Now this video is very great to kickstart the validation! Me and my team are making a new game, and we kinda need a proper prototype. There aren't many games like it (closest is bannerlord), so we need to make sure it is a good game before starting. However I keep getting stuck spending way too long on the prototype (2 weeks just learning and making multiplayer work in Godot). Do you have any tips to make a good prototype for complex games?
@JP-do5tc4 минут бұрын
Two weeks is nothing, especially for multiplayer. It sounds like you’re on the right track.
@humman007Күн бұрын
The idea may be great and game may be fully planned but biggest influence on its quality is the small decisions made during its production, mostly balanced like or feeling-polishing like
@MoonMantisGames19 сағат бұрын
Yep, execution is king at the end of the day. It's a lot easier to market something that people want though. Finding what people want is not an easy task many times.
@bewilderedlearningevolvingКүн бұрын
In the trenches of game development, skill grows like calluses on a boxer's hands - through the doing, not the doubting. Market-chasing is for cowards; true games are forged in the fire of conviction, and their players will come like moths to the flame.
@TrentSterlingКүн бұрын
love this, trends suck.
@AirmanCS20 сағат бұрын
There is actually a very well know marketing term, the red and blue sea market. If you go to a genre/target market not most people are making games for(blue sea), you have less competition, true "less" costumers(treasure on the sea), but also less competition(pirates of the red sea) and that could lead to a HUGE bump, big trends start on a lonely field. And if it never becomes a big trend, if you market it right, you can get a very loyal audience, if you have small pirate crew you don't need much treasure. For me the blue sea is better for indies. still some valid points on the video but everything is very delicate there is no "perfect" market for sure.
@MoonMantisGames18 сағат бұрын
@@AirmanCS Ya, red/blue ocean is a good mental model for thinking about markets. I may talk about it at some point. How far away from a popular niche that market is has a lot to do with your potential success as well. If you go so too far out there its difficult for consumers to understand why they want what you're selling without a lot of effort. It can be easier if you transfer them from some popular thing into your new niche thing, assuming you can find what people are unhappy about!
@anonymuser69962 күн бұрын
Why arent you blinking bro
@MoonMantisGamesКүн бұрын
So the thing is... I'm a time traveler. There's this statue across from me that moves every time I'm not watching it. Really inconvenient but eye drops help ya know?
@Skeffles3 күн бұрын
Great set of tips!
@Natec_k4 күн бұрын
what if my job goes to 5pm, then im at the gym til 6-7, then dinner, then next thing you know its 9-10 pm :( then time for bed
@MoonMantisGames4 күн бұрын
If you wanted to stick with mornings, you could try sometime around 6 to 7 depending on your commute. Other places to look at are your days off, down time after meals, breaks during the workday, etc. You can also pick different types of tasks depending on the time you have and where you are. My times were generally 7 am on workdays and 4-6 hours throughout Sat/Sun. It isn't easy, and it can definitely be uncomfortable at first. All about trade offs and making time.
@JotaJotaDobleV5 күн бұрын
Thanks for the shoutout, Kyle! Your videos are the perfect morning coffee companion. Keep up the great work! ☕😎
@MoonMantisGames4 күн бұрын
Of course! Glad you're enjoying them. Look forward to talking with you again soon ☕
@SaiyanSauceGawd6 күн бұрын
Yo awesome vid thank you for the tips. I’m not even a game dev or working on one I’m just a 3D artist and cook but I saw this pop up and I think these tips apply to a lot more than just game creation. Also 1:40 was the first blink.
@MoonMantisGames5 күн бұрын
Thanks! Glad you liked it. Ya I've used these things on all kinds of projects, not just games haha. Also... keep this you're letting out my secret that I'm actually a robot and my blink processor's clock is set a bit too slow.
@lennysmileyface6 күн бұрын
I can't make random games and I don't care about making money and use all my money on my own game. How would you get people to join your project without paying them? Who would want to do that?
@Krishkumarsoftworks6 күн бұрын
How to do it
@jej_x6 күн бұрын
You got to plan it out in depth and pitch it to others with a revenue share agreement.
@MoonMantisGames5 күн бұрын
If you don't intend to make money, you're essentially selling the project as fun to make/work on. A lot of ppl are interested in or want to try game dev but don't have the time/interest to do it commercially, so these would be the types you'd look for. Check out game dev meetups or game jams. Ideally get to know some ppl first and if you vibe then ask if they want to work together. Involving them in the creative process of defining the game can be a big motivation for ppl joining you too. More or less the sell here is you, not whatever the game is. Even if the first one isn't one you want to monetize, your group may decide to do that for the next one!
@damvcoool6 күн бұрын
I am not good at Art, Coding, or coming up with stories or ideas. but darn it I am making a game!
@MoonMantisGames5 күн бұрын
Hey, you got this! Keep at it and you'll be good in no time. Look forward to seeing that Steam page
@SlimeHuntersGame6 күн бұрын
Thank you for the tips!
@MoonMantisGames6 күн бұрын
Thank you! Anything else you're curious about?
@SlimeHuntersGame6 күн бұрын
@@MoonMantisGames I'm curious about tips that you wish you could've known earlier in your career that could've saved you a lot of headache.
@MoonMantisGames6 күн бұрын
@@SlimeHuntersGame For sure, this video might be something you'd like: kzbin.info/www/bejne/a2fCeoOtlrigfZIfeature=shared Some things are Steam specific but hopefully some generally useful bits in there too!
@SlimeHuntersGame6 күн бұрын
@@MoonMantisGames Great video! Thank you for sharing~
@MattPritchardOfficial7 күн бұрын
I shall use my unfair advantage.....
@MoonMantisGames6 күн бұрын
Haha do it! Look forward to seeing that Steam page soon :)
@hectorminator47 күн бұрын
Can you tell me a community where I can post my ideas of games and progresses and and share their feedback??
@MoonMantisGames7 күн бұрын
Yes! www.youtube.com/@bitemegames Has a solid discord community that ppl post in regularly. If you like my content, you'll probably like theirs too. I'm working on a Discord as well, but I haven't publicized it much yet. Trying to be careful of community management work since I'm only one person.
@riesonblumer16599 күн бұрын
Cool to see that you're making youtube videos about game dev :) I work just part-time and even that can present a challenge when trying to make meaningful progress on my game with other stuff going on in life. I recently started getting up early to work on my game even though I've never been a morning person. If nothing else, it provides some peace of mind throughout the day because you've already done at least something to move forward your game.
@MoonMantisGames9 күн бұрын
Hey! Good to see you stop by :). For sure, making yourself get up early isn't easy, especially if you've been a late night person for a long time. That "I did a thing" feeling of accomplishment is really helpful for the rest of the day too imo. Good luck on your game!
@riesonblumer16599 күн бұрын
@@MoonMantisGames Thanks! Same to you!
@dobrx619910 күн бұрын
Nice video!
@drlorddoom_gaming12 күн бұрын
Good point. I also think it's also important to remember that it's okay to take breaks when needed. If you’re not enjoying a particular task, just switch to another one or take a step back when necessary.😄
@MoonMantisGames11 күн бұрын
For sure! I really don't take enough breaks, but I try to at least keep it in mind.
@TheMarwanAlley12 күн бұрын
This advice works for all types of creative work, not just making games 😂
@BindusGames14 күн бұрын
Instant subscribe :D It is interesting that this approach is starting to be seen as controversial (in my experience), where people fall into sunk-cost fallacy, and feel bad about dropping a prototype, or even worse criticizing others for not finishing the project at any cost. So besides prototyping, one needs to be conscious which feedback to take as valid/worth considering.
@MoonMantisGames13 күн бұрын
@@BindusGames Thanks, glad you liked it! Haha it's funny you say that because I was just scripting a video around this. I'm close to the startup world too, and I can definitely say that dropping a prototype or doing a course correction for a product is totally normal.
@dimokol15 күн бұрын
Very helpful insight!
@darknetworld15 күн бұрын
You do have a point. So many ideas... It not easy task. Trying different type of projects and game modes. One enjoy creating what I love and try the best to make it. But it come down to art design. XD
@MoonMantisGames15 күн бұрын
Thanks! Prototyping with art style is really interesting. I think this is where socials can help a lot if you can draw enough attention to your posts! Good luck on your game :)
@darknetworld15 күн бұрын
@@MoonMantisGames I lack art. So thinking of Minecraft art simple block character and creatures for prototype as well be creative. I have don't have to over think too much detail to keep it simple.
@MoonMantisGames15 күн бұрын
Ah ok my bad. Ya using blockouts can be useful there as long as they are the same size as your final assets!
@NjecolinaHranjec15 күн бұрын
...and here I am being distracted :D
@MoonMantisGames15 күн бұрын
Happy to help. I got your back 🫡
@drlorddoom_gaming15 күн бұрын
I keep writing things down, but never go back bc I keep getting ideas 😂
@MoonMantisGames15 күн бұрын
Lol you and me both to be honest. I'm thinking to put a monthly event on my calendar to remind me 🤔
@bc419815 күн бұрын
Yes ❤💯. I live and die by idea logs in spreadsheets and Obsidian. Great video, concise, novel, super useful - well done! 🎉
@MoonMantisGames15 күн бұрын
Glad you liked it! I'm almost 100% Obsidian these days unless I'm doing some Excel wizardry. Notion can be a great one too but the free tier block size is a bit small
@bc419815 күн бұрын
Why do people put 'first' in comments? 🤔 😉
@MoonMantisGames15 күн бұрын
Idk but that was some serious speed. Gold medal for winning fastest time to comment!🥇
@DudeWatIsThis16 күн бұрын
The theory: "Yeah I'm prototyping to see what works best." In practice: "We'Re MaKinG A mETroiDvAniA wiTh pReTty gRaPhiCs"
@MoonMantisGames15 күн бұрын
Haha well at least the theory was sound.
@EternalRecurrence8819 күн бұрын
Honestly every game is a longform prototype. Every rockstar game outside the GTA franchise is just a prototype for the next big GTA. (Especially in the ps2 era) max payne, bully, rdr etc. They were all ways to conceptualize and play test things before they decide whether they belong in the GTA universe.
@MoonMantisGames18 күн бұрын
You know, I've been thinking about this too. Lately I've been looking at making a series of small games focused on a single mechanic (or two) and build up over time to some larger concept. Goal is to see if this is a more feasible path for indie devs to sustainably make games
@digitaltectonics19 күн бұрын
Another great video! You also reminded me to ensure I had Beyond Astra on my wishlist
@MoonMantisGames19 күн бұрын
Thank you! Beyond Astra looks legitimately cool. I didn't just wishlist that to make the video haha
@madhisaranadasa141019 күн бұрын
Great insights and pretty unique content compared to the rest of game dev KZbin, well done!
@MoonMantisGames19 күн бұрын
Thanks! Glad you liked it. I wanted to try something different, so this is the result :). I kind of have a feeling it won't do great with views, but we'll see haha
@Lorry12720 күн бұрын
I started my game dev journey at 50 with (almost) zero coding knowledge. At the moment it's a hobby, but nothing is stopping me from learning something new. I don't have the ambition to develop commercially successful games. It's all about having fun. That doesn't make it any less of a game dev journey. Success is only defined by you and what your goal is. Yes, at some point I will release my dream game. But that is not my definition of ‘I am a successful Game Dev’. My advice is to follow your dream and don't forget to have fun.
@MoonMantisGames19 күн бұрын
Hey that's awesome! I think there's a lot of advantage in doing game dev later on. Funding, and often revenue, can be scarce so it helps if you can go on your own for a while. Hope you enjoy it and look forward to seeing what you build 🤘
@PHeMoX21 күн бұрын
Paper prototyping is not prototyping though... Just literally isn't, because an idea on paper might suck as an actual working gameplay loop. Yes, including paper card game to videogame conversions. Prototyping is building and testing an actual gameplay loop, ie. coding,, to see if it's fun and engaging. Generally with zero time spend on art assets, as they are irrelevant to this process. It is ultimately about which game concept to go with, which main features to focus on. Paper level design sounds like a slight waste of time to me, but might allow to wrap your head around a more concrete and complex level idea I suppose. But with a properly setup level editor or level generator, that stuff is super easy to just implement directly in a game though and go from there. If it's good, you have it pretty much ready for your game. No one wants to hardcode in all levels anyway. Building an editor early on makes a lot of sense. And it would be a separate thing from prototyping completely. In fact, I don't think the focus should be on level design when the core gameplay loop isn't fleshed out yet. There's an order of how or when to implement things. And _yes_ , you can absolutely overhaul everything when a level idea changes the fundamental (gameplay) loop of a game. There's really only one way to prototype. And the hardest and most important part about prototyping was not discussed at all, which is determining and discarding ideas that suck or changing them so they do work.
@ajrizaldo420421 күн бұрын
So true, tho I just have this problem where I want it to be a game in order to create it..
@MoonMantisGames20 күн бұрын
Haha maybe think of it as a sort of mini game?
@MrNuttyCuts21 күн бұрын
Great video as always man! I know it's not what you specialise in but your videos have been getting decent views. I was wondering if you had any advice on how to get my longform content to get decent views. If you don't have any advice it's fine and i can see you making it big on KZbin soon. KEEP IT UP!!
@MoonMantisGames20 күн бұрын
Thanks for watching! Glad these are useful for you. For help with your channel, I am for sure still learning as I go. One thing that seems really important but a lot of ppl don't spend time on is the thumbnail image. At least for ppl that are scrolling that seems to be a huge factor for whether they click or not. Maybe that's helpful for you?
@dondingled22 күн бұрын
Solid advice thanks
@TrentSterling22 күн бұрын
Solid advice. Burnout is common in most fields, but I see it especially frequently in the gamedev space. Creative work is hard I guess.
@MoonMantisGames21 күн бұрын
For sure! I think it has something to do with working on a thing you like to do. A while back I was at a startup doing some machine learning stuff and I really went all in on it. It was fun to do, but at the end of the day it was still "work". As you could guess, I ended up burning out
@adeladam232522 күн бұрын
Great video!
@luckyknot22 күн бұрын
I also feel that up to a certain age, burnout can pay a toll more easily if you are not aware and spend too much time in front of the computer. When you are younger and there are not adult responsibilities, energy levels are naturaally greater to deal with anxiety.
@MoonMantisGames21 күн бұрын
Oh for sure. Even as a college student I had no problem staring at the screen for hours on end. Turns out I just had very little to worry about besides what I was working on. Now though... life likes to add to the pile haha
@luckyknot21 күн бұрын
@@MoonMantisGames indeed! but totally agree, doing sport, eating and sleeping well, socializing, is needed for any solo dev!
@Wineblood22 күн бұрын
I just found your channel and while I do like the topics you cover, I have to say that the shorter duration makes your content a lot more convenient to watch and learn from (as opposed to 20+ minute videos I honestly can't be bothered sitting through most of the time).
@MoonMantisGames22 күн бұрын
Glad you're liking it! I hear you on super long videos. I very rarely watch them and if I do it's just in the background. Doing these shorter ones are really helpful for me (as one human) to get out 2 per week and still work on other things. Unfortunate downside is that it can take longer for the channel to hit the various YT metrics. Ad revenue sharing takes 4000 watch hours
@Wineblood22 күн бұрын
What game devs skills did you have when you started? 7 months sounds short but I'm curious how much time was invested before that. I'm considering game dev and while I have a few small ideas that make for a decent first game, I'm not sure how much time I'd need to spend on core skills first.
@MoonMantisGames22 күн бұрын
That's a tough one unfortunately. Tbh though, I'd say just start doing it. You'll learn what you need as you're going. Transfer learning is also a huge help and most likely you can transfer skills from somewhere to give you a boost. Here's a few things that helped me transfer skills to game dev: I've been building software products of all kinds for about 15 years professionally and quite a bit before that otherwise. I started tinkering with game dev with Unity about 3 or 4 years ago just as a side thing, no serious time commitment. Trace Hunters was the first time I used Unreal Engine (outside of poking around on some sample projects). The non-technical side I've played music since I was a kid and got into music production over the last 5 years or so as a hobby. 3D art I had some transfer skills from 3D modeling for other things + I have a decent vector math background. I just lack artistic skill lol. 2D I've done some basic things over the past years and started learning art theory/illustration within the past year. Reading/writing have also been things I've done for most of life.
@fearingalma155023 күн бұрын
I want to make paper prototypes of stuff I have in mind but I struggle to translate mechanics over to paper unless it's a certain type of game. How are you going to prototype a stealth game on paper? A racing game? Paper prototypes work amazing for stuff that is closer to a board game's feel like RTS games or other forms of strategy, but a flight shooter or something else just doesn't quite fit.
@MoonMantisGames22 күн бұрын
For sure, it is def more easy to translate board-gamey like things to paper. You can do it with other concepts to a degree though (and some imagination). It depends on what you're really looking to get out of the prototype. Stealth game: Draw out a large map with obstacles. Get a marker for your player, markers for enemies + their vision cones. Try "playing" through the map without getting detected. Making real time into turn-based can help too sometimes but it's probably overdoing it a little. Racing: I did *something* like this with map design in Trace Hunters. Draw out your track and pretend to "drive" around the track. Pay attention to when you're turning, when you want to drift, what you want people to see when you round a corner, and take notes for all of those things. You can try with multiple people too, just a bigger track. Think kids playing with toy race cars.
@fearingalma155022 күн бұрын
@@MoonMantisGames You know once you replied I remembered Hideo Kojima did camera prototypes for MGS1 with practical lego sets of the game's planned areas to figure out how the camera should move through the space
@MoonMantisGames22 күн бұрын
Oh ya! I remember seeing that in a video. That was a *really* cool setup haha. Good excuse to toss some legos together too
@samamies8823 күн бұрын
Awesome video, great information. Only thing i'd like to get improved is the audio. There is constant high pitch buzz going on. I was able to watch this on mobile but i bet my ears would had started ringing if i listened this on my pc with decent headset. Hope u can tweak ur settings (noice cancellation or such filter might be enough - or maybe adjust gain level so it doesn't pick sounds as sensibly in case its fan that it picks now), change mic and/or check the wires (it sounded static so source might be loose wire). Audio might be even more important than visuals. People can tolerate pixelated video but if viewer can't understand speaker (not case here but talking in general) or can't listen the full video (might be case here) then that might mean less viewers. Still: ur tips were spot on. Will tune in on this channel in future as well.
@samamies8823 күн бұрын
edit: realized i have watched one video from this channel previously and it didn't have this buzz. I even rewatched parts of if and compared audio between this and that video. So something changed in past 2 weeks whether its editing, setting, loose wire or louder pc fan.
@MoonMantisGames22 күн бұрын
@@samamies88 Thanks for watching and pointing that out. Ya, it's a serious problem. I just dropped the ball on this one and didn't filter enough. I live next to an extremely noisy 5-lane road and *usually* I can get the constant background hum out. Specifically with this one, I was a little late recording and hit rush hour traffic but needed to get a video out. What you're hearing is the thunderous roar of cars, motorcycles, and trucks with irregularly spaced horn honking lol
@arthurmeyer297723 күн бұрын
Do not even think about releasing your game, if it doesn't have at least 7.000 wishlists. In the games that I released, it was the bar to put my game in the popular upcoming. Wishlists come significantly faster after getting it. If your game can't get to that point, you need to think about how to showcase it, and if you can't think of anything, it means the game is not marketable, shut it and work on a better concept. Best regards! Edit: It's all about the algorithm, the rich get richer is the main concept of Steam, the more sales you have, the more Steam shows your game, and then the more sales you get. That's why, if you can't even make the algorithm to move, there's no point in putting the game there.
@Itsa-sh25 күн бұрын
This video reminds me of the LEAN Startup. In that you aim to sell a non-existing product then work with your customers to solve problems, to reduce waste - but in this case it's more feedback from the audience and audience building.
@MoonMantisGames24 күн бұрын
I do like that book, so probably not a coincidence haha. I haven't really figured out how to apply some of the same principles to games, but we'll get there.
@MattPritchardOfficial25 күн бұрын
Nicely done. Game Developer Magazine, back in the day, would publish a post mortem of an AAA game each issue, and they insisted on a '5 and 5' format - 5 things that went wrong, 5 things that went right - for balance, with an intro and an summary with improvements / actions for the future.
@MoonMantisGames24 күн бұрын
Thanks, Matt! Oh that's a cool idea. I think I'm going to borrow that one haha
@Marandal26 күн бұрын
I Haven't played a Fast-paced vehicle combat game in 20 years but i've always wanted to play another decent one. Last 2 played was Interstate 76' and RECOIL
@MoonMantisGames25 күн бұрын
Ya, they really aren't so popular these days. There really aren't many of them either. At one point I did a quick review on Steam and the "vehicle combat" tag only has about 600 games.
@Marandal26 күн бұрын
I do think I could learn from writing out a Post-mortem for myself. All my projects are soo small that I do a self-reflection later by sitting down and thinking it over.(I like to do this for the reasons you stated) One of my favorite people to watch for such reasons, is Tim Cain. He's been in the industry since he was 16 (he's about 60 now and is semi-retired) while avoiding the Spider-Man blaming. lol
@MoonMantisGames25 күн бұрын
They're really useful if you remember the purpose for doing a post mortem to begin with. It seems over time, especially when you grow to larger team sizes, the purpose drifts from "finding how to improve" to "producing a document". Haha I haven't watched Tim's video but some day I'll check it out :)
@Marandal26 күн бұрын
You know what's funny.. I wanted my first game to be an RPG. What i didn't realize at the time was that RPG's are the end-all of game-development. Even a large number of companies don't make them because they're soo difficult. I still want to make one though soo i'll probably just start with a Dialogue based game.
@MoonMantisGames25 күн бұрын
I think there are probably ways to trim down the scope and still ship an RPG-like-game in a shorter time period. They're usually narrative heavy so those branching storylines that players seem to expect can be really tough to deal with though.
@angryoldcanadian390526 күн бұрын
from what I have seen through youtube game play is that it is very dark. I found the enemies hard to see. The other thing was that there was no mini map. This is pretty standard and was surprised to see it missing.
@MoonMantisGames26 күн бұрын
I have a tendency to use those dark scenes a bit too much in my videos tbh. The majority of the game is actually during the day, roughly dawn/dusk time. Instead of a mini-map there are world markers for various mission objectives. That one was intentional and at least in early playtests not many people missed it so wasn't a priority
@Marandal27 күн бұрын
You mentioned it over multiple videos, but it didn't really hit me until the 3rd video, that i should throw things up on Social Media to see if that Art-style sparks people attention or interest. I've seen ocasional twitter posts explode because the art style or game mechanic was soo amazing. Soo that, combined with you mentioning it... helped me to realize it Consciously
@MoonMantisGames26 күн бұрын
For sure! Socials can be a great tool for this kind of thing. Can also be good for feedback once you find a crew who is interested in your posts. You can get false signal from socials too though, either positive or negative, so just treat it as one more data point instead of your only determining factor.
@Marandal26 күн бұрын
@@MoonMantisGames Treating it as a Datapoint? ok that sounds good
@Marandal27 күн бұрын
Hiring Contract work for my game? That's actually something i'd love to do. Embarrasingly though... i would need to pick up more 'real life job hours' to be able to afford outside help 😄
@MoonMantisGames26 күн бұрын
Ya, hiring does require a bit of capital up front. If there are things you know you need to hire for, like a capsule design for Steam, then you can plan those in and work towards it. Even contracting out just some small things can save you time though!
@Marandal26 күн бұрын
@@MoonMantisGames capsule design for steam. I just googled what that means. Had no idea there were Contractors that can be hired for such a thing. Then-again it's super duper important soo that makes sense.