The Fatal Trap That Can Kill Any Game

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Garbaj

Garbaj

День тому

Discord: / discord
Twitter: / garbaj2

КОМЕНТАРІ: 656
@SoldatDuChristChannel
@SoldatDuChristChannel 2 роки тому
Hot take: it's okay to do that when you aren't tied to a contract or publisher, actually, now is the best time to push yourself and let your creativity and passion flow while it still can, once you get serious about your game and you lockdown that publisher or investor, that's when you will be forced to meet deadlines and cut content. Enjoy the creative freedom while it lasts
@TheInfamousLegend27
@TheInfamousLegend27 2 роки тому
honestly i don't think it's a hot take, i agree with that. because in the end you're trying something new, learning new skills along the way.
@luukderuijter1332
@luukderuijter1332 2 роки тому
The danger of feature creep is that you can lose yourself in the process. Each new implimentation just gives way to another implimentation, going in and implimenting things you haven't really planned on before finishing the bigger picture can cause you to lose focus.
@krystianurban5421
@krystianurban5421 2 роки тому
@@luukderuijter1332 exactly. It's better to have some kind of plan, something you can try to fit your new idea into
@neomorphosallomorphis7395
@neomorphosallomorphis7395 2 роки тому
i think the problem of feature creep is not only time but also vision if every now and then you add stuff with little thought you will end without a coherent experience for the players otherwise i think you are right, as long as your objective is to learn/experiment and not to experience making a full game, even solo
@garbaj
@garbaj 2 роки тому
Oh yeah, there's plenty of unknown areas in my game right now where I'll be able to experiment with different features, and I'm looking forward to that.
@albarnie1168
@albarnie1168 2 роки тому
I wouldn't necessarily call it feature creep in this stage. It's prototyping, if you decide something fits the feel you can integrate it into your plan for the game. The problem is when these ideas appear during other stages of the game, and that plan has to be altered and extended.
@peroh3408
@peroh3408 2 роки тому
Exactly, but many times new devs get trapped in a cycle of adding unecessary side features and don't work in the core mechanics, myself included
@635574
@635574 2 роки тому
Even I'm trying to become a designer and it definitely helps to have an ordered list of features, and work on implementing the most significant first. Everything will literally have to wait or be scrapped. Same goes for fixing balance problems
@handlesarecringe957
@handlesarecringe957 Рік тому
Yeah, feature creep is more Star Citizen than this. Actually, Star Citizen is _textbook_ feature creep.
@VarenvelDarakus
@VarenvelDarakus Рік тому
yeah , a lot people dont know this but most games you played...had way more features , some are cut at prototype , some mid development , some even late in development(these usualy linger in the code/are somewhat present at relese) and 95% of the time we never hear about past 2 , i cant give you even vague estimates becouse it depends on game , some projects have very little cut features , some even cut half or more. great example can be drivable vehicles in stalker games(forgot what one) who got cut so late in development that not only code is still in , and there is 1 vechicle you can drive , you will have to use console to "bind start engine" to make it works , but code is all there , its buggy becouse it was never fully finished but it works. would it be cool for stalker games to have them? yeah , would they be janky/take forever to make them work? definitly.
@TheAkrillion
@TheAkrillion Рік тому
What I do is: if I really wanna have a feature, but it doesn't fit the game I'm going with, I shelf it and then use it in a game I know it will work in. That way, I save time, save ideas and actually manage to make a game, instead of get stuck in the loop of making something and then going to a different thing and then going to a different thing and then going to a different thing and then going to a different thing and then going to a different thing and then going to a different thing and then going to a different thing and then
@TheOriginalTim
@TheOriginalTim 2 роки тому
To be fair, feature creep is the reason that Halo became the world renowned FPS that it did... It was originally an RTS.
@635574
@635574 2 роки тому
And I bet why its map customization editor is so advanced no game today even tried to replicate it.
@JonatasAdoM
@JonatasAdoM 2 роки тому
And the fact it jumped from PC to console and from Apple to Microsoft. It does have an RTS. Halo has gone full circle.
@gachastorys5129
@gachastorys5129 2 роки тому
Sorry can someone explain what an rts is please
@trentmowers3069
@trentmowers3069 2 роки тому
@@gachastorys5129 real time strategy
@daddyjoe600
@daddyjoe600 2 роки тому
@@JonatasAdoM >has gone full circle Well, that's what the word "Halo" is, kek
@ApolloBSG
@ApolloBSG 2 роки тому
I love the cut between Apex and your game as you go along. It really shows the effort required to make a AAA game and the slow progress towards something functional. Very cool.
@krystianurban5421
@krystianurban5421 2 роки тому
The thing about Apex is that it runs basically on modified Source, so I guess whatever you want to do in it takes around 1.5x the time it would take to do in Unreal Engine for instance
@sdrawkcab_emanresu
@sdrawkcab_emanresu 2 роки тому
People always hate on AAA games not realizing the work that actually flows into them
@tristancoffin
@tristancoffin Рік тому
@@sdrawkcab_emanresu yeah except once the game is finished instead of fine tuning or improving they make loot boxes... Not the most "impressive" feature
@blobfish1649
@blobfish1649 Рік тому
@@tristancoffin They gotta make money somehow. Instead of charging $60 for the game, you get to play the game for FREE, and the people who are spending money are technically paying it for you at the cost of not being able to get all of the nice skins
@susnojutsu2525
@susnojutsu2525 Рік тому
@@sdrawkcab_emanresu Considering they probably have like hundreds of coders, and map designers, and animators, a lot of work does go into it but it's more spread out.
@TheNSJaws
@TheNSJaws 2 роки тому
In this specific case, power-slide might be a balancing feature in the arsenal of those who prefer close-ranged/scattershot/fast reload weapons vs those who prefer long range weapons. What helps you decide whether or not a mechanic will be good fit for the game is if it will be utilized often enough to justify its development time. Personally, I think power-slide could help dart around for long enough to close a distance. Just a suggestion though, game sounds like an interesting concept even w/out power-slide.
@krystianurban5421
@krystianurban5421 2 роки тому
Yeah, not many shooters have that evolve mechanic. That's one of the neat parts I like in MOBA games - you have that side goal of putting together a build that lets you respond to whatever the enemy throws at you
@vanilla2425
@vanilla2425 2 роки тому
Exactly, like are you going to punish mobility with loss of accuracy and have a tactical game like Valorant or CSGO? Or would having things like powersliding and double jumping make the game more fast paced like Overwatch, Titanfall 2 etc.. Things like that can change the balance of the game too, you might end up seeing shotguns able to outpace the range of snipers in your game. Or magnums seeing lower use since everyone moves so quickly the skill floor for them becomes too low.
@Palatard
@Palatard 2 роки тому
At the beginning of the video, because of the cautionary tale tone, I expected the core of the gameplay to be movement based and messy to implement with the power sliding. But if the main mechanic is about weapons anyway developing solid fun movement options early on might save you time because you will design the maps with it in mind.
@Allstin
@Allstin 2 роки тому
Soulsphere profile pic!!
@0.leo_
@0.leo_ 2 роки тому
I agree with that you said here. Scope creep is a real thing that can slow down development, and as a solo game Dev I think it's better to stick to basics before going ahead and polishing the game for release. Now personally I have no experience coding, but I do know the feeling when you find something cool and enjoyable in a game you'd want to implement. However this is a big trap to fall into because (as you said) it just delays the game's development. Keep working on it man, and if you ever feel discouraged or tired take a break.
@strebicux6174
@strebicux6174 2 роки тому
Inb4 someone asks how you're a game dev but don't know how to code
@0.leo_
@0.leo_ 2 роки тому
@@strebicux6174 "as a solo game Dev" I was talking about garbaj, but youre right I could've worded that better. Thanks for bringing my attention to it
@strebicux6174
@strebicux6174 2 роки тому
@@0.leo_ oh lmao I thought you meant you just did some visual scripting or something so it's not technically coding as most people think of it
@0.leo_
@0.leo_ 2 роки тому
@@strebicux6174 wish I could, I mostly just draw stuff and I got pretty confident with pixel art so making a game is a goal for me, maybe visual scripting could be of use
@strebicux6174
@strebicux6174 2 роки тому
@@0.leo_ never too late to start! Blueprintung in UE4 is super simple
@swishfish8858
@swishfish8858 2 роки тому
Hobbyist developer of 10+ years. Can confirm, scope creep is the bane of my existence. Even when you say stuff like "okay, keep things simple" and "this mechanic should be easy", you never even leave the planning stage.
@635574
@635574 2 роки тому
Some advice I watched today which many people said in various ways before, its way easier to start something even if you only do 2m of preparations for that activity. And once you have that habit started any improvement is possible. Versus nothing improving if you didn't even start. Therefore do at least 2 minutes of work so you make any progress at all and then you can improve.
@pbgamer115
@pbgamer115 2 роки тому
some times the power creep is worth it, maybe someone could be like yeah this game has really cool movement I will buy it, that same person could look at your game without the movement and be like no that’s boring I don’t want to play that, it’s a balancing act you have to try to make people excited without putting a bunch of work on you
@garbaj
@garbaj 2 роки тому
Yeah, I'm hoping that people are drawn to the other aspects of the game, like being able to adjust your weapon to suit your playstyle, but if it turns out the game really needs more movement, I'm willing to take on the extra work. Also, I think people are really sleeping on the movement potential of the mantling mechanic. It's pretty fun
@thegamerserpent4271
@thegamerserpent4271 2 роки тому
@@garbaj how are you doing ballistics I’m your game? Like are you doing it based of player sight or actual gun model, are they hitscan or physical projectiles?
@635574
@635574 2 роки тому
Games with standard movement are boring to me solo, but its much fairer for pvp
@jmurray1110
@jmurray1110 Рік тому
It might be fun in practice but I could see some issues with its potential as a marketing tool Mounting and climbing smaller objects aren’t exactly a new concept and can feel like the pace is slowing as you go through the animation each time Movement like power sliding or rocket jumping are a lot more fun to watch due to the speed and momentum you can get out of it so they are generally going to work better for convincing people to play I could see this system being fun but unless people find a physics exploit to catapult themselves into the air I don’t think their going to care all that much Now the weapons system definitely could work but it might be better to add a back up if your not having infinite clips as reloading or longer firing animations could cause some weapons to just not be as useful At most a quick get off me tool like a melee strike or something should suffice
@scottygg8550
@scottygg8550 2 роки тому
whenever i look at game development and modern fps games i always look back onto tf2. a game with strong core mechanics, no fancy powerslide, no double jump (except scout) and really just was, and jump, but the amount of movement now in the game was all discovered by people literally breaking the source engine or using some obscure mechanic (like bullet hopping on engineer) to creat way more movement options than you previously would have. or in other words. restrictions make games fun to play
@Lo0nex_
@Lo0nex_ 2 роки тому
On the other hand freedom is nice too. Look at gunz the duel's animation cancelling, or the freedom provided in Jedi knight 2 combat
@FED0RA
@FED0RA 2 роки тому
trimping was a bug and valve didnt fix it so it's a feature, that's another example
@theowainwright7406
@theowainwright7406 2 роки тому
doom derived game engines have the best movement, cod4 also has some of my favourite movement in a shooter
@sydssolanumsamsys
@sydssolanumsamsys Рік тому
@@theowainwright7406 imo titanfall 2 is the best movement shooter, and the best movement in ashooter, of all time.
@_R_R_R
@_R_R_R Рік тому
@@Lo0nex_ or the other tf2, Titanfall 2
@pedrodiniz5104
@pedrodiniz5104 2 роки тому
This gun Mechanics remember me of Loadout, a 3rd person shooter were you tweak your guns to fit your playstyle
@justinjacobson7495
@justinjacobson7495 2 роки тому
Oh my god I haven't thought about that game in years. It was so fun while I was playing against bots, but back when I played it, I didn't like competitive multiplayer shooters, so I stopped playing once I got to real players.
@govaic9183
@govaic9183 2 роки тому
rip loadout. u were a great game
@TheLeyva5000
@TheLeyva5000 2 роки тому
I remember seeing a video on UKposts (don’t remember which one) years ago that mentioned a mechanic in a FPS(not sure if it was FPS to be sure) that gave the players the ability to see through walls for a certain amount of time(maybe 10 seconds per activation?) but with the drawback of not being able to use your weapon while doing so. I would like to see something like that in a game because it would answer the problem people have with “campers” and allow wall hacks to not only be a tool just used by cheaters but rather everyone. Kinda makes an even playing field ya know.?
@jonathan0berg
@jonathan0berg 2 роки тому
Blacklight Retribution, back before the developer sold it and the new owners made it a pay-to-win hell
@TheLeyva5000
@TheLeyva5000 2 роки тому
@@jonathan0berg Finally found it! Thank you. After all these years.
@SpeedKing..
@SpeedKing.. 2 роки тому
Blacklight retribution, ah what a time that was, you took me back.
@635574
@635574 2 роки тому
How was it monetized initially? I feel the pay to play model is totally dead unless game becomes a major trend. And also many popular games don't even use it anymore.
@NoodleGod-kg5ni
@NoodleGod-kg5ni 2 роки тому
@@jonathan0berg ah i remember that game very fun game sad that it was a free to play shooter though.
@chekote
@chekote 2 роки тому
Great video, short and to the point. As you were talking about all the extra work, it also occurred to me that you’d have to put a bunch of extra work and thought into designing interesting environments for the player to effectively use the slide technique too.
@theretartist3445
@theretartist3445 2 роки тому
I love the concept of this game it sounds really fun and I bet there will be a lot of possibilities with it. Keep up the good work
@Otakutaru
@Otakutaru Рік тому
That is a great concept for a game. I also wanted to get started in solo game creation and this upgradeable shooter was a really fine idea I had. So I'm rooting for you to create what half of the gaming community wants!
@lawrencesmeaton6930
@lawrencesmeaton6930 2 роки тому
I enjoy these videos even though I know nothing about game development or programming. Keep it up! I really like the idea of progressive upgrades to a match. Teams countering they're opponents starting weapons with upgrades then your opponent countering your counters etc. Makes for an interesting dynamic, almost like in RTS games, where you're trying to pre-empt your opponents moves, who are trying to do the same to you.
@jibbs_aim
@jibbs_aim 2 роки тому
That sounds like a really fun idea for a game. I can't wait to play it.
@majorghoul9017
@majorghoul9017 2 роки тому
The gun upgrade mechanic of your game sounds awesome, I'll definitely try it out once it's ready
@magiaOW
@magiaOW 2 роки тому
Hey Grabaj, as a small game dev these videos have helped me quite a bit. Im currently wanting to start on my own Multiplayer FPS and really excited to do so!
@falxie_
@falxie_ 2 роки тому
Really looking forward to seeing what your game is like when it's complete
@themisir
@themisir 2 роки тому
Garbaj just flexin on his Apex gaming skills. Great content btw, keep it up!
@garbaj
@garbaj 2 роки тому
What skill? Lol, I'm gonna get better at this game I swear
@YasserYak
@YasserYak 2 роки тому
Your content is very high-quality m'man!
@chasechapman1251
@chasechapman1251 2 роки тому
Love the weapon selecting feature, keep it up!
@NidonocuPoisonBunny
@NidonocuPoisonBunny 2 роки тому
This is always as ever the most important developer lesson! I do like the sound of that mechanic too. I feel like it could work a bit like a Mario Kart style rebalancing with a bit more choice involved. So if you're loosing (and so dying more often), you can modify yourself out of a losing position in a couple of different ways. While the leaders, who are dying less, can't upgrade as often because they won't be seeing that respawn menu with the choices on to do so! This could help keep matches close right up to the end where both sides are in basically an arms race to come up with creative counters by their upgrade choices mixed with use of the map's features to earn a victory!
@alpha3836
@alpha3836 2 роки тому
Hey! Love your videos! Keep it up! 🙌
@theabnormalpenguin8150
@theabnormalpenguin8150 Рік тому
that is indeed a really cool idea of evolving guns and honestly i cant think of any examples that arent you for that mechanic! cant wait to try this game, kind of reminds me of rougelite features
@rafaelnedel7344
@rafaelnedel7344 2 роки тому
hey, simply loved the feature of chooseing a random weapon in the start of every match and haveing to comit to that weapon. This brings some awesome replayability that as a rogue-like fan I really like!
@onefifty6496
@onefifty6496 Рік тому
This is good advice for making anything. Making more work for yourself out of momentary hype is a really easy pitfall to fall into, and i think this video has made me realize that ive been doing it a lot lol
@crim6435
@crim6435 2 роки тому
The idea of your videogame really seems to be interesting. I hope it does go as expected and we get to play the game :D
@iplayermac1259
@iplayermac1259 Рік тому
This video is an eye opener for me. I now realize I should make sure one things works fully before I start working on something new. I was just kinda winging it and tell myself I’ll improve it later
@luukderuijter1332
@luukderuijter1332 2 роки тому
Ooh boy, that concept hooked me to that game you're trying to make
@sytonicflux
@sytonicflux 2 роки тому
That's an awesome piece of advice, along with explaining the realm impacts it will have on development now and going forward. Though I would say that the best FPS feature I've ever come across is altlook in Rust, this allows you to look left and right without changing direction... if you watch a Rust stream you'll notice that its used almost all the time, maybe inventory is used more... so the second most used feature in Rust - the only game that has it I think.
@NGWB45
@NGWB45 2 роки тому
Good job, very insightful. These are unintended consequences.
@USMCKong0311
@USMCKong0311 2 роки тому
I’m currently writing my first book but what you just described is the exact same thing I’m dealing with so I can relate 100%
@hellsproprietor9390
@hellsproprietor9390 2 роки тому
so excited to see and play his game, I'm sure it will be the perfect fps.
@KrymsonScale
@KrymsonScale 2 роки тому
Thanks for the input.
@wintercoldfront
@wintercoldfront 2 роки тому
Finally, a succinct example of feature creep! Thanks for sharing.
@jmdbeans
@jmdbeans Рік тому
I like to think that there is no “finish” to developing a game, there is only being happy with what you’ve made. If you’re happy with what you’ve made, you can either keep going, or stop and publish it. Just a thought for everyone. Keep up the great work king 👑
@kunderscore24
@kunderscore24 2 роки тому
There is this game that i really like with the movement and the guns you were talking about. I recommend giving Quake Champions a try or a look, but I don't want you to fall for the trap again. I personally think that it's awesome you're making your own game. Have fun with it. :D
@anotherman9039
@anotherman9039 2 роки тому
I really like the idea of being locked into your weapon but having the opportunity to evolve the weapon into whatever fits the situation as the match progresses. It kinda sounds like how you evolve your build in a moba during a match. Super interesting!
@oms_noms
@oms_noms Рік тому
i love the concept
@fredspipa
@fredspipa 2 роки тому
Quick tip: when tweening the position of the player as you climb up an edge, take into account the velocity of the player and set the length of the tween accordingly. If the player is below the edge and jumping up, the climb should be quick, but if the player is quickly falling down towards the edge the natural thing would be a slower climb animation as they "recover".
@Trash_Wendigo
@Trash_Wendigo 2 роки тому
Your game idea sounds fantastic.
@nsquezada27
@nsquezada27 2 роки тому
Live your videos. One perspective I may be able to provide on your game is that the movement being so normal and therefore slow by game standards, I think it will lead to sniping being a very very popular and powerful class.
@alec_almartson
@alec_almartson 2 роки тому
Thank you for that very Good Advice.👍🏻 It is much better to choose one great mechanic from the very beginning of the Project, (if you are an Indie), and Finish the Game according to it (pretty much in a Minimalistic way). After finishing the version 1.0 of the game, you get to decide if you want to add more features... or to perfect what you already have (adding some 'Game Juice'), or to just launch the Game.
@larip8
@larip8 Рік тому
you fried that man at the end 😂
@darkranger116
@darkranger116 2 роки тому
Awesome video. Feature creep is the slow death
@zoidsfan12
@zoidsfan12 2 роки тому
I think this applies to more than just game design. I think this kinda opened my eyes to the fact that I'm doing this somewhat with my comic that is still in its storyboarding phase. I'll think of another cool character I want to develop and write a backstory for and then because they are new and fresh I wanna just spin them off into their own prototype comic when I haven't even finished the first comic. It's very easy to want to run with a good idea but sometimes you need to finish one thing before you move on to the next.
@biblequotesdaily6618
@biblequotesdaily6618 2 роки тому
oohhh i like the idea of the main feature you should go all out on your weapon upgrades, maybe locking some specific mechanics behind attachments? ofc this is the early beginnings of the game, but maybe you could try and make a sort of upgrade tree for each gun, specializing in close to long ranges, area denial, survivabilty, etc.
@harithrazak799
@harithrazak799 2 роки тому
well after hearing about your game, ive become quite excited
@PhantomDogman
@PhantomDogman Рік тому
Me hears feature creap description. Oh, I had flashbacks.
@CotyCondry
@CotyCondry Рік тому
Wallace Shawn voice: You fell for one of the classic blunders!
@thejonatan._
@thejonatan._ 2 роки тому
That upgrading feature mid-match is such a cool idea and makes me want to play the game once it's out. Someone remind me like in a year or whatever
@Cam64viper
@Cam64viper Рік тому
I had a similar idea for a game of my own about adapting your weapon as the game goes on. Single player roguelike where dead enemies have a chance to drop a modification that you can "hold" in your inventory for later use. At the end of each floor, there would be a workbench to change your modifications on your weapon. I'm can manage simple modeling (I'm making this for myself after all) but the coding part is where it gets rough. With all the free time I've got this semester, it may be wise to try out again.
@LilNewtGingrich
@LilNewtGingrich 2 роки тому
Wow your game looks so entertaining ! Don’t add too many fun features - looks perfect
@anamationmax
@anamationmax 2 роки тому
I feel like with all forms of art the hardest part is being honest with yourself about limits. And it is always hard to decide that a thing you've put a lot of effort in is just not working. But I always like to keep the idea in my pocket, saved for a future idea that it might be compatible with.
@sanketvaria9734
@sanketvaria9734 2 роки тому
this actually happened in my current project but being experienced this time I put the rock on my heart and kept features limited even if some new ideas in my head were cool.
@magimight859
@magimight859 2 роки тому
I love you, Garbaj
@jacobpinson2834
@jacobpinson2834 2 роки тому
Follow the fun, don't forget your focus. Build the most important aspects of your game first with what you want to add in mind so that you won't end up with spaghetti code if you do decide to add it. If you are an indie developer start with what you find most fun to do. I prefer getting gameplay mechanics to feel right to animating, so I add animations to my favorite mechanics. If you really like animating you might want to animate everything you want then turn the best animations into mechanics.
@thecheeseknees2419
@thecheeseknees2419 2 роки тому
im making a tabletop wargame and this concept really knocked me on my feet. I hadnt even decided on on a mission statement or personal boundaries on what i wanted to add, even after 3 years of developing and playing it with friends. I guess that might be why im not satisfied with it anymore.
@thecheeseknees2419
@thecheeseknees2419 2 роки тому
also your adaptable weapon idea is beautiful and i want to steal it, great concept my man.
@Nativityin6lack
@Nativityin6lack 2 роки тому
the feature in the game that you described in the game you're making would be amazing with modern warfare 2019's weapon and attachment selection
@superextranova2172
@superextranova2172 2 роки тому
cant wait to see your game :)
@jerregaming6009
@jerregaming6009 Рік тому
Sounds like a fun concept for the game, especially 1v1 matches
@nintenjo64
@nintenjo64 Рік тому
As someone also working on a self made FPS multiplayer game I find your insights fascinating and insightful as even after 15yrs in games feature creep happens on a daily basis. You could argue that’s just development but it really depends how well defined your core design is at the start.. but it’s always better to get the core concept playable and testing before you commit to any new features / art or polish. As what’s the point in polishing a turd ;)
@stitchfinger7678
@stitchfinger7678 2 роки тому
Some feature creep is because the project wasn't fully considered in the beginning. Sometimes you just realize you need something you didn't think of before.
@pedronabais1456
@pedronabais1456 Рік тому
honestly i felt this when i had to do my final project fot eh programming class, the project was about to do some "proto-website" (the main objective was creating a frontpage that worked with a database) and i was never rly a creative type of guy so almost harder than the code itself was having the ideas of what to put in and was the biggest struggle during the months i worked on it, but like in the last week or 2 i just had a bunch of fucking ideas of what tu put in, legit was working on stuff to the last day, granted that was the end of the year and last class so i was done with exams but still felt like the moment stuff started workign together and the time started running out all the ideas started comming
@L3MION
@L3MION Рік тому
i too have encountered this problem of having too much thing in my previous tries of making a project and as you said an lazy individual is no enough to finish the whole project. So this time I didn't even code the movement and just used starter assets third person controller instead for my DayZ like low poly game btw it was good to know what should i avoid just to finish the whole thing
@CoolAndNormal
@CoolAndNormal 2 роки тому
this is very pertinent to me, im working on a game that's about finishing the fishing subquest after you've already done everything else -- it needs to be an endgame rpg and quickly the amount of things i WANT to see happen eclipsed what im able to do on my own. like i realized in the middle of balancing a fake stat system that i should probably remember to make the fishing part work.
@Krystalchan2009
@Krystalchan2009 2 роки тому
So for feature creep i tend to use burn lists. Basically a list of everything I want in my game or build and i go down like a check list. Its also helpful if you do have a design document to help keep you in line. But sometimes you do get inspired to make something such as that slide. Never throw stuff away. It might not be for your current project but you can start making a library of movement thar you can come back to and speed up future projects
@YCCCm7
@YCCCm7 Рік тому
It's eerie how natural feature creep is to a development process. It's less of a newbie trap and more of the siren always calling to you from across the ocean. You'll try to cross the ocean to get to that sexy, sexy dame, but you might just wear yourself out and die along the way. However, I think for newbie games, it's good to acknowledge your first couple projects are throwaways or learning experiences, so you can try various system out in those, expand them in your spare time, then find out what you do and don't like, and why. If you want to test multiple genres, this is easier said than done, as there's a lot to explore. From there, it's good to set "essential" goals, "bonus" goals (if you find spare time), and possible "expansion" goals you can do as future update content. If you plan very nice systems going in, using previous experience, the need for feature creep won't be as dire, so you don't make as many excuses about stuffing a couple things in at the last minute.
@scarecrow559fresno
@scarecrow559fresno 2 роки тому
i like your insight brother
@salamanderavem3782
@salamanderavem3782 2 роки тому
Happens with me with my art I would add a line and feel to add MORE AND MORE AND MORE TO IT Till it becomes so detailed It wont look like my art that people know me for I try to simplify it Works now but cause of my problem i have multiple art styles I feel its good as well cause it shows how passionate you are to finish that
@AlexPBenton
@AlexPBenton 2 роки тому
I’d recommend using the classic 2 weapon loadout system for your game, since that way you could always have a reliable secondary weapon which is decent at all ranges and in more situations.
@jmurray1110
@jmurray1110 Рік тому
Yeah maybe a standard secondary weapon like a pistol would be best something to chip and finish off but not particularly powerful at any range Also a melee weapon might be a good idea but at that point maybe just going full class based would be a better idea but keep the upgrades
@evelocz
@evelocz 2 роки тому
Thanks for sharing
@ForTheOmnissiah
@ForTheOmnissiah 2 роки тому
In software development, this has a specific name "Scope Creep". The client you're making the software for sets functionality at the beginning, and as you're building for this functionality, during progress meetings, they continue to add more functionalities they want here and there, and it makes the time required exponentially longer, and the original timeframe it's meant to be finished becomes impossible to meet.
@ultraenzo
@ultraenzo 2 роки тому
I love your idea of adding new parts to your weapon that you have to commit to in your game. I wonder how you will balance it out? Maybe if you perfrom well you would have access to less parts compared to enemies who lose?
@matthewjames5598
@matthewjames5598 2 роки тому
YES! I ran into the same problem when making a Minecraft world. A project that was supposed to take a week or two turned into months just b/c I wanted to add a few items.
@chris-crossapplesauce
@chris-crossapplesauce 2 роки тому
Just wanna say right now Im actually really interested in your game and I cant wait to play
@Redman8086
@Redman8086 Рік тому
My workflow: write up a paper describing what kind of game is being developed + the base features/gameplay loop, and then design maybe 4 or 5 different characters/monsters, 4 or 5 different weapons, 2 or 3 test maps, etc. After that, get some placeholder graphics and code the game up to what you described in the paper. Test everything as much as you can. If you think of more ideas along the way, add them to a separate "Ideas" list at the end of your paper. Once the base game is complete and tested, go back to your list. Some ideas that seemed cool before won't seem so cool now, so you can mark those off. Some ideas won't fit as well you as originally thought. Cross those off. The rest, implement them one by one and see if they work well; mark off the ones that don't. Once your list of cool ideas has been filtered down, start trying different features together and figure out which ones don't work well together. Keep doing this until you are left with the features you think work best together in one sandbox.
@DatAsianGuy
@DatAsianGuy 2 роки тому
I am an artist and often we use a method of working from big to small, meaning don't start with the detail work, but paint the basic shapes first. this can also apply for a lot of other field that involve creative work, even "non-creative" work really benefits from it. So I recommend you first get that base movement down. make it feel good. responsive. snappy. also remember the game will have to be designed with the new features in mind like sliding. will you add small spaces that are perfect to slide through? when you go down a hill or mountain and you start sliding, can you slide down the entire mountain, etc. there's a lot to consider, but first get that basic stuff down before you "waste" time working on features that you cut out of for various reasons!
@Zack_Wester
@Zack_Wester 2 роки тому
from the sounds of things there are 3 level of game design. the rought sketch (this is where you decides what kind of game it is FPS/RTS and so on and a general ide of what abilities you have but not a complet list). because there are oblius cases you will miss like can you climb a ladder open/close doors? this is the prase where the note for jumping is (you can Jump) that is all it say for jumping. (the text for jumping is 1-2 rows at most) the second stage is generalasing ides. like Jumping is now you can jump onto of a crate from the floor (no skyscraper jumping), you can or can or can not double jump (let say you can here). (the text for jumping is 2-3 paragrafs) the 3 stage is the stage that actually gets send down to the programmers and artist telling them exactly what to do (the two earlier stage they might be told about but not show whats written). so the programmer can say sorry the engine does not support ladder climbing. here the text for jumping can be several pages long whit exact information you will need to know when you at 03.00 after 30 bottle of coffee looks at the todo list and see jump and you look at the bible and copy its instructions literally as you have no ability to interpreter anything.
@Povilaz
@Povilaz 2 роки тому
I love how Jonas has done with his game "Will you snail?" where he completed the game in 4 weeks and is now just polishing it up. He's at the state that he can release the game at any point, since it's complete!
@boredgamergirl661
@boredgamergirl661 2 роки тому
I think that additionally to this when you add a feature you also need to think how it will work inside of the rest of the game. Many times it is easy just to have a lot of ideas but don't think how they will work together to make a consistent gameplay. It is important to fit each feature into the wider gameplay and not just add everything that comes to mind.
@maxhoward2543
@maxhoward2543 2 роки тому
As someone who is trying to learn game development this was enlightening. Thanks
@ARockyRock
@ARockyRock 2 роки тому
Aha! You've fallen for one of the classic blunders!
@liam2786
@liam2786 Рік тому
Good idea with the upgrades :)
@danysora
@danysora 2 роки тому
That's why you should definitely make a GDD before getting to the actual work. Helps being focused.
@krystianurban5421
@krystianurban5421 2 роки тому
"people love their movement shooters" for approximately one year, then the love dissolves
@krystianurban5421
@krystianurban5421 2 роки тому
Also, regarding adding another mechanic into the game: you need to ask yourself what kind of game you want to make. Let's take a look at sliding - is you game supposed to be fast paced, should players be able to move quickly and very unpredictably, or do you want to force more careful approach? Think what possibilities would slide give opposed to no sliding. Maybe you want to add something like bunnyhoping. Should they connect into slidehopping? Or maybe you'd like to have them separate, so that bhopping while sliding isn't profitable? In other words: what kind of game do you want to make and does your mechanic concept fit into that game?
@krystianurban5421
@krystianurban5421 2 роки тому
One more thing: I personally think that slide would work in your game, since there can be moments, where you can't upgrade your weapon to match your opponents, like in this shotgun-sniper scenario: you need to close the gap somehow and to help you do that, you need some unpredictable moves.
@garbaj
@garbaj 2 роки тому
I guess the cool thing about being an indie dev is I can decide to add powersliding if it turns out the game really needs it after all
@krystianurban5421
@krystianurban5421 2 роки тому
@@garbaj well, I'd say that the cool thing is that only you decide what makes it into the final product, if you had a team, you'd need to discuss it with others
@HumanityAsCode
@HumanityAsCode 2 роки тому
I've fallen for this many times
@spaceman1596
@spaceman1596 Рік тому
I really like your idea of sticking to one weapon for the game and upgrading it instead of just having to pay a new one every round
@KKJazz
@KKJazz 2 роки тому
This mechanic of upgrading to adapt is present in the now-defunct game Gigantic
@Oeslian
@Oeslian 2 роки тому
IMO your mistake was going for powerslide before you implemented the complex system that is concerning you. The key I have found to big projects is to tackle the hard part first then make the rest of the game work around it. If after the hard part is finished you think a power slide might help you can implement a basic version to test it on top of the needed existing systems. Your project needs to be elastic as you develop, especially in the prototyping phase. The hard part is being elastic while managing scope creep.
@nakkifps
@nakkifps 2 роки тому
love the games idea
@hachiqju1350
@hachiqju1350 2 роки тому
crouching and the movenent is perfect
@sentientcardboarddumpster7900
@sentientcardboarddumpster7900 Рік тому
Reminds me writing a song. You have a solid song already but you keep hearing how things could be and some of them are valid, but some of them will just keep you from ever actually finishing the song.
@phoenixmcgrew2964
@phoenixmcgrew2964 Рік тому
Titanfall and the early days of respawn is a perfect example of how to pick and choose different features
@ambientlightofdarknesss4245
@ambientlightofdarknesss4245 2 роки тому
I wanna get into game making one day and one tactic I'm thinking off is just a brain storm period where you jot down as many of the ideas as you can and sift trough which you'd think are the best and ONLY focus on those till they're done. Not get distracted if "oh this feature could complement that. What if you could double jump?"
@calebhessing7593
@calebhessing7593 2 роки тому
It's very easy to get carried away and spend time on stuff that does more harm than good. I once spent days working on a 2D platformer trying to get the crouching physics right. I had a very particular way in mind for the player to move if they're crouching under a ceiling half their height. After working on it for days I finally got it close enough to what I wanted to feel satisfied. However, then I stepped back and asked myself, "When will I design the level to make the player move like this?" After thinking about it for a while, I realized the answer was never. I had spent days perfecting a system that needed to do nothing more than exist. I forgot to align my work with my end goal, and it led to a lot of wasted time. Keep your work intentional, guys.
@glacialblast2588
@glacialblast2588 2 роки тому
That upgrade mechanic sounds so great
@saidm0936
@saidm0936 2 роки тому
Can we please have dev blog videos of you making the game, that would be awesome!
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