Gamesalad endless runner v21/1/2024 ![]() Because I would always built up this vision of this concept in my head, I imagined a great game and wanted to make that. Unrealistic expectations & overconfidenceĪnother thing that plagued my project from day 1 were my unrealistic expectations. In the future I hope to focus on prototyping gameplay first, and not get attached to ideas I only think will work. You need to be brutally honest with yourself to fix or even trash an idea that you once had confidence in, but it’s well worth it. Never get attached to an idea, because once it exists you'll likely see just how bad it actually is. This is in contrast to Nintendo’s process: focusing on making strong gameplay and coming up with the theme, visuals, audio and everything else later. I grew attached to my vision of the game, it's visuals and music. Before starting work on it, I would often think about the concept in my mind. The project was flawed from its conception. My process sucked hard, and I hope that I can steer you away from making the same mistakes. Below I will retrospectively explore each of them Despite being an overall bad game dev experience, I learnt a lot from my errors and pitfalls. I consistently made a number of key mistakes. It was a terribly over complicated and inefficient process that resulted in a project that should’ve taken a few months at most, and a game I wasn’t really proud of. Finally, on February 25, 2019, I had a finished product that was significantly cut back from my original vision and, in many ways, was unfinished. I completely restarted development five times. The following project would take close to two and a half years of my life. I had been thinking up this cool game idea and, despite knowing in my gut that I wasn’t ready, decided to start making it. I would be on my own for this one, no hand-holding. It wouldn’t be my first significant project, but it would be the first that I wasn’t following a tutorial for. On January 28, 2017, I set out to make a small game as a personal project- an energetic, arcade-style survival platformer. For that reason the first 2.5 years of me doing gamedev were rocky I was slow to learn because I was focused on getting projects done instead of learning. I had ideas I was too excited to work on, and I was too ambitious. I heard similar guidance back then, but didn’t follow it. It’s what I wish I did when I started out. This is a very good series of advice for starting with game development and sticking to it: Extra Credits on Making Your First GameĪlso check out this fantastic Reddit post, written by people a lot smarter than I: A no nonsense "How to get Started" Guide I’m basically stealing this advice from these guys. It’s in relation to storytelling but the advice applies to all forms of creativity: Ira Glass on Storytelling This is a video I found to be really helpful and inspiring. Here are some good resources that might help: Most games worth their salt are changed drastically from the original concept for the better anyways. You have no idea what works until you make it. We all have game concepts in our heads ideas are cheap. ![]() Also, know that those ideas aren’t as valuable as you think they are. ![]() That’s great, use those as motivation, but you aren’t ready to tackle them. I know you’ve got some great, ambitious game ideas. Despite how frustrating it’ll often be, stick with it, and try to have fun with this phase of your skill development. It can be easy to overthink your games, but try not to. Because of that, don’t be afraid to bail on a project that isn’t getting you anywhere. At this stage, the final product doesn’t matter nearly as much as what you learn from making it. The idea is to quickly make something, learn from it, and repeat. Your games are going to be shit, just accept that. After that, learn some more and make a game that’s just a little bit more complex. Learn a few coding tricks, and then make the simplest game possible using what you learnt.
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