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.
@peroh34082 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
@6355742 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
@handlesarecringe957Рік тому
Yeah, feature creep is more Star Citizen than this. Actually, Star Citizen is _textbook_ feature creep.
@VarenvelDarakusРік 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.
@TheAkrillionРік 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
@TheOriginalTim2 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.
@6355742 роки тому
And I bet why its map customization editor is so advanced no game today even tried to replicate it.
@JonatasAdoM2 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.
@gachastorys51292 роки тому
Sorry can someone explain what an rts is please
@trentmowers30692 роки тому
@@gachastorys5129 real time strategy
@daddyjoe6002 роки тому
@@JonatasAdoM >has gone full circle Well, that's what the word "Halo" is, kek
@SoldatDuChristChannel2 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
@TheInfamousLegend272 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.
@luukderuijter13322 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.
@krystianurban54212 роки тому
@@luukderuijter1332 exactly. It's better to have some kind of plan, something you can try to fit your new idea into
@neomorphosallomorphis73952 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
@garbaj2 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.
@ApolloBSG2 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.
@krystianurban54212 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_emanresu2 роки тому
People always hate on AAA games not realizing the work that actually flows into them
@tristancoffinРік 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
@blobfish1649Рік 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
@susnojutsu2525Рік 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.
@TheNSJaws2 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.
@krystianurban54212 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
@vanilla24252 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.
@swishfish88582 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.
@6355742 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.
@Palatard2 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.
@Allstin2 роки тому
Soulsphere profile pic!!
@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.
@strebicux61742 роки тому
Inb4 someone asks how you're a game dev but don't know how to code
@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
@strebicux61742 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_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
@strebicux61742 роки тому
@@0.leo_ never too late to start! Blueprintung in UE4 is super simple
@pbgamer1152 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
@garbaj2 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
@thegamerserpent42712 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?
@6355742 роки тому
Games with standard movement are boring to me solo, but its much fairer for pvp
@jmurray1110Рік 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
@scottygg85502 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_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
@FED0RA2 роки тому
trimping was a bug and valve didnt fix it so it's a feature, that's another example
@theowainwright74062 роки тому
doom derived game engines have the best movement, cod4 also has some of my favourite movement in a shooter
@sydssolanumsamsysРік тому
@@theowainwright7406 imo titanfall 2 is the best movement shooter, and the best movement in ashooter, of all time.
@_R_R_RРік тому
@@Lo0nex_ or the other tf2, Titanfall 2
@pedrodiniz51042 роки тому
This gun Mechanics remember me of Loadout, a 3rd person shooter were you tweak your guns to fit your playstyle
@justinjacobson74952 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.
@govaic91832 роки тому
rip loadout. u were a great game
@TheLeyva50002 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.?
@jonathan0berg2 роки тому
Blacklight Retribution, back before the developer sold it and the new owners made it a pay-to-win hell
@TheLeyva50002 роки тому
@@jonathan0berg Finally found it! Thank you. After all these years.
@SpeedKing..2 роки тому
Blacklight retribution, ah what a time that was, you took me back.
@6355742 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-kg5ni2 роки тому
@@jonathan0berg ah i remember that game very fun game sad that it was a free to play shooter though.
@lawrencesmeaton69302 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.
@OtakutaruРік 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!
@theretartist34452 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
@chekote2 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.
@jibbs_aim2 роки тому
That sounds like a really fun idea for a game. I can't wait to play it.
@majorghoul90172 роки тому
The gun upgrade mechanic of your game sounds awesome, I'll definitely try it out once it's ready
@magiaOW2 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!
@alpha38362 роки тому
Hey! Love your videos! Keep it up! 🙌
@YasserYak2 роки тому
Your content is very high-quality m'man!
@jmdbeansРік 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 👑
@falxie_2 роки тому
Really looking forward to seeing what your game is like when it's complete
@chasechapman12512 роки тому
Love the weapon selecting feature, keep it up!
@onefifty6496Рік 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
@themisir2 роки тому
Garbaj just flexin on his Apex gaming skills. Great content btw, keep it up!
@garbaj2 роки тому
What skill? Lol, I'm gonna get better at this game I swear
@KrymsonScale2 роки тому
Thanks for the input.
@theabnormalpenguin8150Рік 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
@Trash_Wendigo2 роки тому
Your game idea sounds fantastic.
@NGWB452 роки тому
Good job, very insightful. These are unintended consequences.
@luukderuijter13322 роки тому
Ooh boy, that concept hooked me to that game you're trying to make
@anotherman90392 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!
@crim64352 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
@NidonocuPoisonBunny2 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!
@hellsproprietor93902 роки тому
so excited to see and play his game, I'm sure it will be the perfect fps.
@rafaelnedel73442 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!
@wintercoldfront2 роки тому
Finally, a succinct example of feature creep! Thanks for sharing.
@fredspipa2 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".
@harithrazak7992 роки тому
well after hearing about your game, ive become quite excited
@iplayermac1259Рік 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
@nsquezada272 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.
@USMCKong03112 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%
@LilNewtGingrich2 роки тому
Wow your game looks so entertaining ! Don’t add too many fun features - looks perfect
@magimight8592 роки тому
I love you, Garbaj
@oms_nomsРік тому
i love the concept
@larip8Рік тому
you fried that man at the end 😂
@sytonicflux2 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.
@darkranger1162 роки тому
Awesome video. Feature creep is the slow death
@jerregaming6009Рік тому
Sounds like a fun concept for the game, especially 1v1 matches
@CotyCondryРік тому
Wallace Shawn voice: You fell for one of the classic blunders!
@PhantomDogmanРік тому
Me hears feature creap description. Oh, I had flashbacks.
@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
@ARockyRock2 роки тому
Aha! You've fallen for one of the classic blunders!
@biblequotesdaily66182 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.
@alec_almartson2 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.
@chris-crossapplesauce2 роки тому
Just wanna say right now Im actually really interested in your game and I cant wait to play
@kunderscore242 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
@jacobpinson28342 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.
@danysora2 роки тому
That's why you should definitely make a GDD before getting to the actual work. Helps being focused.
@superextranova21722 роки тому
cant wait to see your game :)
@hachiqju13502 роки тому
crouching and the movenent is perfect
@user-tc5qc4ql8m2 роки тому
well this definitely made me realize why i basically ever finish anything
@spaceman1596Рік 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
@Nativityin6lack2 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
@nintenjo64Рік 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 ;)
@glacialblast25882 роки тому
That upgrade mechanic sounds so great
@blockwearingman2 роки тому
your game will be so great
@maxhoward25432 роки тому
As someone who is trying to learn game development this was enlightening. Thanks
@Redman8086Рік 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.
@scarecrow559fresno2 роки тому
i like your insight brother
@stitchfinger76782 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.
@mindblow42482 роки тому
that game concept actually sounds kinda cool ngl
@Krystalchan20092 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
@L3MIONРік 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
@whipivy2 роки тому
Developing my own game. I was a professional software engineer, designer, and architect. "Scope creep" really only exists with a deadline OR if it creates a certain amount of rework regardless of deadline. Just because integrating a new feature requires moving through a complete laborious workflow over a stack and/or business processes and/or use cases doesn't mean it's creep until it also requires moving through an entire workflow or stack with an already implemented feature. A common phase in design is proof of concept, that doesn't need to adhere to a waterfall like methodology, it can occur iteratively in the development process. I personally prefer rolling wave/iterative development because I've found the testing is more thorough with that with less rework on test cases and sometimes you don't really understand how something will work until it's actually implemented and working. I would argue that there really is no such methodology as "waterfall" since every project I've ever seen that attempted to utilize that methodology ended up with iterations for missing requirements and specifications that couldn't have been realized until most of the project had been completed. Since in iterative development the goal is typically to capture about 80% functionality with 20% (Pareto) of the specification, that means that only applies to the known 20%. Therefore, all projects are technically iterative in methodology whether intended or otherwise. If you aren't operating by a budget constraint, then what is scope creep really?
@3u-n3ma_r1-c0Рік тому
for an indie dev, its being afraid that you're going to give up due to the amount of features you plan to add and your unwillingness to actually create them.
@zoidsfan122 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.
@evelocz2 роки тому
Thanks for sharing
@robertmarx41062 роки тому
a shooter with that kind of moba mechanic sounds really cool
@Povilaz2 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!
@anamationmax2 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.
@sanketvaria9734Рік 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.
@Cam64viperРік 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.
@KKJazz2 роки тому
This mechanic of upgrading to adapt is present in the now-defunct game Gigantic
@boredgamergirl6612 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.
@HumanityAsCode2 роки тому
I've fallen for this many times
@krystianurban54212 роки тому
"people love their movement shooters" for approximately one year, then the love dissolves
@krystianurban54212 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?
@krystianurban54212 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.
@garbaj2 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
@krystianurban54212 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
@nakkifps2 роки тому
love the games idea
@YCCCm7Рік 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.
@liam2786Рік тому
Good idea with the upgrades :)
@CoolAndNormal2 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.
@phoenixmcgrew2964Рік тому
Titanfall and the early days of respawn is a perfect example of how to pick and choose different features
@scotchtapeworm37552 роки тому
That legit sounds like a cool idea to pick a single weapon for the game, and upgrade that weapon.
@abject_sky19152 роки тому
I accidentally had this on 2x and it was still very digestible. But Jesus I was like why did he do this?
@Oeslian2 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.
@Sumer_game_studio2 роки тому
useful Information can you make a video about game size sometimes i just make short game but it has larg size
@matthewjames55982 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.
@viniciuslwb2 роки тому
i love how simple but complex cs go is
@mauriciorabiella23982 роки тому
Luv the video
@ultraenzo2 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?
@ambientlightofdarknesss42452 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?"