The mistake every new game developer makes

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The series has been really enjoyable so far. Definitely is shaping up to be good, and definitely for the sort of person who has watched his stuff before and wants to take the next step - probably something they should watch first.

Had I seen this before I had started developing - it would definitely have helped me get on the right track and honestly just do it at all. Often tutorials are kind of . . . Boring - and they're quite direct, addressing just one particular issue or whatever. Which is fine, but it's great to have content like this too - really tells a story and lays out a rough pathway in a way less on the nose than, say, "Follow my 10-part series on [making a basic game]." It's very complementary to the more technical aspects of learning and speaks to the creative process a bit more than most things do.

👍︎︎ 86 👤︎︎ u/AkestorDev 📅︎︎ Oct 16 2021 🗫︎ replies

Today, Just started a new project.

Was working in Unity and Multiplayer and learning how to code game lobbies using Photon.

Got a good gist and started getting some initial framework for the gameplay down, assigning player controls and spawning.

While I was following a youtube video on some things I was missing, this video appeared in the side bar.

Then when I took a food break, this reddit post showed up for me as well.

Boy did I need it.

I totally forgot to test the game idea I had and got wrapped up in the coding aspect.

👍︎︎ 23 👤︎︎ u/Deluxe_Flame 📅︎︎ Oct 16 2021 🗫︎ replies

This is an episode in GMTK's new series that is all about him actually getting into making a game himself after all these years of making videos about game design. Thoroughly recommend watching the other episodes in this series (Personal opinion ofc, as I enjoyed them a lot). But all of the videos are standalone so it's not a requirement to understand what he's talking about.

EDIT: It also seems like the videos title got changed as I were watching it. The post title is the old original title of the video, and "The mistake every new game developer makes" is the new current one. IMO the new one is a lot less informative and "clickbaity-ish". But adding this just so there's no confusion about the post title :)

👍︎︎ 44 👤︎︎ u/PoisedAsFk 📅︎︎ Oct 16 2021 🗫︎ replies

Good episode, totally agree. Don't underestimate the value in prototyping. I've started assuming every idea I have is terrible until it's playable in some form, because it usually is, and I need that prototype to tell me why and what would be better.

👍︎︎ 10 👤︎︎ u/the_inner_void 📅︎︎ Oct 16 2021 🗫︎ replies

After Brackeys went offline, now it's gmtk time to do the job!

👍︎︎ 13 👤︎︎ u/HO_O3 📅︎︎ Oct 16 2021 🗫︎ replies

I really like GMTK but I'm pretty surprised at the idea he's chosen. Magnet platformer is a pretty day 1 Game Jam thing, I'd bet dozens of games with the same premise have been submitted to the GMTK jams alone. It's far from a bad idea but I guess I expected something a little more creative / out of the box from the game design guru, though it is his first game so understandable to go with simple. Regardless I'm excited to see how the rest of the series pans out -- there's plenty of design left to excel in, can't wait to see the levels and such he designs.

👍︎︎ 6 👤︎︎ u/OGMagicConch 📅︎︎ Oct 17 2021 🗫︎ replies

I was sligthly worried when he started the serie but he is actually apprehending everything the right way. It has a lot of great advices and useful insights, backing it up with lessons learned from his mistakes in an entertaining format. This is shaping up to be a must-watch for anyone trying to get started in gamedev.

👍︎︎ 2 👤︎︎ u/Khamaz 📅︎︎ Oct 17 2021 🗫︎ replies

that background track tho...

👍︎︎ 4 👤︎︎ u/Tats4Toddlers 📅︎︎ Oct 16 2021 🗫︎ replies

This video help me to decide what to do first. Love to see how he express big thing in amazing and small speech.

👍︎︎ 1 👤︎︎ u/nexero14 📅︎︎ Oct 17 2021 🗫︎ replies
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Last time on developing, I picked my game engine  - Unity - and I started to learn how to use it.   But now it's time to reveal the idea for my  game and, well, get started with making it. But where does one begin when developing  a game? And I think this is a vitally   important question because, as you are about  to see, if you take the wrong direction   when you start developing a game it can be  disastrous for the project. Let me explain. Okay so let me start with the idea  for the game. I am going to make,   and brace yourself because this is crazy, a 2D,  side-scrolling, platform game. Yes, I know, every   indie developer starts by making a side-scrolling  platformer. But I think I have some good reasons. I love the genre. Platformers are  relatively easy to make in the   grand scheme of things - it’s not a MMO at  least. And I've made loads of videos about   platformer level design and character  design which should prove helpful. Now this is also going to be a, brace yourself  again, platformer with a unique twist. The   idea is that the character in my platformer is  magnetic which means they will repel away from   some platforms and attract to others. And you  can change your polarity with a button press. The idea actually came from this game: The  Legend of Zelda: Oracle of Seasons. In this   game you have a magnetic glove power-up which  allows Link to repel from some surfaces and   attract towards others. You can also use it to  pick up large metal balls for puzzle solving   and use it to fight enemies. It's a really cool  mechanic but it does feel somewhat limited by   the genre, the top down camera perspective, and  of course the limited technology of the Game Boy. So I thought… what if I were to borrow that  game idea and put it in a different genre:   a fast-paced, 2D platformer. Something  akin to Celeste or Super Meat Boy. A game   where you have to master the magnetism  for speed and fluidity and precision. So that is the idea. And the question now  is: where do I begin with it? Do I just   jump into Unity and start coding? Do I jump into  Photoshop and start making some artwork for it?   Do I start thinking about the storyline  or the characters? Where do I begin? I'm going to level with you: this is not the first  game I've ever tried to make. Ever since I was a   little kid I've come up with ideas for games, and  at various points in my life I have tried to make   those games in different tools and whatnot. But  I almost never finish those games and I think   the reason is the same, every single time: I  start in the wrong manner. Let me show you. So I got this folder from my parents house  and it is full of notes and sketches and   ideas for a game I was going to make a few  years before I started Game Maker’s Toolkit. That is actually just a mouse mat for  Starcraft Ghost. That game never came out,   did it? That might be worth  something actually, put that in the eBay pile. So this game was going to be called Carter's  Curse. It was about famed archaeologist Howard   Carter, the dude who discovered Tutankhamen's  tomb. And, in my game at least, he would also   awaken an ancient Egyptian curse meaning he'd  have to fight zombies and mummies and ancient   Egyptian gods. I remember spending hours and hours  drawing all of this stuff. I mean… what a nerd! Anyway. So how would you go about fighting these  enemies? The answer: playing Picross puzzles.   Picross is this logic-based, grid-based, puzzle  game… a bit like Sudoku. Nintendo's made loads   of Picross games. I was really inspired by games  like Bookworm Adventures where you have a puzzle   at the bottom of the screen, and completing the  puzzle does damage to enemies in a little fight   scene at the top of the screen. And so my idea was  kind of the same: you'd have a Picross grid at the   bottom of the screen and Howard Carter would  be fighting monsters at the top of the screen. So I jumped into development. I was making the  game in an app for iPad called Codea which lets   you make iOS games on your iPad. I'd actually  previously used it for a very standard Picross   app for iOS so I knew I could probably code  it, but I wanted the graphics to be amazing so   I jumped into Photoshop and just started  making loads of sprites and animation frames. I actually have a Dropbox folder that is full of  sprites and animations. I made loads of different   characters, I made finishing moves for Howard  Carter, I made an introductory cutscene, I made   menus with big juicy buttons  to press. I really got into it. But then I realised something.  Something quite important. Something   quite detrimental to the project. The game wasn't  any good! It was really bad, it wasn't fun at all. And the more I coded it and  the more I developed it the   more I realised what the problem was: Picross  just doesn't have enough depth for this   type of game. You can't really have tactics  or strategy, you can't change what you're   doing depending on which enemy you're fighting,  and ultimately it was immaterial that you were   fighting enemies. You could ignore that entire  top part of the game and the game would still   work because all you're doing is just playing  Picross puzzles. So it meant that I didn't have   the ability to make the game more difficult  or more interesting depending on which enemy   you were fighting and it meant the player was  just doing the same thing over and over again. I had made a game that was shallow and repetitive  and dull. And maybe I could have fixed it but I   was so far gone at that point and so demoralised  that I just kind of scrapped the whole thing. So what was my mistake? Well, with many, many years  of hindsight… it's been almost a decade now… it's   pretty obvious to me what happened. And it's  this: when you're making a game there's a bunch   of different things you have to create. The main  ones being the music, the art, the game design,   the story, and the code. And now it's easy  to think of them as being equal… but they're   not. In a lot of cases, the game design is  not equal but instead it is the foundation   upon which all the other parts sit. And so if you  get that bit wrong the whole thing falls apart.   I mean you can fix the bugs and you can  redraw the graphics, but if the gameplay   is fundamentally flawed well the whole  project can sometimes be unsalvageable. And this is pretty much what happened  to me. I spent so much time on the art   and animation that by the time I  finally got around to the gameplay,   I realised that the whole thing was flawed.  I had basically built a house on really   shaky foundations and then I was surprised and  upset when my toilet fell through the floor. Embarrassingly this is not the only time this  has happened to me. I wanted to make a film noir   point-and-click adventure game with a unique  procedural generation clue system - but   I spent so much time on the story  and researching the time period that   I never got around to actually  designing that system. And I wanted to make a fast-paced  modern twist on the mobile game   Snake but I got bogged down in bug fixing  and trying to get the movement code perfect   that I never found out if that game was  any fun before I got bored and burnt out. So every time I've tried to design my  own game I've put other elements like   story and graphics ahead of the gameplay. Why? Well I think it comes down to making two very  wrong assumptions. Assumption one is that the game   always felt kind of cool in my head, so I just  kind of assumed that the game would be fun   when I made it. Obviously that was wrong. And  assumption two is that I'm not able to find out   if the game is fun until I've built the  game. I have to just kind of keep making   the game and at some point I'll realise  if it's any good… right? No, wrong again. And this is all very cringe-worthy to say because  now the answers are so obvious. But they weren't   obvious then - it's only since doing Game Maker’s  Toolkit, since researching game development, since   interviewing dozens and dozens of game designers  that I now know how most successful games start. You see game designers have loads of ideas all  the time and I'm sure they all seem amazingly   fun in their heads. But the best game designers  know that their brains are horrible smelly liars.   The only way to know if a game idea is  good is to build it, to test it. But   instead of having to build the entire game,  designers just have to build a… prototype. A prototype is just this small scrappy test bed  for an idea, just designed to see if the idea   is fun or not. These prototypes are  usually incredibly ugly with just   unfinished art or basic shapes or sprites stolen  from other games. They're often buggy and broken   and they have nothing in them but the bare minimum  features needed to test that mechanic. They are a   just functional enough version of the  game idea, built as quickly as possible,   with the only purpose being to see if that game  idea works. Is it fun or interesting? Is it   worth pursuing? Is it a strong foundation  upon which to build the rest of the game? And so that's what I'm gonna do. This time I'm  gonna get it right. I’m gonna focus exclusively   on making the prototype and I am  going to be extremely disciplined   and not do anything other  than just test this game idea. So in terms of art, I'm just going to pull stuff  off Google Images. There's going to be no music,   there's no story, I'm not going to think about the  name of the game or the name of the characters.   I'm not gonna start designing an app icon  for a game that hasn't even been built yet,   Mark, you idiot. The code will definitely  be buggy and broken because I'm still just   learning Unity, but it should be good enough   to see if this idea works. Just a sandbox to  test out game mechanics and see what's fun. So let's get started, and open up Unity. The first thing I needed to do was to have a  character who can just move left and right and   jump, so I just have it apply forces to  the rigidbody when I hit the right keys.   This already had some problems, which wasn't a  great start, but I got there in the end. Then   I put a magnet in the scene and needed to make it  so the character would attract towards the magnet. Now to get this working I had to become an  expert programmer, I had to use my galaxy brain   coding skills, so I limbered up my fingers and  typed in the following line of code… how do I   move a rigidbody towards another object.  Okay, yes, I Googled it, found some code,   and slapped it in my project. But I did make  sure I understood how it works - it basically   finds the direction between the character and  the magnet and applies forces to the rigidbody   in that direction. I also tweaked the code so that  it would speed up as you get closer to the magnet.   Then I made it so you could turn off the magnet  with a button press which had the intended   effect of keeping the character's velocity  going, sending them flying through the air. So if I slap a platform up here I can attract  the character towards the magnet then let go   and jump up here. Which does feel pretty  good… but it's a little hard to control   things. This code maybe isn't perfect,  things get out of hand pretty easily. But as I was researching this stuff, I  stumbled upon something really useful in   Unity. It's a built-in component called the point  effector, and it's basically… a magnetic field.   I don't know how I missed this, the icon for it  is literally just a magnet. Here's how it works:   you give a GameObject a collider and a point  effector, and then set an attract strength.   And now when a rigidbody is in the collider,  it's attracted towards the center of the field.   You can also use Unity's layer mask system to  make it so it only attracts certain objects. So this would certainly make the game  a lot easier to make, so I decided to   remake the prototype. And, yes,  the game feels more grounded.   It's easier for me to tweak things  and I can do cool stuff like   if I put the attract point on the poles of the  magnet, this happens - which looks pretty sweet. But when I made this second prototype, for  some reason… not quite sure why, I decided   to not use Mario this time, but replace him with  a picture of a magnet for the main character. And   this kind of gave me an idea: what  if the character is not magnetic,   but there is a magnet in the game world. And the  character can walk over and pick up the magnet. To achieve this I used Unity's built-in  joint system, it's another component.   This allows you to connect two rigidbodies  together using different types of joints like   hinges and springs. So now the character is  essentially holding the magnet and if the magnet   is attracted to a piece of metal, the character  goes with it. Until you let go of the magnet,   and now you can walk around again.  And that gameplay I wanted before,   with using the trajectory of the magnet to  send your character up to a higher platform,   that can still be achieved by just  letting go of the magnet in mid-air. Plus it allows for all sorts of  other things, like you can have   two magnets, or more. And you could maybe, like,   place the magnet up here, then get an enemy to  chase, you turn off the magnetism, and splat! Oh this is kind of cool, actually. Maybe this  could work. Suddenly the game felt way more   interesting than my original idea, which I have to  admit I was starting to get a little bit worried   about. When your character is magnetic and being  attracted and repelled it's very easy to feel   a bit out of control, but having the magnet be  a separate object means you get times where you   are completely in control as the character, and a  bit more out of control when holding the magnet. Plus, I was a bit worried just how many ideas I  could come up with for a game where the character   is magnetic. But as soon as I had it as two  separate entities, the ideas just started flowing. Plus I really like games where you move back and  forth between two distinct types of gameplay,   like, think how Mario Odyssey changes when  you do and don't have the hat. So in my game,   the character is nimble and can jump really high  without the magnet, and slow and leaden when   holding the magnet - but, of course, that magnet  allows for all sorts of amazing possibilities. Now I shouldn't be surprised that an even better  idea emerged during the prototyping process. As we   saw in the GMTK episode The Games That Designed  Themselves, it's pretty common for new ideas to   emerge during prototyping. Take a look at the  game Crypt of the Necrodancer: when that game   was originally designed, it was just supposed to  be a roguelike with a tight time limit in between   your turns. But as the designers made it, they  realised that it would be even more interesting   if, instead of it being on a timer,  it was set to the beat of a song. So prototypes aren't just a way to  test and prove the validity of an idea:   they are a way to generate  new and even better ideas. Now during this whole stage I made  another interesting discovery in Unity:   this one is called sprite shapes. And  it's generally used to make really cool   organic level design, like you  might see in the Ori games,   but for my purposes I just put on a blank colour  and this allowed me to make level design really,   really fast. I could just snap together a  prototype area by dragging handles around   like doing something in Photoshop. So I built  the prototype again and this time I wanted the   character to be a little bit better to control,  something closer to a real video game character. Now I don't want to get bogged down in  coding movement and jumps, so I downloaded a   character control script off the internet.  It works really good, I can focus on tweaking   it or remaking it or whatever in the future:  right now I don't want to put time into that. Also in this prototype I started looking  at some more mechanics like being able to   throw the magnet and then being able to  recall it back to you like Thor and his   hammer. And because the magnet rigidbody bumps  into the character's rigidbody, it gives you   this little bit of feedback when you catch the  magnet. It's like free game feel, it's amazing. And then I came up with various scenarios  that you could use the magnet in, like   throwing it at a wall to create a platform.  Maybe connecting it to a piston and then   disconnecting it at the right time to send  it flying. Maybe switching its polarity to   jump between two conveyor belts. Or how about you  weigh down this platform, stand on the top of it,   and then change the magnet's polarity to shoot you  up in the air? Whoa this is actually pretty cool,   right? This is looking like a  video game. This is pretty fun! And this really was the point where I felt like  this game idea certainly has some potential. It's   original: I've seen a bunch of magnet-based  games but nothing quite like this.   It allows for both platforming and puzzle  based gameplay. It feels like ideas for this   game just flow really easily so I can build  loads of different levels. And, best of all,   it's just really fun to play. I can just jump  into this scene in Unity and pick up a controller   and it's quite enjoyable. That  is surely a very good sign. And so this is the power of prototypes:  you can use them to test if a game idea   is actually any good. And, if you're really lucky,   you might find that new ideas emerge  during that prototyping phase. Now I think you do have to have a certain level  of discipline here, you really do have to say ‘I’m   not going to focus on anything extraneous right  now, just the gameplay’. And, I mean, it is hard.   Like, in this video I didn't show you the entire  week I spent looking at particle effects and   shaders and UI elements and things like that - I'd  gone right back to that old behaviour of getting   distracted and carried away by stuff that just  doesn't matter right now. But luckily I caught   it in time and scrapped that prototype, before  getting back to the stuff that is important. And ultimately I think it worked out: I ended up  building something that I think is pretty fun,   that does have potential, and that I am excited  to work on. My previous games which I tried to   make when I was much younger were built with a  sort of blind hope that the game would be fun,   which isn't the most confidence-inducing  way to make a game. But now it feels like   I'm building on a really strong foundation  and so all those other aspects - the story,   the music, the artwork - that can be built with  faith that the underlying foundation is solid. And so I feel like this is  the way to start making games:   building a prototype. The only question  is: what the hell do I do next? I guess we'll find out next time, in the  next episode of Developing. Thank you   so much for watching and I hope you'll join me  on the next episode of this journey. Goodbye. The idea actually came from this game,  The Legend of Zelda: Oracle of Seasons.   Damn it. From this game. Oops.   From this game. It came from this game. This  game. This game. This game: The Legend of Zelda:   Oracle of Seasons. The idea actually came from  this game: The Legend of Zelda: Oracle of Seasons.   That was pretty good.
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Channel: Game Maker's Toolkit
Views: 490,788
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Length: 20min 41sec (1241 seconds)
Published: Fri Oct 15 2021
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