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@xantishayde-walker4593
@xantishayde-walker4593 2 күн бұрын
Nice video. Also seeing some great addendums to the process in the comments. I got this saved into my Game Dev 2024 list. Also, saw your first vid of Game Dev or Janitor? Im right there with ya, man. Here's to both of us succeeding!
@Seb001ean
@Seb001ean 10 күн бұрын
Really like your style and calmness. Excited to see your game come to life. Which tutorials / books would you say are the ones that got you where you are now?
@ryanorionwotanson4568
@ryanorionwotanson4568 23 күн бұрын
I could test it if it works on steam deck...great advice too!
@boomxhartshotxchannel3111
@boomxhartshotxchannel3111 28 күн бұрын
Fellow new-ish Unity dev here. Interested in testing if you still have that need.
@theimperialkerbalunion7568
@theimperialkerbalunion7568 28 күн бұрын
Hey I recommend reading Tynan Sylvester's "Designing Games". Its a must read. It will help with learning game design. Also marketing isnt advertising. It starts withh the conception of the game. Make sure your game actually has a market, and an audience. And work on making a prototype first. If you can make your prototype fun, then all you have to do is scale it up to the full game. But you have that anchor of good game design. It would be better to spend a whol year making a prototype that is perfect, than a full game that is flawed. Also please scale down your first game. You can go so far with so little. If this is your first game, you WILL fail if its too large scope (especially since you only have a year, and you dont have a technical background.) PLEASE PLEASE PLEASE, make a small but innovative game. Look at "Baba is you" that game is so simple, and super innovative. And widely successful. Please dont start woth a large scale simulation game. Games largely fail because of 2 things: Noone wants to play it. The game design was bad. By making a small game you can improve your game design skill with games that are easier to design. You should honestly spend your time making 1 small innovative prototype a month. Then pitch to publishers. If you get a deal from a prototype, youd be able to work fulltime and not return to janitor work. And doing repeated games will hone ur skills
@vast634
@vast634 28 күн бұрын
Have several prototypes in parallel. One for gameplay, one for visuals like animation or post processing, one for the menu element and inventory mechanics for example. Its much easier to test and iterate on those if the project does not depend on all the other elements of the game. Other elements could be mocked if needed. Once all main "modules" are sufficiently usable, you can assemble them into a combined project, implementing them in a clean way. That then is the basis of the game.
@BuggyGameDev
@BuggyGameDev 27 күн бұрын
Is that really working ? I would tend to make all element acts in synergy and respond one to the others to make a great game. Of course it can be interesting to have those draft elements and iterate on code and visuals independently, but at some point you must merge. So divergences (like having a gameplay loop with gamepad but you fast travel map is using mouse) could you make loose time, kind of exagerated but that's the idea.
@vast634
@vast634 27 күн бұрын
@@BuggyGameDev Its mostly technical and mechanics that I develop in their own sandbox project. For example NPC animation system is developed separate to an inventory system. Or having a specific project that contained the preliminary art-assets, materials and post processing setup, where everything is just staged, and im mostly interested in tuning the visuals and the lighting. I intentionally use simple prototype materials and assets in the other projects, so I can separate gameplay mechanics from visuals. The projects get merged at some point in a Main project, where I reimplement the stuff, but now in a much cleaner way, without all the temporary stuff that was just for some tests. (A big challenge of larger games is handling complexity - many assets, big codebase, not so much how to do something.) For a larger team that would be the point where productions starts, and there is a solid architecture and references on mechanics and assets and workflows.
@jameshughes3014
@jameshughes3014 29 күн бұрын
This was really helpful. How could this be done for a first person role playing game like fallout? It's not exactly a first person shooter, since fighting is only one portion of the game play. I'm thinking since it would involve crafting, building, fighting and quests, i should make a prototype for each mechanic, but also one that involves all of them to make sure they're balanced?
@WyrmyrGames
@WyrmyrGames 29 күн бұрын
Glad it helped! Yeah, I think you’re on the right track. I’m sure Bethesda had a prototype, of sorts, with just the player character being able to do some of things you can do in the game, before they really built out the world and all of the quests and items. I haven’t used them myself, but there are downloadable FPS frameworks that could get you started really quickly so you can focus on the unique mechanics to your game. I’d be interested to see what you come up with! (I just started playing Fallout 4 after the show came out. I should be making game but the world sucked me in 😄)
@DIPPYDO
@DIPPYDO Ай бұрын
I disagree.. i think that if you want to learn how to code games, making prototypes could be a good way to do that.. but games are more than the code.. if you want to be a solo dev, you'll news code, art, sound, level design, story, character design,ect.. the only way to build those muscles are to work them.. i think beginners should do as many game jams as possible to practice every aspect of game dev..
@WyrmyrGames
@WyrmyrGames 29 күн бұрын
I agree that’s another great way to learn! It’s kind of the same concept as a prototype, just more involved as you said. I didn’t mean to say coding is the ONLY thing beginners have to learn. But in my case it was the first thing I had to learn to actually make any sort of working game.
@RandomNewb
@RandomNewb Ай бұрын
good reminder about implementing, failing fast/receiving feedback, and iterating. back to development!!
@maxkopfraum
@maxkopfraum Ай бұрын
imo: simulation games - gamified slices of life with traditional game mechanics simulations - deep and representative software emulating non-game mechanics
@maxkopfraum
@maxkopfraum Ай бұрын
oh wow! do you find the broad but basic skills required for janitorial work match well with your work style? i've been thinking about this approach to life and pay-the-bills-work myself.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Yeah, I'd day that's a fair assessment. I get to do a lot of different types of cleaning work so I'm not often overly bored. It's active but not strenuous. I don't really have to deal with people very often and it's relatively stress-free. I do a fair amount of driving and the work can get repetitive but I get to listen to KZbin or audiobooks for almost the entire time I'm out working. Everyone I've met that does cleaning enjoys it and says it's a great line of work to be in. I've done it on and off for nearly 20 years. There's always work in this field and its not too hard to find. All that being said, it's also a great stepping stone for whatever you'd like to do for work. The schedule is often flexible which allows you to pursue learning or a hobby in your off-time. It's not often difficult or stressful work so you still have mental energy at the end of the day. And being a relatively relaxed work, you have time to think or listen to something while you work which makes the time doubly valuable. Most of my learning on game development and some of my best creative ideas have come while working. I recommend it and I'm planning on continuing in this work alongside my pursuit of game development because they really do work well together. Obviously, the goal is to shift away from cleaning, but for now it's working well to do both and I'll keep doing it as long as I need to.
@maxkopfraum
@maxkopfraum Ай бұрын
@@WyrmyrGames appreciate the answer, thanks!
@mattrobb3566
@mattrobb3566 Ай бұрын
Hi, good open and honest ideas, thanks. But not too sure about this; as you say most genres have a set of core mechanics and it may be fairly easy to program them and test them without them being much fun or the sign of a good game to come. But isn't the key the differentiator, what really makes your game fun and what is the perceived progress process that will keep it fun? Share too much too early and a good tester will see a way forward to make a better version more quickly and this could undermine your game. Be careful out there, this is a 'dog eat dog' world. Now I must get back to my new unshared prototype: 'Hungry fish!'. Good luck.
@WyrmyrGames
@WyrmyrGames Ай бұрын
😂 Go for it man! I’m making this game because I want to play it. I’d love to see more games like it or even better. I do understand what you’re saying though and I think it’s a common worry of game developers. If it’s a novel idea and happens to be really fun, why risk putting it out there for someone to steal? I can’t say that I haven’t asked that question myself. But I keep hearing from other game devs not to worry about it and I’m trying not to. They always say “no one cares about your game” which I think is mostly true. No one sees the full potential or vision of your game as well as you do. I think it’s important to have some balance. Find only a few trusted sources for testing at first and keep the testing on a small scale during development. Testing is too important to skip out of fear. But maybe try to avoid game developers as testers 😂
@mattrobb3566
@mattrobb3566 Ай бұрын
As you fully appreciated I was just teasing. In all sincerity I wish you all the best and will probably 'wishlist' your game after a few more progress posts. I'm intrigued to see where the fun is, but good on you for identifying a fun way ahead with feeding fish. I would still be very careful about sharing the details of your novel ideas. So please use trusted Testers.
@JeremyTarrier
@JeremyTarrier Ай бұрын
Thank you for the clear and concise guide to prototyping. If you're still looking for testers feel free to reach out.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks for the interest! I'll keep you in mind and let you know more about it in my next devlog.
@isaachepp3481
@isaachepp3481 Ай бұрын
Thanks for the helpful video, I look forward to seeing your work and wish you good luck on your journey!
@JamesArndt
@JamesArndt Ай бұрын
You said you were a beginner in game dev, but you are clearly articulating wisdom that not many beginners compartmentalize early on.
@WyrmyrGames
@WyrmyrGames Ай бұрын
I only know what I’ve been taught! Been learning from the best on KZbin and reading articles for at least five years now. But thank you 😊
@BestHakase
@BestHakase Ай бұрын
thank you, helps a lot
@WyrmyrGames
@WyrmyrGames Ай бұрын
Glad to hear that!
@CosplayZine
@CosplayZine Ай бұрын
Great stuff. The game art is looking great so far.
@everythingcouldbesimplify818
@everythingcouldbesimplify818 Ай бұрын
I agree that prototype is good to start but the best is having a deadline, the game will have to be finished no matter what
@maxkopfraum
@maxkopfraum Ай бұрын
in practice i see many devs linger for a while on aspects they care about. i don't think it is necessarily bad, if it keeps the spirits up. it's also possible to have multiple projects at the same time.
@maxkopfraum
@maxkopfraum Ай бұрын
most important: protoypes are vertical, not horizontal. a slice of every layer, not a finished layer
@baitposter
@baitposter Ай бұрын
This is one of the simplest and best bites of information for a prototype The proof-of-concept prototype isn't your alpha and doesn't need to be; just a vertical slice and taste of what you want your game to be
@Choco794
@Choco794 Ай бұрын
What about a strategy game, wouldn’t it have plenty of game mechanics so how do I isolate the core of it for a prototype, It will either take too long to make the prototype then I will have to scrap it so high wasted effort or I will burnout due to the amount of game mechanics I need to build and then if by some miracle if I finish the prototype and it is validated, I have to refine and fix my code which will be almost the same amount of effort as in making the prototype. Likely, I will give up either way so what should I do?
@WyrmyrGames
@WyrmyrGames Ай бұрын
I’m not really a huge fan of the throw-away prototype. I understand the arguments but like you it’s rather demotivating for me to have to do the same work twice. So I don’t see why you couldn’t consolidate that development into one stretch and when the prototype is completed and tested, build on from there. I’d have to do some research, but there may be kits out there for strategy games that help you build a basic game quickly without having to build all of the core mechanics yourself. (If there isn’t, maybe you could sell your prototype as a starter strategy kit 😂)
@maxkopfraum
@maxkopfraum Ай бұрын
@@WyrmyrGames in my opinion prototypes should be used to build up the underlying core libraries for your final game. the prototypes can still use the same libraries, but present them differently, use more or less features, combine them differently, etc that way you may lose one throwaway protoype configuration, but the core mechanics keep evolving.
@Uhfgood
@Uhfgood Ай бұрын
It depends on the type of game. If it's a narrative game, then a basic prototype is not quite as feasible (you can still do it, but you have to provide a little more content than an action/arcade/etc game). I am going to do something similar, starting with a text adventure progressing in stages until a fully graphical, animated point-and-click adventure game.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Agreed, the genre can determine how complex your prototype needs to be. It sounds like you have a good idea of how to make it work with your game. I’d be interested to see your progress.
@Uhfgood
@Uhfgood Ай бұрын
@@WyrmyrGames - Maybe i'll link ya when I've started making videos. (vlogging my progress here soon)
@BuggyGameDev
@BuggyGameDev 27 күн бұрын
A outline of the choices and dialogs would not be in this case the prototype ? It's not from a synopsis indeed you will make a narrative game appealing, but a concept art of the settings, characters, and the detailed plot would assure the game is good at least I would think. The hidden cost is more on the tools you will use to integrate, like the localisation, the UI (hello text too long in german), staging and narrative engagement. So if you begin directly for a short game executable... Well maybe later because of you want a unusual way of making choices (timer etc), all can fall appart.
@amraouza4937
@amraouza4937 Ай бұрын
way to gooo Brother !!!
@chaosordeal294
@chaosordeal294 Ай бұрын
You don't need to prototype something that you have seen work in a zillion games. Characters can jump onto platforms in video games -- no prototype necessary. If you make a platformer, a significant effort will go into perfecting the jump mechanisms, and a prototype really won't help -- you may as well start on the first iterations of the final product. Camera-tracking always needs refinement as a project progresses. Again, don't even bother with a prototype -- it's just one of those things that needs fussing with until it's right, and you won't know if it's right until you see it at the tail end of the project.
@Choco794
@Choco794 Ай бұрын
The main reason for a prototype is to test the innovative features or features not commonly seen in this genre, the USP so to say and see if it gels well with other prominent game features that are commonly found or even define the genre.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Good points. In that case a prototype, or first iteration, could have a framework of solid game mechanics from your genre layered with some more experimental mechanics of your own. There are plenty of starter kits out there for certain genres where you would only have to tweak those solid mechanics and really focus on testing mechanics of your own.
@Choco794
@Choco794 Ай бұрын
@@WyrmyrGames thanks, you answered my other questions/comment as well. Also how much new learning do you think a project one wants to sell potentially should have (approximately)?
@WyrmyrGames
@WyrmyrGames Ай бұрын
@@Choco794 Hard to say. In my case, it’s close to 100% because I didn’t have any experience when I started. But I think if you’ve learned enough to make something like a polished vertical slice of your game, you can run with that and maybe only have to learn a few more things along the way. I probably won’t dive much deeper into 3D modeling, for instance, because I think what I know now is enough for me to be able to finish the project at the level that I want it to be. But I have a lot to learn about coding still because there are a lot of things I haven’t started on. If it’s your first game, I would say focus your learning on building what you want to make, whatever is most interesting to you. And when you’ve learned enough to make a good portion of a full game at whatever level you’d like it to be, go for it! I hope this helps. I’m learning too! 😄
@ChiliTurtle
@ChiliTurtle Ай бұрын
That looks nice, reminds me of My Aquarium, I am also a solo developer and know how hard gamedev can be.That deserves a sub and a like. Will you check out my prototype?
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks! Definitely. Should I check out a particular video of yours or is your prototype playable somewhere?
@ChiliTurtle
@ChiliTurtle Ай бұрын
​@@WyrmyrGames Yes it is. (I should probably put the link into the description) its on itch, I updated it today, and rewrote the physics, so currently just round courses are available (the battle royale is disabled until I am completely done with the physics rewrite) I pinned it on my video, because I am not sure if you are allowed to post links on other peoples comments section.
@jefferyknudson9894
@jefferyknudson9894 Ай бұрын
Hey! I would love to test this game! It looks awesome! Also, I've really enjoyed following your growth and story. Reminds me a bit of myself.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Hey thanks! I'll let you know more in my next Devlog about testing. Thanks for the interest.
@PandemoniumGameDev
@PandemoniumGameDev Ай бұрын
Good stuff! It's really logical to create prototype in order to separate good concepts from bad ones, unfortunately we're emotional creatures and a lot of times we ignore this in order to create our "dream game" 🤣. This a good reminder to stay grounded and trust the players more than your own fantasies.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks! I completely agree. It's all too easy to trust your own instinct or your vision for the game and move on without testing. Instinct and vision ARE important and you should listen to them, but a healthy balance of listening to testers will only make your game better.
@ChimeratAlpha
@ChimeratAlpha Ай бұрын
I would be interested in testing, but I don't use Discord. Any program that "requires" the ability to comb your computer's programs to collect data is not welcome on my PC.
@FH-ff9jj
@FH-ff9jj Ай бұрын
thats how most apps work though?
@ChimeratAlpha
@ChimeratAlpha Ай бұрын
@@FH-ff9jj I never once used Discord for gaming, it was intended to chat with people I knew. Then it suddenly had a list of all the games I owned. I promptly deleted it and it is no longer welcome on my systems. If you're okay with them digging into your date, that's your choice.
@FH-ff9jj
@FH-ff9jj Ай бұрын
@@ChimeratAlpha thanks for the odd paragraph bud
@revimfadli4666
@revimfadli4666 Ай бұрын
What about slack? It's like discord for work
@revimfadli4666
@revimfadli4666 Ай бұрын
​@@ChimeratAlphaisn't slack like discord, but for work instead of gaming?
@za7304
@za7304 Ай бұрын
My dads a custodian for the state and makes a lot of money since he’s been doing it for decades
@izako_1873
@izako_1873 Ай бұрын
Good luck!!! 🤞🙌
@wellingtonribeiro847
@wellingtonribeiro847 Ай бұрын
In my opinion, your game already look better than it needed. You should start working on game mechanics now and of course, give your UI the same attention to details.
@mina7572
@mina7572 Ай бұрын
This is a great goal. You have a good idea of scope vs time. I think you should plan out some timelines for features anyway because even if the time estimate is wrong, planning always makes things more efficient one way or another. I'm actually also in a similar-ish type of job and learning coding and modeling for Unreal. Will be keeping up with your journey.
@haruruben
@haruruben Ай бұрын
There’s nothing wrong with being a janitor, it’s honest work that needs to be done
@WumbologyGames1
@WumbologyGames1 Ай бұрын
I like how you used something from real life as inspiration. A lot of times it seems like developers just use other games as inspiration.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks! There are absolutely a few game inspirations for some of the game mechanics, but I've always been fascinated with simulating real life with code and art. Hopefully those things will combine into a cool and unique game in the end!
@WumbologyGames1
@WumbologyGames1 Ай бұрын
Good luck! I think you're going to be able to make it. Your game looks like it is off to a good start and it seems like you know what you need to do.
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks! I hope so. All I know is what they tell me on KZbin 😄
@Dunkable
@Dunkable Ай бұрын
I think your graphics fit your game well. The blue fish sorta blend into the background though, while the yellow, green, orange, and pink fish catch my attention
@WyrmyrGames
@WyrmyrGames Ай бұрын
Good to know. Thanks!
@Minecraft52628
@Minecraft52628 Ай бұрын
Your better off prototyping the gameplay fast and aggressively before bothering with all the art stuff. The goal is to find out if your game idea is fun as fast as possible and either changing it or finding a new idea based on the results. As it stands im incredibly confused what this game is suppose to be
@WyrmyrGames
@WyrmyrGames Ай бұрын
I’ll admit I am doing things a bit out of order for a proper development cycle. But before I posted a few videos on KZbin I didn’t have anyone to test the game with. The main goal right now is creating a polished vertical slice and now that I have some potential play testers (if anyone is willing) I can switch gears to making sure what I have so far is solid enough to move forward with development. Thankfully the bit of art I’ve done so far didn’t take too much time and it doesn’t box me in at all on the actual gameplay design. Thanks for the suggestion. That is important to keep in mind.
@TonyGizer
@TonyGizer Ай бұрын
A little bit derogatory to janitors.
@petrichord__
@petrichord__ Ай бұрын
I just found your channel and it's so cool to see how the game has improved so much visually since the first dev log. Looking forward to the next one!
@justlearning1881
@justlearning1881 Ай бұрын
nice
@HoneyMelonGames
@HoneyMelonGames 2 ай бұрын
i can help u improve ur thumbnails. People need to see ur vids😍
@WyrmyrGames
@WyrmyrGames Ай бұрын
Thanks! Glad you think so. Any suggestions are welcome on the thumbnail front.
@batlin
@batlin 2 ай бұрын
Seals are probably easy to animate too! I heard someone call them "meat torpedoes" the other day and cracked up...
@WyrmyrGames
@WyrmyrGames Ай бұрын
😂 I may be able to work seals into the game somewhere.
@VectoorX
@VectoorX 2 ай бұрын
Looking at the end results, I feel like you could add some Post Processing / Color Correction to really make the game pop!
@GDRaptor
@GDRaptor 2 ай бұрын
The game looks way better now, good job. The only thing I feel is missing is some fog in the water,bc normally water in ponds isn’t that clear
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
Thanks for pointing that out. I must have tuned the fog right out of the scene. I’ll dial it back up a bit.
@DrDrastic624
@DrDrastic624 2 ай бұрын
Click Rate and Watch Time is how your videos get more views. Clickable title like you made on this one and a clickable thumbnail. Most improtantly for the tiktok youtube short brain rotted brains, lots of edits, clips changing every couple seconds, memes, jokes, bascially crack content. you got this man
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
Thanks for the tips! I likely won’t go full crack editing for my videos. But they could definitely benefit from a few more cuts, better B-Roll, sound effects, transitions etc. Somewhere in the middle where the content is the focus and the editing enhances it.
@DrDrastic624
@DrDrastic624 2 ай бұрын
@@WyrmyrGames yup that’s a good route too!
@kevingrillmastersteak4all986
@kevingrillmastersteak4all986 2 ай бұрын
Oh man, complete visual transformation! Nice job man!
@xylvnking
@xylvnking 2 ай бұрын
looking fresh af
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
Thank you!
@ghostpeppered4524
@ghostpeppered4524 2 ай бұрын
What you've accomplished with your shaders is adequate for graphics. Don't compete with AAA graphics, it's not worth the time. Cinematic ultra-realism isn't necessary for indie. Ya you won't attract any console gamers but that's part of knowing your audience.
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
Good advice. Staying focused on the target audience is crucial.
@a6gitti
@a6gitti 2 ай бұрын
Yup u got a sub
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
Awesome thanks!
@dejaview5951
@dejaview5951 2 ай бұрын
Good luck my man!
@1990Nagaraj
@1990Nagaraj 2 ай бұрын
Hello, Grate going. I am a Indie Game Dev. Do you know a way to get games that have made $3000 or $10000 in first year? Please let me know.
@WyrmyrGames
@WyrmyrGames 2 ай бұрын
I assume you mean how to make a game that makes $3-10k in the first year? I can only repeat what I’ve heard elsewhere: Look at games that are similar to yours, using Steam Tags, and find any that have revenue in the range that you’re hoping to make. There are websites that estimate game revenue based on number of reviews. Game-stats is one. So once you’ve found games similar to yours in your revenue range, make a game that is as good or better in all areas: graphics, gameplay, features, stability. Then just as importantly, look at what those game developers did for marketing, if you can find it, and mimic it beat for beat. Did they post on social media? Did they have teasers of trailers? I hope this helps! 😅 This is the basic roadmap I’m following and there are plenty of videos on KZbin that go a lot deeper than I can.