you don't have to throw it away. That can be incredibly blinding.

    @squelchedotter@squelchedotter2 жыл бұрын
    • I can agree ive been through it before sometimes storys can suck you in and make you forget about everything else

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
    • Sunk cost fallacy anyone?

      @CowCommando@CowCommando2 жыл бұрын
    • Best example: Yandere Dev

      @kotzpenner@kotzpenner2 жыл бұрын
    • @@CowCommando No thanks, I'm full up. lol

      @JBloodthorn@JBloodthorn2 жыл бұрын
    • I used to be emotionally invested in making Geometry Dash levels, but after too many of them had bad gameplay I broke and now I am no longer emotionally invested in the stuff I create. All I care about is if its good or not.

      @crustykeycap5670@crustykeycap56702 жыл бұрын
  • this looks awesome so far! super excited to see it develop

    @PolyMars@PolyMars2 жыл бұрын
    • Why hello there. KZheadr that I like and I'm subscribed to.

      @gionas361@gionas3612 жыл бұрын
    • @@gionas361 X2

      @knight1668@knight16682 жыл бұрын
    • @@gionas361 X3

      @kaxcommentssomethingREAL@kaxcommentssomethingREAL2 жыл бұрын
    • @@gionas361 X4

      @rodzillagames1761@rodzillagames17612 жыл бұрын
    • x5

      @DeTintasyPixeles@DeTintasyPixeles2 жыл бұрын
  • GMT: "Don't over think or over prepare your game" Me, with adhd and wanting to make a metroidvania style game: *visible sadness*

    @Sinchu9@Sinchu92 жыл бұрын
    • What is adhdh

      @goatkoala573@goatkoala5732 жыл бұрын
    • @@goatkoala573 hdmi but better

      @dimitrioskitsikidis@dimitrioskitsikidis2 жыл бұрын
    • I feel your pain so hard.

      @kagemushashien8394@kagemushashien83942 жыл бұрын
    • @@goatkoala573 Attention deficit hyperactivity disorder

      @guineagames1048@guineagames1048 Жыл бұрын
    • ADHD. For me its the odd inability to work for a long time

      @hipxel8918@hipxel8918 Жыл бұрын
  • this video was a much-needed kick in the pants to get me to realize I've been doing the exact same thing. I've been focusing too much on presentation and not on the core product.

    @TonyBIndie@TonyBIndie2 жыл бұрын
    • I once heard of "Follow the Fun", I'm just starting game design and I'm so happy that I read this before starting. That would've definitely been the first thing I'd overlook. I mean we're literally talking about games, and you only play if it's fun, it's so weird that you can forget that part 😂

      @ede2362@ede23622 жыл бұрын
    • @@ede2362 it's very easy to get stuck in the trenches and lose sight of the end goal. this is why I highly recommend Game Jams for beginners. Its good experience to know you've only got 24 hours and it helps you to spend your time wisely.

      @TonyBIndie@TonyBIndie2 жыл бұрын
    • @@TonyBIndie thanks I'll definitely try this when I gained more experience 👍🏻

      @ede2362@ede23622 жыл бұрын
    • I suggest that you submerge your core ideas in a soup of supposition to save them from secreting skin. Beauty is skin deep, core game mechanics are not beautiful in that way. Suppose you may change this or tweak that, suppose you're making two games at once and you must tease them apart. Suppose your ideas are too abstract to appeal to your target audience. Suppose you are handling white hot gold and the only thing insulating your squishy brain from them are your suppositions. Handle with care!

      @lickenchicken143@lickenchicken1432 жыл бұрын
    • @@lickenchicken143 of course I won't let my games be blank or smth. like that, don't worry. It's just that my main talents are in the artistic field so it's very likely for me to have already designed the whole game without knowing if it's even fun to play. That's why for me I really have to focus on not going overboard with my first design ideas

      @ede2362@ede23622 жыл бұрын
  • I didn't know Mark is such a pretty good artist! those art concepts and sprites for his old game ideas looks really nice, I always thought the phase of Prototype is always super important to make sure if a game is gonna be good, I think is possible to already have [these characters and this music and this story] if that's the goal of a game, still I can see how game design can evolved those concepts into something more fitting for whatever the gameplay can be.

    @SuperWiiBros08@SuperWiiBros082 жыл бұрын
    • @Brupcat Yeah. I think even if developing the mood the story and world dont need to be well developed in prototype stages, as compared to game design

      @kworkystudios9404@kworkystudios94042 жыл бұрын
    • Right!? His sprites and art looked pretty amazing!

      @zojirushi1@zojirushi12 жыл бұрын
    • I was already surprised by the old folder sketches, but when he started showing pixel art animations, I was like, _okay, that has to be art he commissioned from someone else for this video, right?_

      @lrgogo1517@lrgogo15172 жыл бұрын
    • Such a pretty good X is going to be my new way of complimenting people

      @GamerKiwi@GamerKiwi2 жыл бұрын
    • yep pretty solid pixel art :)

      @nuclearbeeberman@nuclearbeeberman2 жыл бұрын
  • Last time you inspired me to get back into blender. Currently rigging a model I made of Isabelle from Animal Crossing. I never thought I'd understand things like inverse kinematics, and weight painting as easily as I have. That's one tip I have for people trying to learn blender, or making videogames, or anything complicated, never assume you're just too stupid to understand what feels too complex for you before you try to understand it.

    @gulfgiggleanimations4472@gulfgiggleanimations44722 жыл бұрын
    • Thanks man, that's actually good advice. Everytime i tried to get into Unity or RPG Maker i thought i was never going to be able to learn everything properly because... i just didn't believe in myself, since i was so bad at school anyway. After these videos from GMTK and reading your comment, i'm inspired to do it even if i crack my head straight on at the start

      @kojeta3200@kojeta32002 жыл бұрын
    • Thank you so much. You just saved a game prototype!

      @floorbeardthepirate1141@floorbeardthepirate11412 жыл бұрын
    • Going through the same thing basically. These videos and comments from all the people here inspired me to do stuff. Always thought that I'm a massive dumbass and that I'll never be able to do something as cool as game development. But now I'm tackling some Blender and Unity stuff and it feels really good! And of course, there are some concepts and skills that I can't even comprehend fully right now and maybe I'll never be a godlike programmer like some of the people I've seen or a NaughtyDog level artist, but...I don't have to, right? And that's a thought that helped me a lot I think - I don't have to be some godlike jack-of-all-trades right away and make Bloodborne on my first try while solo developing, but I have to start somewhere! We'll get there, people.

      @Rewolwerowiec19@Rewolwerowiec192 жыл бұрын
    • This is very exciting. I model, texture, rig and animate in blender for work. Once I started getting into the action editor and NLA editors, everything changed. Suddenly I was able to produce full animated shows with zero extra manpower. Great message for everyone. There's nothing we can't learn or accomplish.

      @danielstone7065@danielstone70652 жыл бұрын
    • Do you know of any good place to learn IK riggjng? I really just wanna learn how to rig my hard surface models

      @neutch1991@neutch19912 жыл бұрын
  • Minimum Viable Product. I remember learning about this from Extra Credits before they went to crap. Always start with the simplest iteration of your game concept. For a platformer, that's a flat level with a single pit you have to jump over. Nothing more. No graphics, just colored squares. Tweak the movement and jumping and momentum until it feels good. It should be fun to just run and jump around the simple level. Once you've perfected that simplest of prototypes, then you can start adding new gameplay elements and adjusting those until they feel good. Make a more complex level to play around in to get a better feel for your gameplay. Only once the foundation is in place do you start actually building real levels, drawing sprites, etc.

    @Greywander87@Greywander872 жыл бұрын
    • What went bad with Extra Credits? I only watch Extra History, but still.

      @Scurvebeard@Scurvebeard2 жыл бұрын
    • @@Scurvebeard In my opinion they shifted their focus from (new) developers to players interested in game design and the politics around games. While I'm in the category of the players I really enjoy the inside perspective. James (their former lead writer) left too. The new writers just aren't as good.

      @Kenionatus@Kenionatus2 жыл бұрын
    • I miss the old Extra Credits. The videos were just much better back in the early days. I also miss James because he seemed to make it more fun.

      @shaunlynch7786@shaunlynch77862 жыл бұрын
    • @@Scurvebeard they went woke

      @philpayton8965@philpayton89652 жыл бұрын
    • ​@@philpayton8965 I don't know what they're doing these days, but when they started digging into politics, they did so by looking into things like the stereotypization of women. If that's a problem for someone, the "crap" isn't with Extra Credits.

      @christianknuchel@christianknuchel Жыл бұрын
  • Rod Humble once told me: Start with the most simple inner loop of the gameplay, see if it's any fun, and work out from there, adding more and more layered loops. Remember that the Prince of Persia started from Karateka and was a survival puzzle until combat was added.

    @Foxstab@Foxstab2 жыл бұрын
  • Nice to see you taking ideas from masterpieces such as Bookworms Adventures Deluxe, the ultimate masterpiece typer.

    @kaiser9321@kaiser93212 жыл бұрын
    • Btw that crushing magnet idea reminds me of that one game you analysed, think it was called Nova-116 or something, a real-time turn-based game

      @kaiser9321@kaiser93212 жыл бұрын
    • Bookworm adventures is beyond masterpiece, it's a knacksterpiece

      @eyad6132@eyad61322 жыл бұрын
    • @@eyad6132 It's not nearly as good as bookworm adventures deluxe tho

      @joannales8442@joannales84422 жыл бұрын
    • I love that game. Shame it was pulled from Steam

      @StefanLopuszanski@StefanLopuszanski2 жыл бұрын
    • When things were at their very worst: 2 Suns, Cross in the sky, 2 comets will collide = don`t be afraid - repent, accept Lord`s Hand of Mercy. Scientists will say it was a global illusion. Beware - Jesus will never walk in flesh again. After WW3 - rise of the “ man of peace“ from the East = Antichrist - the most powerful, popular, charismatic and influential leader of all time. Many miracles will be attributed to him. He will imitate Jesus in every conceivable way. Don`t trust „pope“ Francis = the False Prophet - will seem to rise from the dead - will unite all Christian Churches and all Religions as one. One World Religion = the seat of the Antichrist. Benedict XVI is the last true pope - will be accused of a crime of which he is totally innocent. "Arab uprising will spark global unrest - Italy will trigger fall out" "Many events, including ecological upheavals, wars, the schism in My Church on Earth, the dictatorships in each of your nations - bound as one, at its very core - will all take place at the same time." The Book of Truth.

      @johnfran3218@johnfran32182 жыл бұрын
  • Prototyping may be the most important step of making your game.

    @Goodgis@Goodgis2 жыл бұрын
    • I was just about to comment "Hey, this background music reminds me of Goodgis' devlogs!", but here you are, haha! You and Game Maker's Toolkit both do fantastic work.

      @CalebWillden@CalebWillden2 жыл бұрын
    • How r u not verified xd

      @snage-thesnakemage@snage-thesnakemage2 жыл бұрын
  • I found modding being a good start as for the "fun" factor, not only can you improve or add over something you felt was missing from a specific game you liked, but also learn what you want when it comes to map design or weapon balancing (in case you are making an FPS or something similar).

    @bleached.eyebrows@bleached.eyebrows2 жыл бұрын
  • As someone who studied game design 11 years ago this is interesting to watch in many ways. You are definitely well versed in game mechanics, but it shows again that making a game is a very different thing to learn.

    @dunar1005@dunar10052 жыл бұрын
  • "I'm not gonna start designing an app icon for a game that hasn't been built yet; Mark, you idiot." This should be framed or put on a Tshirt or something 😂

    @lake5044@lake50442 жыл бұрын
    • That one cut deep

      @karlhendrikse@karlhendrikse2 жыл бұрын
  • At the studio I'm at, we have a very simple motto: "If it's not fun with grey boxes, then it won't be fun with colour boxes." Essentially, if your base gameplay isn't fun without the art, then it doesn't matter how good it looks. It's kind of like how no matter how many times you cut a film, if the script is bad it won't fix the problems.

    @KiraAfter_Dark@KiraAfter_Dark2 жыл бұрын
    • This is a wonderful saying, thank you!!

      @FelixSR@FelixSR2 жыл бұрын
    • I... don't fully agree. Probably because I'm a fan of the Walking Simulator genre (still hate that name). I don't think a walking simulator would be fun if it was just grey boxes, I actually do think the world and narratives they create, exploring that world and experiencing that story, is the key point to those games.

      @AestheticGamer@AestheticGamer2 жыл бұрын
    • @@AestheticGamer To add to that, games that focus on combat can be a bit hard to make convincing without at least some appropriate attack animations and effects. You could design the general flow of the combat system (how attacks flow from one to the other etc), sure, but many times the extra required 'oomph' to sell people on your game comes from the visuals. Maybe don't invest in creating fully realized visuals from the get go, of course, but even simpler particles and color effects go a long way.

      @farout_tech@farout_tech2 жыл бұрын
    • @@farout_tech the gameplay is the fundation, but it doesn't mean it must be the most appreciated part of the game, enough gameplay must be, but your game can be appreciated for other reason

      @vonakakkola@vonakakkola2 жыл бұрын
    • @@vonakakkola That's not the point. In action games, you want to feel the weight of your actions. When you use an attack that deals a heavy amount of damage, but it feels no different than the attack that barely deals a sliver, both visually and from the animation... it feels less satisfying to use said attack, it feels less satisfying to manage to hit with that attack. It's a situation where the graphics, animations and special effects actually matter a lot for the enjoyment of that gameplay. MrFariator isn't saying to make fleshed out graphics, make them perfected and polished. But to give it just a little amount to set them apart, because that is actually important for that specific genre of games. For a movement focused platformer... that's not important. For a story driven, text-based rpg... you potentially won't even have anything you could call graphics. Depending on what type of game you are making, the prototype you make needs to include the core-elements and mechanics that make that genre... and your specific game fun and in some cases, the animations and sound effects are important.

      @insentia8424@insentia84242 жыл бұрын
  • Hey man, I've been building these, let's call them "prototypes" for many years. I'm a programmer and game designer (and always wanted to be ever since a kid and been following that passion since ye old newground days), but when it comes to art I just shut down. I'm genuinely awful at the art part. So I've always teamed up with artists. Problem is I then get bogged down with the project management aspect and art pipeline systems instead of the art that it's wildly impacted my focus on the gameplay aspect, and it suffers as a result. Eventually everyone burns out and the project peters off for something new and shiny using what we've learned. I know this stupid vicious cycle well.

    @KyleHarrisonRedacted@KyleHarrisonRedacted2 жыл бұрын
    • So, in other words, you need a project lead.

      @Llortnerof@Llortnerof2 жыл бұрын
    • If you're bad at something that is holding you back, then focus on improving in that area. You can make art the same as everyone else. Do not set false limitations for yourself for no good reason. Some people say they are bad at math. Math is something you cannot be bad at. It is merely formula and outcome. Art is also something you cannot be bad at. It is merely formula and outcome. The issue lies in lack of exposure, lack of understanding, lack of practice. Practice addition and you will know how to add. Practice drawing circles and you will know how to make circles. Practice pixel art and you will know how to make pixel art. Begin the process of practicing. You will inevitably improve, until you are no longer practicing, because it has become your practice. Do not simply say "I'm bad at this". Instead say, "I should improve on this"--and then you will!

      @joshrayne724@joshrayne7242 жыл бұрын
    • ​@@joshrayne724 So which of the things he likes doing should he neglect to improve his art? Because that's what it comes down to. Practice time isn't free. It comes at the cost of time to do other things.

      @Llortnerof@Llortnerof2 жыл бұрын
    • @@Llortnerof improving art would solve his problem entirely and neatly. Sometimes we do things we don’t necessarily want to because they have utility far beyond pleasure! There is plenty of time in life to improve ourselves and still do all the things we enjoy doing. Pixel art can be learned in a couple of days! Then no more dealing with outsourcing and seeing projects he does enjoy fall apart because of others’ shortcomings

      @joshrayne724@joshrayne7242 жыл бұрын
    • @@joshrayne724 Depends on the size of the project. At some point, outsourcing or building a team is the only viable option. We didn't get to where we are now by everybody doing things for themselves. What he needs is somebody to handle the organisation. Which already puts us as two things needed, not one. Not everybody is good at coming up with reasonably looking designs, either. The problem isn't necessarily visualising them. You're being awfully naive about what art actually is, paring it down to the technical process of turning an idea into a file like that.

      @Llortnerof@Llortnerof2 жыл бұрын
  • I love this series because it's LITERALLY about the journey, not the destination. Like the game will probably be okay, maybe 6/10. But the lessons learned, the hard work, the triumphs along the way, that's 10/10.

    @nooodisaster@nooodisaster2 жыл бұрын
  • I love the introspective aspect of these videos, and I feel like most creative people have lived through some of the experiences Mark describes here. Learning processes are fascinating, and hearing Mark break down his various approaches and insights is both educational and motivating.

    @VallisYT@VallisYT2 жыл бұрын
    • I completely agree

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
    • I also agree

      @kingxcalivar682@kingxcalivar6822 жыл бұрын
    • My gosh yes, it's very helpful and encouraging

      @kmfnj@kmfnj2 жыл бұрын
    • Also very vulnerable with that honesty. We've all made terrible games, myself especially. But how many of us will admit to it... In front of thousands of fans? Good on him.

      @alaskanuni@alaskanuni2 жыл бұрын
    • I want to find this video but for writers instead, what's the first thing you should do as a writer

      @khaledm.1476@khaledm.14762 жыл бұрын
  • You have "approved" your prototype. I would say the next steps is a full level, with one fail and one success states. Just don't get stuck with the idea that you actually need levels. After that you could think of: - Define a vision: what do you want this game to be and to feel - Define the minimum viable product for a demo of this envisioned game (let's say one menu, two levels and a thank you screen) - Build this, wrap this up and send to someone to test on its device

    @feyh@feyh2 жыл бұрын
    • Great advice 👍

      @joeyh31@joeyh312 жыл бұрын
    • I wish I would’ve done this with my game 2 years ago lol. I had to completely redo fundamental parts of the game like 3/4 through development because i had just gotten used to things that were very bad. Luckily I managed to do so and it didnt break the rest of the game but it could have very easily. Defo wish I wouldve known this much earlier lol but I know now

      @yizzardpalmero@yizzardpalmero2 жыл бұрын
    • Yep, I was gonna comment that. Next step is to move towards a "vertical slice", as in, if you have a cake with many layers of stuff, if you get a small taste of every flavor. Make a good, but small, finished level that showcases the game's potential, with few but finished-quality art and as few as possible finished mechanics. In commercial game development, this is basically a way to display that your studio actually can develop this game and it's gonna be of quality. (Of couse, even if the mentality is that it's gonna feel finished, there's always room for improvements later). Once you've demonstrated you can make this game and that it's gonna be good, and you have one level, you just go into production and make all the rest.

      @BaroTheMadman@BaroTheMadman2 жыл бұрын
    • Excellent advice.

      @KillahMate@KillahMate2 жыл бұрын
    • Are you a game designer?

      @Sleepy_Cattt@Sleepy_Cattt2 жыл бұрын
  • I'd absolutely love if you could make some Unity tutorials to go along with this! Your teaching style and the way you go about explaining things is very logical and encouraging. I could definitely see your unique approach to some Unity videos as being more practical and applicable compared to a lot of the stuff that's out there now. Thanks for this inspiring video 👍🏼

    @adamjoiner1591@adamjoiner1591 Жыл бұрын
  • As a moderately experienced developer, I love this. Things like designing the icon for the game before doing anything else are so something I would still do if I decided to work on my own indie project.

    @jp99301@jp993012 жыл бұрын
  • I imagine one way to "fix" your Picross game would be to make it more like Puzzle Quest games - Picross would actually give you resources for skill/spell attacks in a turn based RPG combat. Player could choose between doing an easier or harder puzzle - harder puzzle gives you more resources, but if you fail to solve it in time, you take damage.

    @ShinoSarna@ShinoSarna2 жыл бұрын
    • my idea was to stick with the 5x5 area to "draw" in, scrap the picross idea, and give players predefined pictures that cause different actions which they then have to draw in the 5x5 field.

      @simpson6700@simpson67002 жыл бұрын
    • @@simpson6700 But at this point this is a completely different game. Entire point of the original idea is that Picross is an inherently fun puzzle in itself, and exactly perfect type of game for a mobile device. There's nothing fun about drawing the same pictures over and over - at this point you just made a very complex and clunky menu. Player still selects from a set of pre-determined actions, but in a regular RPG this selection takes one quick tap on the menu button - in your game, this selection will take like 20 taps that will require some concentration. At this point, erase the middleman and stick to making a regular turn-based RPG.

      @ShinoSarna@ShinoSarna2 жыл бұрын
    • I thought about making it like Deltarune, where the bullet hell sections are part of the battle, but not the whole thing.

      @pacifico4999@pacifico49992 жыл бұрын
    • @@pacifico4999 Maybe have the bullets instead be collectibles that can trigger a puzzle? There could be multiple different types of collectibles, and some actual bullets in there to mix things up

      @goldenwarrior1186@goldenwarrior11862 жыл бұрын
    • @@ShinoSarna in my mind this would be akin to waving a wand a certain way or playing a song in a zelda game. eventually you would gather up more and more actions applicable for different situations. remembering all of them is the real game. there is nothing fun about fighting a boss by solving a picross either, i'm just trying to improve the initial idea.

      @simpson6700@simpson67002 жыл бұрын
  • I call this step "finding the fun". I've had the same problem where my first few game projects had me plow forward on the assumption that it will become fun later, when I add more content and tweaks. But I learned to prototype quickly to find the fun and really zero in on that

    @KrazyKain@KrazyKain2 жыл бұрын
    • It's been called "finding the fun" since the early 2000s. There are GDC talks, blog articles, and books calling out this important prototyping step since then.

      @error.418@error.4182 жыл бұрын
    • @@error.418 I probably got it from somewhere, never claimed to have invented the term

      @KrazyKain@KrazyKain2 жыл бұрын
    • Old Legacy Dev Teams have been doing this since the 80s and 90s all the way to the early 2000s but after that the gaming industry working environment is not the same anymore despite better technology, complexity, and more employees in a studio or how even small studios work like these days under known publishers.

      @danishbutter1847@danishbutter18472 жыл бұрын
    • @TheTutorialTower - Sratch Tutorials It's both, in a way. I've mostly seen "finding the fun" but "follow the fun" is a methodological suggestion. That while you prototype, if you notice something fun, lean into that and exaggerate it or experiment with it. This is part of "finding the fun."

      @error.418@error.4182 жыл бұрын
    • @TheTutorialTower - Sratch Tutorials now that you mention it, that does sound familiar.

      @KrazyKain@KrazyKain2 жыл бұрын
  • I'm loving this series so much - thank you for sharing! Been sitting on a Unity game design course for almost a year now and never getting around to it, so it's encouraging to follow you on your journey :D

    @DouglasHollingsworth1@DouglasHollingsworth12 жыл бұрын
  • Mark: "prototypes have the bare minimum enough to test the idea" GoW: **fully animated Kratos** (jk, before someone bites me :p)

    @Brunoenribeiro@Brunoenribeiro2 жыл бұрын
    • I noticed that too, but I have a guess as to why: they knew they were going to make a God of War game, so it would feature Kratos. Since that was set in stone they could safely dedicate resources to making the model from the beginning. The rest of the gameplay, however, needed to be prototyped.

      @thislooksfun1@thislooksfun12 жыл бұрын
    • @@thislooksfun1 I have another guess: they were still prototyping, even deep into the development process. Barlog said on some interviews that the game took a long time before becoming a cohesive whole. That's why such an advanced model was used in a prototype, I think

      @Brunoenribeiro@Brunoenribeiro2 жыл бұрын
    • I think my best video about prototype is "evolution of horizon zero dawn"

      @notnanomercy@notnanomercy2 жыл бұрын
    • my best guess would be that it is a prototype for one of the sequels. They already had a functioning kratos at that point so why not use it.^^

      @VonTimmelandDer42@VonTimmelandDer422 жыл бұрын
    • probably wasn't from prototyping the game itself but from testing a level

      @zeozen@zeozen2 жыл бұрын
  • I heard your magnet pitch and thought "This sounds like Super Magbot", and then as the video went on the game rapidly went in a completely different direction than Magbot. I guess that's another benefit of rapid prototyping: it helps you pinpoint your unique take on an idea that might not sound very original at first.

    @hoodiesticks@hoodiesticks2 жыл бұрын
    • I used ctrl+F to find this comment.

      @DrEcho@DrEcho2 жыл бұрын
    • @@DrEcho ok

      @AbhayRajKarun@AbhayRajKarun2 жыл бұрын
  • Not to "it's already been done" you, but a very similar mechanic was used in Teslagrad. It's a neat game, but the mechanic is extremely difficult to control, due to how the force varies with distance, sensitivity to direction, and the speed you can build up in close orbits. Controlling that, maybe using a flatter function (not quite inverse with distance?), without making it boring (fixed force with distance, or fixed velocity/direction for that matter, as in OoS), should keep things easy and engaging. Good luck!

    @T3sl4@T3sl42 жыл бұрын
    • Teslagrad came to mind for me as well when he brought up the initial idea. It's been a while since I played it but I loved the overall feel and I hope this can bring some similar ideas

      @brodaha2118@brodaha21182 жыл бұрын
  • Another really important aspect of prototyping is learning whether you actually ENJOY game design or not. If you're having more fun coming up with the story, setting, lore, and themes than you are experimenting with gameplay ideas, then chances are you're more into worldbuilding than game design. Learning this early can help steer you towards your strengths and interests.

    @BackfallGenius@BackfallGenius2 жыл бұрын
    • I can confirm that I like both game design and worldbuilding. However, I can also confirm that I hate making art because modeling and texturing feels like a chore to me.

      @Madmonkeman@Madmonkeman2 жыл бұрын
    • This seems right. I’d add that exploring some of these other areas might just be part of a designer’s process. Or?

      @Csonic23@Csonic232 жыл бұрын
  • Hey your sprite designs look really good! Also I really love that you kept your childhood drawings folder and didn't just threw it away! :)

    @eigentlichtoll02@eigentlichtoll02 Жыл бұрын
  • It's gonna be a soild journey ^^

    @Nebuch@Nebuch2 жыл бұрын
    • Hocam bunun üstüne senin de bir oyunun patlamaz mı

      @lexorogtheelder4753@lexorogtheelder47532 жыл бұрын
    • @@lexorogtheelder4753 huh?

      @galning2768@galning27682 жыл бұрын
    • Oha

      @eliator8218@eliator82182 жыл бұрын
    • ah i see you're a man of culture as well

      @ardaaydn9165@ardaaydn91652 жыл бұрын
  • I really recommend you checking out a book “The Art of Game Design” and it’s chapter about prototyping. It really nicely explains the purpose of prototypes and that even though your first prototype answered your question of “Is there a potential in this design?” it’s a good idea to create more prototypes which are going to help you answer more questions about uncertain things before you settle on something and go into full production mode. Great video. I think more people should know this stuff.

    @miknios@miknios2 жыл бұрын
    • awesome book

      @Brunoenribeiro@Brunoenribeiro2 жыл бұрын
    • “The art of game design” sounds like it could have been his channel name

      @aloysiuslim914@aloysiuslim9142 жыл бұрын
    • Where can I find this book?

      @sirknightgaming2257@sirknightgaming2257 Жыл бұрын
    • @@sirknightgaming2257 Amazon or other bookshops

      @miknios@miknios Жыл бұрын
  • Really needed to hear this. Thanks for doing the series! I'm embarrassed by the number of dead projects on my computer... Every game maker needs to ask themselves "is this fun?" before making art or levels or a story. For me I think my greatest distraction was engine dev. I learned probably a lot more data structures/algorithms than I would have otherwise but my goal was to make a game and I never did that...

    @RicardoTejadaAntonio@RicardoTejadaAntonio2 жыл бұрын
  • I LOVED THIS!! Seriously dude this is my favorite video you’ve made yet. So interesting, motivating, and mostly realistic. 10/10

    @louismensinger@louismensinger2 жыл бұрын
  • Can't wait for the next episode! This is a pretty interesting series.

    @bamaxdaws6459@bamaxdaws64592 жыл бұрын
  • "I picked my game engine" **totally different logo than from before** Thanks, Unity. You done confused the masses :D

    @benjoe1993@benjoe19932 жыл бұрын
    • It's really not that different.

      @gab_gallard@gab_gallard2 жыл бұрын
  • I love this series! Lots of stuff to learn from it. Like focusing on a prototype of the game mechanics first before adding all the extra stuff to see if the idea is any fun before investing too much time and effort into a game that isn’t fun.

    @zojirushi1@zojirushi12 жыл бұрын
  • I've seen so many devlogs, often by people with mountains of knowledge, and yet you are the most helpful and inspiring. Love your work! Keep at it.

    @freudsbreakfast4060@freudsbreakfast4060 Жыл бұрын
  • When I was a kid, a friend and I actually spent months "designing" a sequel to Super Mario World. We sent all of the sketches and notes to Nintendo Power with some silly notion that they'd use it and we'd be rewarded in some way. Obviously, that never happened. But I found it ironic that a few things we had in our packet appeared in later games (the "Yoshi's Island" setting, and a flying squirrel power-up). I know it's purely coincidence, but yeah.

    @davidcbeaudoin@davidcbeaudoin2 жыл бұрын
    • Lol thats kinda hilarious

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
    • You just reminded me of a Minecraft mob idea I made when I was a lot younger, called an "Endermight," which was an armored variant of the towering Enderman monster. Funnily enough, a few years later, the "Endermite" mob was added to the game, and ended up being the smallest monster in the game.

      @Trianull@Trianull2 жыл бұрын
    • @@Trianull lol somtimes stuff like that just happens oh and i once had a similar idea kinda but with the "shulker" mob

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
    • When I was a kid I wrote up some new ideas for a sequel to Maniac Mansion and sent them to Jaleco, which they returned, legal something yadda yadda. I was kind of offended, haha

      @ldsviking@ldsviking2 жыл бұрын
    • when i was a kid i designed a fire bird pokemon. few months later i see talonflame, who looks exactly the same. every evolution looked the same, except my orange/black placement was reversed on the final one. that was a really weird coincidence.

      @sora5982@sora59822 жыл бұрын
  • you're on a great path! I've been working on making games for about 8 years now (sometimes part-time, sometimes full-time) and in these time making ugly prototypes of ideas has been the greatest tool I've used for testing out ideas. On the other hand, and as you mentioned as well, getting side tracked or carried away, and forgetting what the core idea and goal of the game was can cost you a lot of time and energy. keep up the good work and good luck.

    @dastanghaedrahmati6977@dastanghaedrahmati69772 жыл бұрын
  • Absolutely loving these videos! I'm a Game Design Lecturer in the UK and am sharing all of the videos in the 'Development' series with my students. So many useful lessons for them here. Thank you for making my job easier, Mark :-)

    @ooh7778@ooh77782 жыл бұрын
  • Incredible how a lot of the things in this video resonated with me. You inspired me to start (again) prototyping a video game. This time I'm going to focus on just gameplay, not creating a vertical slice or getting hung on details like UI, story, art style, etc. Just going to make a fun prototype and see where I land. In fact, I am going to keep track of my progress in the form of dev logs that I'll be posting once a week. My intro video should be going up soon, I mentioned and linked to this video. Thanks, Game Maker's Toolkit!

    @redundantpancake@redundantpancake2 жыл бұрын
  • I was really hoping you were gonna make a metroidvania so you could do an episode of boss keys about your own game as the developer. Still excited to see how you tackle this project!

    @Xanderqwerty123@Xanderqwerty1232 жыл бұрын
    • That would be an incredibly ambitious project for a one-developer team.

      @DubiousDoom@DubiousDoom2 жыл бұрын
    • Actually, I think a Toki Tori 2 approach on the genre could apply here. With only two or three verbs (jump, release magnet, invert polarity) and enemies/platforms that can interact with each other, a lot of mechanics can arise almost naturally, which could be taught gradually to the player with no need for "keys" (upgrades, power-ups, literal keys...) to access new zones. It would still be a challenge to program these systems in his first game, though.

      @lucaslourenco8918@lucaslourenco89182 жыл бұрын
  • This development series gives me life. Each episode is one of the things I anticipate most right now, I love it. Also thank you for the blooper reel at the end! I immediately wondered "huh, I wonder how many times it took him to get that right". Keep up the great work Mark.

    @gaiance@gaiance2 жыл бұрын
  • I had seen many of your wonderful previous vids, but had never seen you "in person". You have a wonderful voice and clear way of speaking. Wonderful insights and reflections as usual. Keep up the good work.

    @anonimoalfin@anonimoalfin2 жыл бұрын
  • Thanks for the advice! I've been thinking about getting into game design and this really helps.

    @itsninjaboy7985@itsninjaboy79852 жыл бұрын
  • For your picros game I tjought about "turn based combat" in which different picross puzzles are different actions, and on enemy turn you have to solve a puzzle under a time limit. You could also have "limited tried" while solving the puzzle, each time you select the wrong block the attack/defense diminishes or gets a little negative effect. Spend all the tries and your attack/defense misses/fails

    @CromaRLZ@CromaRLZ2 жыл бұрын
    • you can also have combo attacks, where if you keep filling in the right squares you keep attacking...basically every click is an attack from you or enemy

      @Atropos148@Atropos1482 жыл бұрын
    • That makes it better but it’s still pretty repetitive doing the same picross puzzles over and over, maybe you can collect different moves through the game like how in Ring Fit Adventure you gain new different excercises?

      @fantaboy1589@fantaboy15892 жыл бұрын
    • @@fantaboy1589 i think they'd be different puzzles every time, just differing sizes for difficulty

      @j.diamond6014@j.diamond60142 жыл бұрын
  • 13:48 the adorable way he falls over here makes me wish there was a "standing up" animation.

    @Nomad6763@Nomad67632 жыл бұрын
  • Great video format and really insteresting process ! That prototype looks like a lot of fun already !

    @zalhietzli@zalhietzli2 жыл бұрын
  • I can't help but feel as if your channel and Sabrina's over at _Answer in Progress_ share so many (amazing) qualities. You both go on immense journeys of knowledge acquisition and condense them into their perfect essence. Only the most teachable moments. I don't think you realize how beautiful that is. Not to mention you both share the little "Let me explain..." at the beginning, which I love.

    @Ryan-ww7un@Ryan-ww7un2 жыл бұрын
  • As a CS student hoping to go into software development it really feels like prototyping is one of the most useful tools for almost any sort of development

    @jamestolliver9970@jamestolliver99702 жыл бұрын
    • It is! This is why REPLs are so common and useful, and arguably was the key to Unity's success. No method of learning and iteration is faster than just trying something out, and CS is also unique in that the economics also support this. It is very cheap to experiment, so give it a whirl!

      @syncarn@syncarn2 жыл бұрын
  • The idea of focusing on building a prototype first never occured to me now, I've been having the exact same trouble that you were describing and I think this is the path out of that trap. Thank you so much!

    @corviscape@corviscape2 жыл бұрын
    • I hope you finish whatever your working on

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
  • One of the best videos on game design I've watched. Please keep making these and documenting your process

    @adeladam2325@adeladam23252 жыл бұрын
  • Well, I’m glad I’ve stumbled onto this. Humble, and simultaneously inspirational. Great job my man!

    @VM-fu1tr@VM-fu1tr2 жыл бұрын
  • The game idea really reminds you of a puzzle platformer called teslagrad

    @preciat816@preciat8162 жыл бұрын
  • This video series has reminded me about my first processes when I started making games. Guess the first thing I made when I was developing my first game? I made a logo splash screen, why? Because that's the first thing you see when you play a game! It is almost adorable how we tackle these projects for the first time.

    @NyleGames@NyleGames2 жыл бұрын
  • i am just sat here grinning wider and wider as you iterate through ideas... this is so cool. great series mate

    @runningbravado@runningbravado2 жыл бұрын
  • Thanks for helping us learn from your mistakes! It takes great humility to do that!

    @GT-tj1qg@GT-tj1qg Жыл бұрын
  • Have you considered using the "recoil" of the magnet when you catch it to give you a little push, maybe as a kind of "directional" double jump?

    @leow.2162@leow.21622 жыл бұрын
    • Stop telling him that! I am actually in the process of making a game with that exact mechanic! 😂

      @Cuddl3s2@Cuddl3s22 жыл бұрын
    • That sounds like something speedrunners would do

      @somegremlin1596@somegremlin15962 жыл бұрын
  • 3:34 Carter's Curse, where you try to steal as many ancient Egyptian artifacts for the British museum as you can find/carry, while a mummy chases you. /s

    @alexscriabin@alexscriabin2 жыл бұрын
    • Spelunky 3: Indiana Jones

      @Resin_Kingdom@Resin_Kingdom2 жыл бұрын
    • Yeah prolly best that one didn't work out.

      @mckinneym.2743@mckinneym.274328 күн бұрын
  • Man you always have such interesting perspectives, also loving the bloopers at the end of the vids

    @jhonejay1426@jhonejay14262 жыл бұрын
  • Brilliant video!! I think this really shows how not only game design but any creative endeavor can be hindered by the lofty ideas we have in post-production before we even have something to CREATE and work with. It put out a good reminder to build truly from the ground up and how to truly find the GROUND itself before thinking about which direction is up after all. Awesome. I also agree on enjoying games that have two distinct play styles. I realize that this is what I LOVED about the original Blaster Master on NES as soon as you said it.

    @iamnoimpact@iamnoimpact2 жыл бұрын
  • I love this series so much. Thank you for taking us all along for this ride, Mark.

    @coltigh4232@coltigh42322 жыл бұрын
  • I'm pretty impressed by your drawings and sprites... excited to see how your game looks once it leaves the prototyping stage. Should I ever make my own game, I'd probably have to hire an artist oder stick to programmer art. :(

    @FrotteeVDH@FrotteeVDH2 жыл бұрын
    • There’s plenty of free art in the unity asset store and all over the internet, but you don’t need to worry about art to make good games!

      @teeoemm@teeoemm2 жыл бұрын
    • GMTK Patrons get videos early :)

      @GMTK@GMTK2 жыл бұрын
    • @@ratto7896 they got the video early cause they’re a patron

      @arkalt4066@arkalt40662 жыл бұрын
    • Getting better at art to the point of being able to use it is actually not _as hard_ as you might think. If you approach it from the same angle as you would improving your code or design you _will_ get better at it. Trust me, you have a bunch of usable sprites in you!

      @designator7402@designator74022 жыл бұрын
    • @@designator7402 my only art form ever is photography ):

      @drcgaming4195@drcgaming41952 жыл бұрын
  • Brilliant to see how you look at design after making design videos for so long! These magnet prototypes look great and I can't wait to see what's next.

    @Skeffles@Skeffles2 жыл бұрын
  • i love you mark, just this two videos have rekindled my love for game development, im ready to start prototyping the game idea i've had for years now.

    @tomasns6584@tomasns65842 жыл бұрын
  • I love that you’re sharing your journey here- I’ve always wanted to make my own game but have felt overwhelmed by the process. This series is actually giving me the confidence to go out and make my own game a reality!

    @locobob@locobob2 жыл бұрын
  • I like your approach for this series. There are a lot of tutorials on game development and indie game devlogs on KZhead, but they tend to focus on the technical part of development - coding, programming languages, raycasting, procedural generation, AI, etc. And that's a good thing in and of itself, but I feel like tutorials on game _design_ are a bit of a lackluster. You can know how to implement stuff, but if you don't know how to come up with a good game concept, fun mechanics and all that, you got nothing to implement.

    @ysgramornorris2452@ysgramornorris24522 жыл бұрын
    • Exactly. Btw if you want to something similar to this check out the channel "patch" quest he has a video about how he approached his first indie game wrong

      @Lumberjack_king@Lumberjack_king2 жыл бұрын
    • I'm hoping to make an indie game in the near-future myself, and I plan to focus more on the "why" rather than "how" in my devlogs too. I entirely agree not enough gamedevs share *why* decisions are made, just *how* they implement it...it can make trying to plan your own game ideas a lot more daunting of a task; it makes it seem as if game design knowledge is just an inherent ability some people have and not something you can learn and master over time.

      @fearlesswee5036@fearlesswee50362 жыл бұрын
  • Never watched you before, but this vid popped into my suggested list. Thank you for this! I'm learning programming and game dev for fun and I got bogged down in making my zone design perfect and quickly got overwhelmed. I know I need to just go and get the programming done to finish my basic idea and see if it works, and to learn something useful I can carry on.

    @thedanish5523@thedanish55232 жыл бұрын
  • I am excited for more work out of this project, Mark! 😁

    @mikorabago1816@mikorabago18162 жыл бұрын
  • Oh, also, as a game develops, sometimes the thing you started with - even if that thing was fun - will disappear and wind up needing cutting from the game. Gil Hova has mentioned on the Ludology podcast a really cool auction mechanism he's started as the core mechanic for a couple of his designs, and so far each time the game's developed via iteration and playtesting to the point that the really cool auction mechanism is weighing the thing down and in a round of prototyping he cuts it and the game is improved by that.

    @Stephen-Fox@Stephen-Fox2 жыл бұрын
  • This magnet game seems really promising! I know you probably already have plans on how to move forward in the development process, but if I were to suggest something, get your character's movement options as polished as you can before you start making actual levels. Tweak physics, make things as snappy or as smooth as you'd like, and once you've got a character that feels great to control, then start making your other mechanics. In platformers, movement is key, and if your character's movement feels a little bit off at any point, it can really tarnish some of the other aspects of the game.

    @xmgaming2444@xmgaming24442 жыл бұрын
  • one of my all time fave gamedev channels, making an innovative platformer, super inspiring and makes me try to think of innovative game ideas myself. Really cool to see games evolve and i cant wait to see the evolution of yours.

    @ChildWithNoContext@ChildWithNoContext2 жыл бұрын
  • This so so great!! Can't wait for more videos. I love how Mark is actually showing his face

    @thelarrys8693@thelarrys86932 жыл бұрын
  • As an art Teatcher, I must say that I love your drawings! They are so expressive and comunicate expressions with strong poses. Very Cool!

    @rafaelramires5883@rafaelramires58832 жыл бұрын
  • Ya know, Im not gonna lie...when I changed to prototyping all my levels out in my game, I significantly saw a boost in efficency. I found myself spending a day getting done what took me weeks and sometimes even months to complete before. The idea of finishing stuff now and copying it to the next level for reusability makes sense but in the end, this is what slowed me down. I had a very similar experience to you.Focus on game play, then make it shiny.

    @KillerGameDev@KillerGameDev2 жыл бұрын
  • 1:39 That was SO smooth and you can see that he knows it in his face.

    @jupitersky@jupitersky2 жыл бұрын
  • this is very good advice, as is the previous video regarding the concept of "tutorial hell", which I almost got sucked into.

    @danandtab7463@danandtab74632 жыл бұрын
  • Extremely relatable Mark, appreciate the frank look back at those old abandoned projects

    @beetent@beetent2 жыл бұрын
  • I have a theory about learning the arts: being told what works is less helpful than seeing how things fall apart. Learning what works makes something formulaic and polished, but learning what will ruin your work makes you understand how to take the good risks. I feel this series proves it! Great work as always Mark.

    @flavoredchin@flavoredchin2 жыл бұрын
  • Thank you so much for posting this video. It was a needed wake-up call to change my approach to developing a game I’ve always wanted to make for a while.

    @sapmanp@sapmanp2 жыл бұрын
  • This series is excellent, it's so insightful to see your ideas slowly evolve as you overcome each hurdle and your honesty about the challenges you've faced is super refreshing. I particularly love the idea of the magnet as a weapon, I instantly imagined a big magnetic sword that you had to leave behind to solve a puzzle making you vulnerable to enemies then it slicing through them when you called it back, similar to some of the puzzles in God of War 2018. There is so much potential in your magnetic idea. Thanks for uploading this Mark.

    @EchoFiend@EchoFiend2 жыл бұрын
  • “I was surprised and upset when my toilet fell through the floor” That quote needs to be in some “GMTK taken out of context” type video

    @ridlr9299@ridlr92992 жыл бұрын
  • I've been working on a game lately and focusing on making assets in Photoshop, implementing cool filters and effects, only to get a little burned out before the game's even really playable. This was a good reminder to just focus on prototyping and designing a strong foundation before working on the extraneous details. Also dang, that pixel art of yours is super impressive. I had no idea you had that level of artistic talent.

    @_skeptile_@_skeptile_2 жыл бұрын
  • The humanity and oh-so-painful familiarity of your experiences is exactly what keeps me coming back

    @Ph4n_t0m@Ph4n_t0m Жыл бұрын
  • This video series came out 30 years too late. How much time this would have saved me as a teenager aspiring to make his own video games.

    @roddlez@roddlez Жыл бұрын
  • every episode I get shocked how this man manages to figure the reality of game dev in such a short time, this series is so helpful!

    @zaidmermam2524@zaidmermam25242 жыл бұрын
    • Either he have a good share of personnal background in something related to game development (the tools, not the theory), or he's just stupidly good at searching for information, absorbing it and applying it. Learning to do what he did in such little amount of time is unusual from a newbie to objet oriented programming/game engines.

      @Hersatz@Hersatz2 жыл бұрын
    • @@Hersatz agree

      @zaidmermam2524@zaidmermam25242 жыл бұрын
  • "It's not an MMO at least" - is this a reference to a certain 100% science based dragon MMO?

    @zz7254@zz72542 жыл бұрын
    • That too, but there is (was?) a trend of complete beginners wanting to make an MMO as their first game, when it's one of the most difficult genres to develop even for a large studio: requires good backend and network programmers, and releasing lots of ongoing content to maintain a healthy playerbase.

      @rikamayhem@rikamayhem2 жыл бұрын
    • More a joke on so many beginners who dream up a super large game (MMOs for example) and then falling flat on their nose, since they planned a way to big project.

      @vast634@vast6342 жыл бұрын
  • This really motivated me to jump back into an old project of mine after encountering the same issues as you, and to do it properly, thank you :)

    @lucasburford7881@lucasburford7881 Жыл бұрын
  • I Really like the direction you’re taking the channel! Keep up the great work and good luck on your game dev journey

    @mattoliver9939@mattoliver99392 жыл бұрын
  • "Extra credits" has great playlist about how to make 1st game.

    @copiumkiller@copiumkiller2 жыл бұрын
    • Yeah but we don't talk about them anymore, lol

      @KuzuTomoki@KuzuTomoki2 жыл бұрын
    • @@KuzuTomoki eh they are fine minus a few videos

      @canary8212@canary82122 жыл бұрын
    • @@KuzuTomoki Can you remind me what they did? I know it was something stupid but i can't recall it

      @coffeedude@coffeedude2 жыл бұрын
    • @@coffeedude In simplest terms, they went woke and went broke. But they had these two particularly horrid vids, one about Nazi symbolism in games and the other about Orcs being racist facsimiles of black people, lmao. It's mostly just a marked drop in quality from their older videos when it seems they really went deep on video game development and mechanics, where nowadays it's just droning on about nothin much (to me anyway)

      @KuzuTomoki@KuzuTomoki2 жыл бұрын
    • @@KuzuTomoki I remember the violence one! It was awful. I hadn't heard about the orc one, I may look it up

      @coffeedude@coffeedude2 жыл бұрын
  • I’d call the protagonist “Marco” because “Polo” means pole in Spanish Like magnetic poles

    @rage_2000@rage_20002 жыл бұрын
    • what did we say about art 7-7

      @fa-pm5dr@fa-pm5dr2 жыл бұрын
    • Or maybe Marko :)

      @jacobbradshaw995@jacobbradshaw9952 жыл бұрын
  • You've inspired me to continue work on a prototype I had in the works about 6 months ago. Thanks!

    @signalzero77@signalzero772 жыл бұрын
  • Wow! Crazy and awesome. Test it, I soon find out! Thanks again for share!

    @krugner@krugner2 жыл бұрын
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