This channel documents my full time indie dev journey, all the way from its beginning in 2018. I make a mixture of educational and entertaining game dev content.
Commercial indie games I released so far since starting this YT channel:
- ISLANDERS (as part of Grizzly Games)
- Will You Snail? (Solo project)
- Thronefall (Grizzly Games)
I'd be honored if you decide to stick around to see where the journey goes.
Пікірлер
6:23 Yes, but the gun with less shots is saving more ammo if you fight a boss or a stronger enemy But tbf if its PVE then you can make an funtionality to make it like, go throught enemies
I got A, great! It was common sense for developers who may have a background with physics engine simulations like I designed one just for fun (since I didn't use any engine just raw programing I did manage rendering and updating in same environment)
3:36 bruh you sound like Jack Stauber
Good insights! I make games because I don't like playing games! Think about that...I honestly just like making them and figuring out how stuff works. I don't care about money or fame but it is extremely fascinating to me to create worlds I can get lost in. It is almost like an escape/therapy, an alternative to the boring reality. If anyone would play them great, it not also fine.
Before this problem I thought that game dev was a lot of work for very little reward but some people really enjoy it so they’re going to do it no matter what. After this problem I also think that.
holy shit, absolutely eye-opening
I watched a video called "The Game Dev Success Ladder with Chris Zukowski", and basically I think that as long as "social proof" is mandatory for games being wished listed on steam, AI will never succeed. And the reason is that because at best ,half of the gaming community will hate AI's guts, I've never seen an indie developer make it to the front page of steam where their games are being constantly reveiw bombed, and/or survive lack of exposure because social influencers were harrassed and threatened for "trying out" this new AI game. AI games will exists and people will play them, but they will never make money.
where did you find that saw in nature?
i just came here inmediately after the alien: romulus trailer and i am almost sure they copied you the "In space no one can hear you scream" line lool
This video honestly reminded me more of ML classes and bio-inspired AI (Evolutionary search) than games. Excellent analogies and insights
The path game where draw the path
Great information!
10:41 Because MATH. I'll leave it at that.
This honestly works for life, too. Great logic.
Eh. Everything you've done is caused by what people know as the 'surprise' effect. You forgive all the shitty bits because you're surprised it can do it at all. It really can't do much more than that. It's unfathomably awful at doing anything beyond the basics. This is where your domain knowledge being much more limited than those of us who are shittier game developers but much better with machine learning shows up. LLMs are actually getting notably worse as time goes on. So this video... you may need to write a mea culpa in a few years. I used Copilot for a full year and it actually started to cause me more problems than having it off did - besides the fact that if it convinces itself that a component of an API doesn't exist, it will do so for vast segments of your code. I highly recommend you get started now :)
Prototyping art and gameplay seperately is absolutely where I fell down when starting. It's all balls and planes and blobs now until the bloody thing actually works and does what I expect it to do.
Promblem
Really nice!
meanwhile everyone that uses unity as a physics environment 🗿
what game engine is this made in?
On the 5 stages of grief. Deep into depresseion right now. Started picking up learning to be a game dev. Don't need it for money just wanting to do something creative I could feel passionate about, with the prospect of working in that field. Someday. Hope I can reach acceptance. But doubt it. Don't really want to accept the outsourcing of jobs people like to do without a fallback plan to not leave people behind and without livelihoods.
this guy is awesome!
The dead internet theory... it wasn't a theory about now. It was a prophecy.
About pacing: a good rule of thumb to anything you believe might affect pacing, double it or cut it in half, one at a time - and see if that has any effect.
I think micro-desicions with two equal solutions can be interesting if one of them has a (higher / different) cost - in FTL faster than light, for example, it is often equal weather you fire a rocket or not - firing the rocket costs ammunition, not firing costs time and possibly health. Neither option is necessarily better than the other in any given situation unless you're in the final stage of the final boss where leftover ammunition doesn't matter afterwards.
This is an incredibly complex, thoughtful, and professional framework. My system: "Hmm, I like Castlevania, but what if it had cute animal characters?" *starts coding*
The question should have been “What can you do with it" Otherwise it can be said for making any game from any genre ever
I agree with all of the rest but in this case the camera movement and screen shake were too much for me. It makes the whole game messy and hard to follow.
This is like what if an alien had to learn how to make games for humans knowing nothing about us, thankfully in reality game deveolpement is more like a dictionary for most of it where you dont need to randomly search because someone has likely already done that