5 gamedev misconceptions that are holding you back
Ойындар
When starting gamedev, you are delving into a world of unknowns. But which things actually matter? And what are some misconceptions that you may have been falling for?
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Timestamps:
00:00 Gamedev is overwhelming
00:45 Game length matters
03:03 The engine
05:22 Good game sells itself
06:38 Marketing a bad game
08:32 You have to be original
10:52 You'll be done in a month
12:31 Closing
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Пікірлер: 44
Another one I've been sharing with people: Your idea is great. It's fantastic. But it's not a game idea. Make your idea into a book, or a movie, or a sculpture, and come back when you have an idea for a GAME.
@JangZodd
23 күн бұрын
I’ve heard the opposite too though, when thinking ab making an action packed story I heard it can be better as a game
I think the marketing part is something that need to be address properly. You NEED visual representation of your game before you can make any form of marketing. Maybe showing interesting mechanics using some decent placeholder arts or make concept art for your game which you'll stick to the art direction or maybe not but it's convey the vibe of your game enough.
@mandisaw
28 күн бұрын
Both marketing & market-research can - and should - absolutely start before you have visuals. Figuring out your "elevator pitch" and testing it against people both within your target audience and outside it, are key parts of marketing. If you can get people excited by the very idea of your game, based on the genre, setting, approach, etc, then you know you're on the right track. Visuals will augment that, but it needs to be there from the start.
@dreamingacacia
28 күн бұрын
@@mandisaw what I meant is to have something other than just some random ideas. And if you don't have something that could established the name of your game, then it's not worth working on the marketing part yet. At least you should have some things which represent your ideas and a landing page like steam page, discord server, or webpage. Some people just started with nothing but "hey, I want to make game". That's just too far from marketing your "game". You should develop your ideas into concept for the very least, then make proper presentation to start your small marketing campaign. This is what I really meant.
Yep put my narrative aside after seeing how long it takes to even just get 15 minutes worth of content.. maybe one day if I can do it full time
Settlers 1 did that items moving between buildings and crafting like 20 years before factorio 🙂. Was scaled up a little since then though
Being original seems easier than it is. An original idea that is worked on may as well transform into something that exists because someone else encountered the same issues with the idea. We can only see things made, not things tried. Also Forge Industry as "factorio without conveyor belts but people " =original is funny because that's been done in 1993.
Another great video! Hey had an idea for a new video adjunct to this one: Tips on estimating how long your game will take. That's a definitely something I'm having trouble with, mostly because I'm new to Unity, is figuring out how long things will take to do. Some stuff like terrain generation took a lot less time than I'd guess for example, versus doing my inventory and inventory UI, which took far longer. Thanks for all the great content!
Legend, Thank you
I'll definitely keep these in mind once I can figure out how to have fun making games. I'm still pretty sure it's my inability to understand code, but idk.
Originality doesn't sell games. There's tons of very original games that don't sell well and unoriginal games (Palworld) that sold millions.
@JP-do5tc
28 күн бұрын
Agreed. It comes down to innovation within reason - it’s ideal to bring something new to the table, but to also make sure there’s enough familiarity for people to draw parallels to things they’ve enjoyed before.
@Chronomatrix
28 күн бұрын
True. Key is finding originality inside current trends; but do it quickly! Trends tend to last 2 to 5 years.
@gameboardgames
28 күн бұрын
Don't disagree with your premise (original game concepts are definitely harder to market than clones of the most popular games) but Palworld, I haven't played it, but wasn't it mechanically original? The look was heavily influenced by Pokemon sure, but the jobs and enslaving system, how you capture monsters and put them to work, that was fairly original wasn't it?
@not_ever
28 күн бұрын
It's true that you don't need an original game to sell well but Palworld sold well because it got lots of free marketing by being Pokemon with guns. It was controversy and memeability/streamability that promoted it not necessarily a lack of originality.
@mandisaw
28 күн бұрын
@@gameboardgamesHave heard folks compare Palworld's gameplay to Ark: Survival Evolved. Haven't played either one myself, but the survival crafting and base-building then -defending mechanics are definitely not unique.
9:00 Wen lambo? 🚀😂 Seriously though, I can forgive ppl not knowing most of these, but the marketing one... You know that feeling when you stumble across an awesome musician or author years later, after their work is out-of-print and hard to find? Or you get hyped for an older game, only to realize it's now $$$ on the second-hand market? Good marketing ideally fixes that (or reduces it). Your game is _someone's_ GotY! Now you just have to figure out who they are and tell them. Nothing inherently bad/wrong about that.
I build more than 30 games and I want to create a big one this time BUT I'm not sure if I should publish it on Steam or Android. It's a puzzle game and I'm not sure if it is a Steam game.
@mandisaw
28 күн бұрын
In general, nothing stops you from doing both - Android & Steam have overlapping audiences. But puzzle games are a broad category, some are better on mobile, some would do well on PC or console. You'd really need to check the results of other, comparable games on both platforms.
I'm hoping we find out about your next project soon.
Where the trains at?
Starting my journey next year.
@paluxyl.8682
24 күн бұрын
I'm interested, how will you start ? ..... 2d or 3d ... realistic or stylized ... what engine ... what genre ? My plan is to start in few months ... my focus is on realistic 3d games (I think the Unreal Engine would be best for me), the genre would be an action adventure that looks on the first sight cozy, got a lot violence, got all the time full nudity (but no sexual content), the artstyle and world design would be a mix of Stellar Blade and Genshin Impact.
@mrnormal7554
24 күн бұрын
@@paluxyl.8682 I'm want to target the mobile market first. Casual genre. I'm so confused between Unity and Godot. What would you advice? Should I go with Unity or Godot!
@CertifiedFreshMemes
24 күн бұрын
Why not start today?
@mrnormal7554
24 күн бұрын
@@CertifiedFreshMemes Currently learning design to get a job. I need an income source, before I get started.
What is the game at 8:43 that is a game in a game?
@bitemegames
22 күн бұрын
Screenbound -M
@TravisBerthelot
22 күн бұрын
@@bitemegames Thank you.
I wanna play Chainsaw Leg now
@bitemegames
27 күн бұрын
It's a real game, Turbo Overkill -M
Day 1 of asking for Melon-Pan tier list.
@bitemegames
28 күн бұрын
I'm not in Japan anymore, so you'll be asking for this for a long time before I am even able to make this video. -M
Scared of refunds? Make a New Game + or higher replayability.
I'd say pick the engine that uses the language you are most comfortable with or like the most. Don't learn a language, learn to make games, and learn an engine all at once. You are putting too much on your plate.
Misconception #6: You cannot make a MMORPG in 3-4 months as your first game, even if you have good friends to assist you. Ambition is great, delusion is a whole other thing. It's even worse when that game you're planning is using licensed art, music, characters or whatever because "I like them so much I wanted to include them in my game as a tribute". You'll just get a lawsuit and your game will be cancelled. And the absolute worst is to start developing that game without writing a GDD first and/or doing some research. It's the recipe for failure, you might even discourage yourself from developing your dream game entirely. Any game is a lot of work, so it's best to be organized and aware of your flaws right from the start.
Please make your videos shorter
@flipsydedesigns5975
17 күн бұрын
😂