[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.24,0:00:07.04,Default,,0000,0000,0000,,Last time on developing, I picked my game engine \N- Unity - and I started to learn how to use it. Dialogue: 0,0:00:07.04,0:00:13.84,Default,,0000,0000,0000,,But now it's time to reveal the idea for my \Ngame and, well, get started with making it. Dialogue: 0,0:00:14.40,0:00:21.60,Default,,0000,0000,0000,,But where does one begin when developing \Na game? And I think this is a vitally Dialogue: 0,0:00:21.60,0:00:27.60,Default,,0000,0000,0000,,important question because, as you are about \Nto see, if you take the wrong direction Dialogue: 0,0:00:27.60,0:00:35.64,Default,,0000,0000,0000,,when you start developing a game it can be \Ndisastrous for the project. Let me explain. Dialogue: 0,0:00:44.80,0:00:49.84,Default,,0000,0000,0000,,Okay so let me start with the idea \Nfor the game. I am going to make, Dialogue: 0,0:00:49.84,0:00:56.64,Default,,0000,0000,0000,,and brace yourself because this is crazy, a 2D, \Nside-scrolling, platform game. Yes, I know, every Dialogue: 0,0:00:56.64,0:01:02.32,Default,,0000,0000,0000,,indie developer starts by making a side-scrolling \Nplatformer. But I think I have some good reasons. Dialogue: 0,0:01:02.32,0:01:07.36,Default,,0000,0000,0000,,I love the genre. Platformers are \Nrelatively easy to make in the Dialogue: 0,0:01:07.36,0:01:12.64,Default,,0000,0000,0000,,grand scheme of things - it’s not a MMO at \Nleast. And I've made loads of videos about Dialogue: 0,0:01:12.64,0:01:17.76,Default,,0000,0000,0000,,platformer level design and character \Ndesign which should prove helpful. Dialogue: 0,0:01:17.76,0:01:24.24,Default,,0000,0000,0000,,Now this is also going to be a, brace yourself \Nagain, platformer with a unique twist. The Dialogue: 0,0:01:24.24,0:01:31.68,Default,,0000,0000,0000,,idea is that the character in my platformer is \Nmagnetic which means they will repel away from Dialogue: 0,0:01:31.68,0:01:38.56,Default,,0000,0000,0000,,some platforms and attract to others. And you \Ncan change your polarity with a button press. Dialogue: 0,0:01:38.56,0:01:43.20,Default,,0000,0000,0000,,The idea actually came from this game: The \NLegend of Zelda: Oracle of Seasons. In this Dialogue: 0,0:01:43.20,0:01:49.04,Default,,0000,0000,0000,,game you have a magnetic glove power-up which \Nallows Link to repel from some surfaces and Dialogue: 0,0:01:49.04,0:01:54.40,Default,,0000,0000,0000,,attract towards others. You can also use it to \Npick up large metal balls for puzzle solving Dialogue: 0,0:01:54.40,0:02:00.72,Default,,0000,0000,0000,,and use it to fight enemies. It's a really cool \Nmechanic but it does feel somewhat limited by Dialogue: 0,0:02:00.72,0:02:06.96,Default,,0000,0000,0000,,the genre, the top down camera perspective, and \Nof course the limited technology of the Game Boy. Dialogue: 0,0:02:06.96,0:02:14.24,Default,,0000,0000,0000,,So I thought… what if I were to borrow that \Ngame idea and put it in a different genre: Dialogue: 0,0:02:14.24,0:02:20.00,Default,,0000,0000,0000,,a fast-paced, 2D platformer. Something \Nakin to Celeste or Super Meat Boy. A game Dialogue: 0,0:02:20.00,0:02:25.36,Default,,0000,0000,0000,,where you have to master the magnetism \Nfor speed and fluidity and precision. Dialogue: 0,0:02:26.08,0:02:31.44,Default,,0000,0000,0000,,So that is the idea. And the question now \Nis: where do I begin with it? Do I just Dialogue: 0,0:02:31.44,0:02:37.84,Default,,0000,0000,0000,,jump into Unity and start coding? Do I jump into \NPhotoshop and start making some artwork for it? Dialogue: 0,0:02:37.84,0:02:42.88,Default,,0000,0000,0000,,Do I start thinking about the storyline \Nor the characters? Where do I begin? Dialogue: 0,0:02:43.60,0:02:49.36,Default,,0000,0000,0000,,I'm going to level with you: this is not the first \Ngame I've ever tried to make. Ever since I was a Dialogue: 0,0:02:49.36,0:02:54.72,Default,,0000,0000,0000,,little kid I've come up with ideas for games, and \Nat various points in my life I have tried to make Dialogue: 0,0:02:54.72,0:03:02.72,Default,,0000,0000,0000,,those games in different tools and whatnot. But \NI almost never finish those games and I think Dialogue: 0,0:03:02.72,0:03:10.64,Default,,0000,0000,0000,,the reason is the same, every single time: I \Nstart in the wrong manner. Let me show you. Dialogue: 0,0:03:10.64,0:03:18.64,Default,,0000,0000,0000,,So I got this folder from my parents house \Nand it is full of notes and sketches and Dialogue: 0,0:03:18.64,0:03:24.00,Default,,0000,0000,0000,,ideas for a game I was going to make a few \Nyears before I started Game Maker’s Toolkit. Dialogue: 0,0:03:24.00,0:03:28.64,Default,,0000,0000,0000,,That is actually just a mouse mat for \NStarcraft Ghost. That game never came out, Dialogue: 0,0:03:28.64,0:03:32.80,Default,,0000,0000,0000,,did it? That might be worth \Nsomething actually, put that in the eBay pile. Dialogue: 0,0:03:32.80,0:03:38.56,Default,,0000,0000,0000,,So this game was going to be called Carter's \NCurse. It was about famed archaeologist Howard Dialogue: 0,0:03:38.56,0:03:43.68,Default,,0000,0000,0000,,Carter, the dude who discovered Tutankhamen's \Ntomb. And, in my game at least, he would also Dialogue: 0,0:03:43.68,0:03:49.44,Default,,0000,0000,0000,,awaken an ancient Egyptian curse meaning he'd \Nhave to fight zombies and mummies and ancient Dialogue: 0,0:03:49.44,0:03:57.60,Default,,0000,0000,0000,,Egyptian gods. I remember spending hours and hours \Ndrawing all of this stuff. I mean… what a nerd! Dialogue: 0,0:03:58.48,0:04:04.48,Default,,0000,0000,0000,,Anyway. So how would you go about fighting these \Nenemies? The answer: playing Picross puzzles. Dialogue: 0,0:04:04.48,0:04:10.00,Default,,0000,0000,0000,,Picross is this logic-based, grid-based, puzzle \Ngame… a bit like Sudoku. Nintendo's made loads Dialogue: 0,0:04:10.00,0:04:15.20,Default,,0000,0000,0000,,of Picross games. I was really inspired by games \Nlike Bookworm Adventures where you have a puzzle Dialogue: 0,0:04:15.20,0:04:20.24,Default,,0000,0000,0000,,at the bottom of the screen, and completing the \Npuzzle does damage to enemies in a little fight Dialogue: 0,0:04:20.24,0:04:25.20,Default,,0000,0000,0000,,scene at the top of the screen. And so my idea was \Nkind of the same: you'd have a Picross grid at the Dialogue: 0,0:04:25.20,0:04:30.00,Default,,0000,0000,0000,,bottom of the screen and Howard Carter would \Nbe fighting monsters at the top of the screen. Dialogue: 0,0:04:30.00,0:04:36.08,Default,,0000,0000,0000,,So I jumped into development. I was making the \Ngame in an app for iPad called Codea which lets Dialogue: 0,0:04:36.08,0:04:42.08,Default,,0000,0000,0000,,you make iOS games on your iPad. I'd actually \Npreviously used it for a very standard Picross Dialogue: 0,0:04:42.08,0:04:48.48,Default,,0000,0000,0000,,app for iOS so I knew I could probably code \Nit, but I wanted the graphics to be amazing so Dialogue: 0,0:04:48.48,0:04:52.80,Default,,0000,0000,0000,,I jumped into Photoshop and just started \Nmaking loads of sprites and animation frames. Dialogue: 0,0:04:52.80,0:04:59.28,Default,,0000,0000,0000,,I actually have a Dropbox folder that is full of \Nsprites and animations. I made loads of different Dialogue: 0,0:04:59.28,0:05:05.76,Default,,0000,0000,0000,,characters, I made finishing moves for Howard \NCarter, I made an introductory cutscene, I made Dialogue: 0,0:05:05.76,0:05:10.48,Default,,0000,0000,0000,,menus with big juicy buttons \Nto press. I really got into it. Dialogue: 0,0:05:10.48,0:05:16.08,Default,,0000,0000,0000,,But then I realised something. \NSomething quite important. Something Dialogue: 0,0:05:16.88,0:05:26.08,Default,,0000,0000,0000,,quite detrimental to the project. The game wasn't \Nany good! It was really bad, it wasn't fun at all. Dialogue: 0,0:05:26.08,0:05:29.44,Default,,0000,0000,0000,,And the more I coded it and \Nthe more I developed it the Dialogue: 0,0:05:29.44,0:05:35.92,Default,,0000,0000,0000,,more I realised what the problem was: Picross \Njust doesn't have enough depth for this Dialogue: 0,0:05:35.92,0:05:41.12,Default,,0000,0000,0000,,type of game. You can't really have tactics \Nor strategy, you can't change what you're Dialogue: 0,0:05:41.12,0:05:47.04,Default,,0000,0000,0000,,doing depending on which enemy you're fighting, \Nand ultimately it was immaterial that you were Dialogue: 0,0:05:47.04,0:05:51.92,Default,,0000,0000,0000,,fighting enemies. You could ignore that entire \Ntop part of the game and the game would still Dialogue: 0,0:05:51.92,0:05:55.76,Default,,0000,0000,0000,,work because all you're doing is just playing \NPicross puzzles. So it meant that I didn't have Dialogue: 0,0:05:55.76,0:06:00.48,Default,,0000,0000,0000,,the ability to make the game more difficult \Nor more interesting depending on which enemy Dialogue: 0,0:06:00.48,0:06:05.04,Default,,0000,0000,0000,,you were fighting and it meant the player was \Njust doing the same thing over and over again. Dialogue: 0,0:06:05.04,0:06:11.52,Default,,0000,0000,0000,,I had made a game that was shallow and repetitive \Nand dull. And maybe I could have fixed it but I Dialogue: 0,0:06:11.52,0:06:18.24,Default,,0000,0000,0000,,was so far gone at that point and so demoralised \Nthat I just kind of scrapped the whole thing. Dialogue: 0,0:06:18.96,0:06:26.64,Default,,0000,0000,0000,,So what was my mistake? Well, with many, many years \Nof hindsight… it's been almost a decade now… it's Dialogue: 0,0:06:26.64,0:06:31.84,Default,,0000,0000,0000,,pretty obvious to me what happened. And it's \Nthis: when you're making a game there's a bunch Dialogue: 0,0:06:31.84,0:06:38.00,Default,,0000,0000,0000,,of different things you have to create. The main \Nones being the music, the art, the game design, Dialogue: 0,0:06:38.00,0:06:44.40,Default,,0000,0000,0000,,the story, and the code. And now it's easy \Nto think of them as being equal… but they're Dialogue: 0,0:06:44.40,0:06:50.56,Default,,0000,0000,0000,,not. In a lot of cases, the game design is \Nnot equal but instead it is the foundation Dialogue: 0,0:06:50.56,0:06:58.00,Default,,0000,0000,0000,,upon which all the other parts sit. And so if you \Nget that bit wrong the whole thing falls apart. Dialogue: 0,0:06:58.00,0:07:02.00,Default,,0000,0000,0000,,I mean you can fix the bugs and you can \Nredraw the graphics, but if the gameplay Dialogue: 0,0:07:02.00,0:07:07.76,Default,,0000,0000,0000,,is fundamentally flawed well the whole \Nproject can sometimes be unsalvageable. Dialogue: 0,0:07:07.76,0:07:11.84,Default,,0000,0000,0000,,And this is pretty much what happened \Nto me. I spent so much time on the art Dialogue: 0,0:07:11.84,0:07:15.68,Default,,0000,0000,0000,,and animation that by the time I \Nfinally got around to the gameplay, Dialogue: 0,0:07:15.68,0:07:20.64,Default,,0000,0000,0000,,I realised that the whole thing was flawed. \NI had basically built a house on really Dialogue: 0,0:07:20.64,0:07:26.56,Default,,0000,0000,0000,,shaky foundations and then I was surprised and \Nupset when my toilet fell through the floor. Dialogue: 0,0:07:26.56,0:07:31.52,Default,,0000,0000,0000,,Embarrassingly this is not the only time this \Nhas happened to me. I wanted to make a film noir Dialogue: 0,0:07:31.52,0:07:35.84,Default,,0000,0000,0000,,point-and-click adventure game with a unique \Nprocedural generation clue system - but Dialogue: 0,0:07:35.84,0:07:39.52,Default,,0000,0000,0000,,I spent so much time on the story \Nand researching the time period that Dialogue: 0,0:07:39.52,0:07:42.24,Default,,0000,0000,0000,,I never got around to actually \Ndesigning that system. Dialogue: 0,0:07:42.24,0:07:46.64,Default,,0000,0000,0000,,And I wanted to make a fast-paced \Nmodern twist on the mobile game Dialogue: 0,0:07:46.64,0:07:51.92,Default,,0000,0000,0000,,Snake but I got bogged down in bug fixing \Nand trying to get the movement code perfect Dialogue: 0,0:07:51.92,0:07:56.64,Default,,0000,0000,0000,,that I never found out if that game was \Nany fun before I got bored and burnt out. Dialogue: 0,0:07:57.20,0:08:02.48,Default,,0000,0000,0000,,So every time I've tried to design my \Nown game I've put other elements like Dialogue: 0,0:08:02.48,0:08:06.96,Default,,0000,0000,0000,,story and graphics ahead of the gameplay. Why? Dialogue: 0,0:08:07.68,0:08:15.04,Default,,0000,0000,0000,,Well I think it comes down to making two very \Nwrong assumptions. Assumption one is that the game Dialogue: 0,0:08:15.04,0:08:20.40,Default,,0000,0000,0000,,always felt kind of cool in my head, so I just \Nkind of assumed that the game would be fun Dialogue: 0,0:08:20.96,0:08:28.32,Default,,0000,0000,0000,,when I made it. Obviously that was wrong. And \Nassumption two is that I'm not able to find out Dialogue: 0,0:08:28.32,0:08:33.76,Default,,0000,0000,0000,,if the game is fun until I've built the \Ngame. I have to just kind of keep making Dialogue: 0,0:08:33.76,0:08:40.40,Default,,0000,0000,0000,,the game and at some point I'll realise \Nif it's any good… right? No, wrong again. Dialogue: 0,0:08:40.40,0:08:47.52,Default,,0000,0000,0000,,And this is all very cringe-worthy to say because \Nnow the answers are so obvious. But they weren't Dialogue: 0,0:08:47.52,0:08:52.56,Default,,0000,0000,0000,,obvious then - it's only since doing Game Maker’s \NToolkit, since researching game development, since Dialogue: 0,0:08:52.56,0:09:00.08,Default,,0000,0000,0000,,interviewing dozens and dozens of game designers \Nthat I now know how most successful games start. Dialogue: 0,0:09:00.08,0:09:05.68,Default,,0000,0000,0000,,You see game designers have loads of ideas all \Nthe time and I'm sure they all seem amazingly Dialogue: 0,0:09:05.68,0:09:12.40,Default,,0000,0000,0000,,fun in their heads. But the best game designers \Nknow that their brains are horrible smelly liars. Dialogue: 0,0:09:12.40,0:09:19.04,Default,,0000,0000,0000,,The only way to know if a game idea is \Ngood is to build it, to test it. But Dialogue: 0,0:09:19.04,0:09:25.76,Default,,0000,0000,0000,,instead of having to build the entire game, \Ndesigners just have to build a… prototype. Dialogue: 0,0:09:25.76,0:09:32.48,Default,,0000,0000,0000,,A prototype is just this small scrappy test bed \Nfor an idea, just designed to see if the idea Dialogue: 0,0:09:32.48,0:09:37.68,Default,,0000,0000,0000,,is fun or not. These prototypes are \Nusually incredibly ugly with just Dialogue: 0,0:09:37.68,0:09:45.28,Default,,0000,0000,0000,,unfinished art or basic shapes or sprites stolen \Nfrom other games. They're often buggy and broken Dialogue: 0,0:09:45.28,0:09:51.28,Default,,0000,0000,0000,,and they have nothing in them but the bare minimum \Nfeatures needed to test that mechanic. They are a Dialogue: 0,0:09:51.28,0:09:55.76,Default,,0000,0000,0000,,just functional enough version of the \Ngame idea, built as quickly as possible, Dialogue: 0,0:09:55.76,0:10:03.52,Default,,0000,0000,0000,,with the only purpose being to see if that game \Nidea works. Is it fun or interesting? Is it Dialogue: 0,0:10:03.52,0:10:09.76,Default,,0000,0000,0000,,worth pursuing? Is it a strong foundation \Nupon which to build the rest of the game? Dialogue: 0,0:10:09.76,0:10:15.28,Default,,0000,0000,0000,,And so that's what I'm gonna do. This time I'm \Ngonna get it right. I’m gonna focus exclusively Dialogue: 0,0:10:15.28,0:10:19.28,Default,,0000,0000,0000,,on making the prototype and I am \Ngoing to be extremely disciplined Dialogue: 0,0:10:19.28,0:10:23.12,Default,,0000,0000,0000,,and not do anything other \Nthan just test this game idea. Dialogue: 0,0:10:23.12,0:10:28.24,Default,,0000,0000,0000,,So in terms of art, I'm just going to pull stuff \Noff Google Images. There's going to be no music, Dialogue: 0,0:10:28.24,0:10:33.84,Default,,0000,0000,0000,,there's no story, I'm not going to think about the \Nname of the game or the name of the characters. Dialogue: 0,0:10:33.84,0:10:38.24,Default,,0000,0000,0000,,I'm not gonna start designing an app icon \Nfor a game that hasn't even been built yet, Dialogue: 0,0:10:38.24,0:10:43.52,Default,,0000,0000,0000,,Mark, you idiot. The code will definitely \Nbe buggy and broken because I'm still just Dialogue: 0,0:10:43.52,0:10:46.88,Default,,0000,0000,0000,,learning Unity, but it should be good enough Dialogue: 0,0:10:46.88,0:10:52.96,Default,,0000,0000,0000,,to see if this idea works. Just a sandbox to \Ntest out game mechanics and see what's fun. Dialogue: 0,0:10:52.96,0:10:56.40,Default,,0000,0000,0000,,So let's get started, and open up Unity. Dialogue: 0,0:10:56.40,0:11:00.72,Default,,0000,0000,0000,,The first thing I needed to do was to have a \Ncharacter who can just move left and right and Dialogue: 0,0:11:00.72,0:11:05.52,Default,,0000,0000,0000,,jump, so I just have it apply forces to \Nthe rigidbody when I hit the right keys. Dialogue: 0,0:11:05.52,0:11:10.88,Default,,0000,0000,0000,,This already had some problems, which wasn't a \Ngreat start, but I got there in the end. Then Dialogue: 0,0:11:10.88,0:11:17.20,Default,,0000,0000,0000,,I put a magnet in the scene and needed to make it \Nso the character would attract towards the magnet. Dialogue: 0,0:11:17.20,0:11:23.20,Default,,0000,0000,0000,,Now to get this working I had to become an \Nexpert programmer, I had to use my galaxy brain Dialogue: 0,0:11:23.20,0:11:29.20,Default,,0000,0000,0000,,coding skills, so I limbered up my fingers and \Ntyped in the following line of code… how do I Dialogue: 0,0:11:29.20,0:11:34.24,Default,,0000,0000,0000,,move a rigidbody towards another object. \NOkay, yes, I Googled it, found some code, Dialogue: 0,0:11:34.24,0:11:38.88,Default,,0000,0000,0000,,and slapped it in my project. But I did make \Nsure I understood how it works - it basically Dialogue: 0,0:11:38.88,0:11:44.08,Default,,0000,0000,0000,,finds the direction between the character and \Nthe magnet and applies forces to the rigidbody Dialogue: 0,0:11:44.08,0:11:49.68,Default,,0000,0000,0000,,in that direction. I also tweaked the code so that \Nit would speed up as you get closer to the magnet. Dialogue: 0,0:11:50.32,0:11:54.96,Default,,0000,0000,0000,,Then I made it so you could turn off the magnet \Nwith a button press which had the intended Dialogue: 0,0:11:54.96,0:11:59.12,Default,,0000,0000,0000,,effect of keeping the character's velocity \Ngoing, sending them flying through the air. Dialogue: 0,0:11:59.12,0:12:04.64,Default,,0000,0000,0000,,So if I slap a platform up here I can attract \Nthe character towards the magnet then let go Dialogue: 0,0:12:04.64,0:12:10.88,Default,,0000,0000,0000,,and jump up here. Which does feel pretty \Ngood… but it's a little hard to control Dialogue: 0,0:12:10.88,0:12:15.36,Default,,0000,0000,0000,,things. This code maybe isn't perfect, \Nthings get out of hand pretty easily. Dialogue: 0,0:12:15.36,0:12:20.00,Default,,0000,0000,0000,,But as I was researching this stuff, I \Nstumbled upon something really useful in Dialogue: 0,0:12:20.00,0:12:26.72,Default,,0000,0000,0000,,Unity. It's a built-in component called the point \Neffector, and it's basically… a magnetic field. Dialogue: 0,0:12:26.72,0:12:31.76,Default,,0000,0000,0000,,I don't know how I missed this, the icon for it \Nis literally just a magnet. Here's how it works: Dialogue: 0,0:12:31.76,0:12:37.44,Default,,0000,0000,0000,,you give a GameObject a collider and a point \Neffector, and then set an attract strength. Dialogue: 0,0:12:37.44,0:12:42.72,Default,,0000,0000,0000,,And now when a rigidbody is in the collider, \Nit's attracted towards the center of the field. Dialogue: 0,0:12:42.72,0:12:48.72,Default,,0000,0000,0000,,You can also use Unity's layer mask system to \Nmake it so it only attracts certain objects. Dialogue: 0,0:12:48.72,0:12:52.56,Default,,0000,0000,0000,,So this would certainly make the game \Na lot easier to make, so I decided to Dialogue: 0,0:12:52.56,0:12:56.40,Default,,0000,0000,0000,,remake the prototype. And, yes, \Nthe game feels more grounded. Dialogue: 0,0:12:56.40,0:12:59.84,Default,,0000,0000,0000,,It's easier for me to tweak things \Nand I can do cool stuff like Dialogue: 0,0:12:59.84,0:13:04.88,Default,,0000,0000,0000,,if I put the attract point on the poles of the \Nmagnet, this happens - which looks pretty sweet. Dialogue: 0,0:13:04.88,0:13:09.76,Default,,0000,0000,0000,,But when I made this second prototype, for \Nsome reason… not quite sure why, I decided Dialogue: 0,0:13:09.76,0:13:16.40,Default,,0000,0000,0000,,to not use Mario this time, but replace him with \Na picture of a magnet for the main character. And Dialogue: 0,0:13:16.40,0:13:23.12,Default,,0000,0000,0000,,this kind of gave me an idea: what \Nif the character is not magnetic, Dialogue: 0,0:13:23.12,0:13:29.76,Default,,0000,0000,0000,,but there is a magnet in the game world. And the \Ncharacter can walk over and pick up the magnet. Dialogue: 0,0:13:29.76,0:13:34.96,Default,,0000,0000,0000,,To achieve this I used Unity's built-in \Njoint system, it's another component. Dialogue: 0,0:13:34.96,0:13:39.52,Default,,0000,0000,0000,,This allows you to connect two rigidbodies \Ntogether using different types of joints like Dialogue: 0,0:13:39.52,0:13:44.96,Default,,0000,0000,0000,,hinges and springs. So now the character is \Nessentially holding the magnet and if the magnet Dialogue: 0,0:13:44.96,0:13:49.92,Default,,0000,0000,0000,,is attracted to a piece of metal, the character \Ngoes with it. Until you let go of the magnet, Dialogue: 0,0:13:49.92,0:13:53.04,Default,,0000,0000,0000,,and now you can walk around again. \NAnd that gameplay I wanted before, Dialogue: 0,0:13:53.04,0:13:57.68,Default,,0000,0000,0000,,with using the trajectory of the magnet to \Nsend your character up to a higher platform, Dialogue: 0,0:13:57.68,0:14:01.68,Default,,0000,0000,0000,,that can still be achieved by just \Nletting go of the magnet in mid-air. Dialogue: 0,0:14:01.68,0:14:04.56,Default,,0000,0000,0000,,Plus it allows for all sorts of \Nother things, like you can have Dialogue: 0,0:14:04.56,0:14:07.60,Default,,0000,0000,0000,,two magnets, or more. And you could maybe, like, Dialogue: 0,0:14:07.60,0:14:13.12,Default,,0000,0000,0000,,place the magnet up here, then get an enemy to \Nchase, you turn off the magnetism, and splat! Dialogue: 0,0:14:13.68,0:14:20.24,Default,,0000,0000,0000,,Oh this is kind of cool, actually. Maybe this \Ncould work. Suddenly the game felt way more Dialogue: 0,0:14:20.24,0:14:25.68,Default,,0000,0000,0000,,interesting than my original idea, which I have to \Nadmit I was starting to get a little bit worried Dialogue: 0,0:14:25.68,0:14:30.72,Default,,0000,0000,0000,,about. When your character is magnetic and being \Nattracted and repelled it's very easy to feel Dialogue: 0,0:14:30.72,0:14:36.16,Default,,0000,0000,0000,,a bit out of control, but having the magnet be \Na separate object means you get times where you Dialogue: 0,0:14:36.16,0:14:41.20,Default,,0000,0000,0000,,are completely in control as the character, and a \Nbit more out of control when holding the magnet. Dialogue: 0,0:14:41.20,0:14:46.08,Default,,0000,0000,0000,,Plus, I was a bit worried just how many ideas I \Ncould come up with for a game where the character Dialogue: 0,0:14:46.08,0:14:52.32,Default,,0000,0000,0000,,is magnetic. But as soon as I had it as two \Nseparate entities, the ideas just started flowing. Dialogue: 0,0:14:52.32,0:14:57.76,Default,,0000,0000,0000,,Plus I really like games where you move back and \Nforth between two distinct types of gameplay, Dialogue: 0,0:14:57.76,0:15:03.20,Default,,0000,0000,0000,,like, think how Mario Odyssey changes when \Nyou do and don't have the hat. So in my game, Dialogue: 0,0:15:03.20,0:15:09.76,Default,,0000,0000,0000,,the character is nimble and can jump really high \Nwithout the magnet, and slow and leaden when Dialogue: 0,0:15:09.76,0:15:14.96,Default,,0000,0000,0000,,holding the magnet - but, of course, that magnet \Nallows for all sorts of amazing possibilities. Dialogue: 0,0:15:14.96,0:15:20.72,Default,,0000,0000,0000,,Now I shouldn't be surprised that an even better \Nidea emerged during the prototyping process. As we Dialogue: 0,0:15:20.72,0:15:26.88,Default,,0000,0000,0000,,saw in the GMTK episode The Games That Designed \NThemselves, it's pretty common for new ideas to Dialogue: 0,0:15:26.88,0:15:31.76,Default,,0000,0000,0000,,emerge during prototyping. Take a look at the \Ngame Crypt of the Necrodancer: when that game Dialogue: 0,0:15:31.76,0:15:37.44,Default,,0000,0000,0000,,was originally designed, it was just supposed to \Nbe a roguelike with a tight time limit in between Dialogue: 0,0:15:37.44,0:15:42.56,Default,,0000,0000,0000,,your turns. But as the designers made it, they \Nrealised that it would be even more interesting Dialogue: 0,0:15:42.56,0:15:46.40,Default,,0000,0000,0000,,if, instead of it being on a timer, \Nit was set to the beat of a song. Dialogue: 0,0:15:46.96,0:15:51.60,Default,,0000,0000,0000,,So prototypes aren't just a way to \Ntest and prove the validity of an idea: Dialogue: 0,0:15:51.60,0:15:55.92,Default,,0000,0000,0000,,they are a way to generate \Nnew and even better ideas. Dialogue: 0,0:15:55.92,0:16:00.16,Default,,0000,0000,0000,,Now during this whole stage I made \Nanother interesting discovery in Unity: Dialogue: 0,0:16:00.16,0:16:04.80,Default,,0000,0000,0000,,this one is called sprite shapes. And \Nit's generally used to make really cool Dialogue: 0,0:16:04.80,0:16:08.08,Default,,0000,0000,0000,,organic level design, like you \Nmight see in the Ori games, Dialogue: 0,0:16:08.08,0:16:13.60,Default,,0000,0000,0000,,but for my purposes I just put on a blank colour \Nand this allowed me to make level design really, Dialogue: 0,0:16:13.60,0:16:18.40,Default,,0000,0000,0000,,really fast. I could just snap together a \Nprototype area by dragging handles around Dialogue: 0,0:16:18.40,0:16:22.96,Default,,0000,0000,0000,,like doing something in Photoshop. So I built \Nthe prototype again and this time I wanted the Dialogue: 0,0:16:22.96,0:16:28.24,Default,,0000,0000,0000,,character to be a little bit better to control, \Nsomething closer to a real video game character. Dialogue: 0,0:16:28.24,0:16:33.92,Default,,0000,0000,0000,,Now I don't want to get bogged down in \Ncoding movement and jumps, so I downloaded a Dialogue: 0,0:16:33.92,0:16:39.04,Default,,0000,0000,0000,,character control script off the internet. \NIt works really good, I can focus on tweaking Dialogue: 0,0:16:39.04,0:16:45.52,Default,,0000,0000,0000,,it or remaking it or whatever in the future: \Nright now I don't want to put time into that. Dialogue: 0,0:16:45.52,0:16:50.16,Default,,0000,0000,0000,,Also in this prototype I started looking \Nat some more mechanics like being able to Dialogue: 0,0:16:50.16,0:16:54.80,Default,,0000,0000,0000,,throw the magnet and then being able to \Nrecall it back to you like Thor and his Dialogue: 0,0:16:54.80,0:16:59.76,Default,,0000,0000,0000,,hammer. And because the magnet rigidbody bumps \Ninto the character's rigidbody, it gives you Dialogue: 0,0:16:59.76,0:17:04.80,Default,,0000,0000,0000,,this little bit of feedback when you catch the \Nmagnet. It's like free game feel, it's amazing. Dialogue: 0,0:17:04.80,0:17:09.52,Default,,0000,0000,0000,,And then I came up with various scenarios \Nthat you could use the magnet in, like Dialogue: 0,0:17:09.52,0:17:14.16,Default,,0000,0000,0000,,throwing it at a wall to create a platform. \NMaybe connecting it to a piston and then Dialogue: 0,0:17:14.16,0:17:18.48,Default,,0000,0000,0000,,disconnecting it at the right time to send \Nit flying. Maybe switching its polarity to Dialogue: 0,0:17:18.48,0:17:24.40,Default,,0000,0000,0000,,jump between two conveyor belts. Or how about you \Nweigh down this platform, stand on the top of it, Dialogue: 0,0:17:24.40,0:17:30.16,Default,,0000,0000,0000,,and then change the magnet's polarity to shoot you \Nup in the air? Whoa this is actually pretty cool, Dialogue: 0,0:17:30.16,0:17:35.12,Default,,0000,0000,0000,,right? This is looking like a \Nvideo game. This is pretty fun! Dialogue: 0,0:17:35.12,0:17:41.12,Default,,0000,0000,0000,,And this really was the point where I felt like \Nthis game idea certainly has some potential. It's Dialogue: 0,0:17:41.12,0:17:46.16,Default,,0000,0000,0000,,original: I've seen a bunch of magnet-based \Ngames but nothing quite like this. Dialogue: 0,0:17:46.16,0:17:52.08,Default,,0000,0000,0000,,It allows for both platforming and puzzle \Nbased gameplay. It feels like ideas for this Dialogue: 0,0:17:52.08,0:17:56.96,Default,,0000,0000,0000,,game just flow really easily so I can build \Nloads of different levels. And, best of all, Dialogue: 0,0:17:56.96,0:18:02.32,Default,,0000,0000,0000,,it's just really fun to play. I can just jump \Ninto this scene in Unity and pick up a controller Dialogue: 0,0:18:02.32,0:18:06.72,Default,,0000,0000,0000,,and it's quite enjoyable. That \Nis surely a very good sign. Dialogue: 0,0:18:06.72,0:18:13.12,Default,,0000,0000,0000,,And so this is the power of prototypes: \Nyou can use them to test if a game idea Dialogue: 0,0:18:13.12,0:18:16.32,Default,,0000,0000,0000,,is actually any good. And, if you're really lucky, Dialogue: 0,0:18:16.32,0:18:20.72,Default,,0000,0000,0000,,you might find that new ideas emerge \Nduring that prototyping phase. Dialogue: 0,0:18:20.72,0:18:26.88,Default,,0000,0000,0000,,Now I think you do have to have a certain level \Nof discipline here, you really do have to say ‘I’m Dialogue: 0,0:18:26.88,0:18:32.00,Default,,0000,0000,0000,,not going to focus on anything extraneous right \Nnow, just the gameplay’. And, I mean, it is hard. Dialogue: 0,0:18:32.00,0:18:37.52,Default,,0000,0000,0000,,Like, in this video I didn't show you the entire \Nweek I spent looking at particle effects and Dialogue: 0,0:18:37.52,0:18:43.28,Default,,0000,0000,0000,,shaders and UI elements and things like that - I'd \Ngone right back to that old behaviour of getting Dialogue: 0,0:18:43.28,0:18:49.52,Default,,0000,0000,0000,,distracted and carried away by stuff that just \Ndoesn't matter right now. But luckily I caught Dialogue: 0,0:18:49.52,0:18:54.40,Default,,0000,0000,0000,,it in time and scrapped that prototype, before \Ngetting back to the stuff that is important. Dialogue: 0,0:18:54.40,0:18:59.60,Default,,0000,0000,0000,,And ultimately I think it worked out: I ended up \Nbuilding something that I think is pretty fun, Dialogue: 0,0:18:59.60,0:19:06.00,Default,,0000,0000,0000,,that does have potential, and that I am excited \Nto work on. My previous games which I tried to Dialogue: 0,0:19:06.00,0:19:11.60,Default,,0000,0000,0000,,make when I was much younger were built with a \Nsort of blind hope that the game would be fun, Dialogue: 0,0:19:11.60,0:19:16.64,Default,,0000,0000,0000,,which isn't the most confidence-inducing \Nway to make a game. But now it feels like Dialogue: 0,0:19:16.64,0:19:22.00,Default,,0000,0000,0000,,I'm building on a really strong foundation \Nand so all those other aspects - the story, Dialogue: 0,0:19:22.00,0:19:29.20,Default,,0000,0000,0000,,the music, the artwork - that can be built with \Nfaith that the underlying foundation is solid. Dialogue: 0,0:19:29.20,0:19:34.40,Default,,0000,0000,0000,,And so I feel like this is \Nthe way to start making games: Dialogue: 0,0:19:34.40,0:19:39.84,Default,,0000,0000,0000,,building a prototype. The only question \Nis: what the hell do I do next? Dialogue: 0,0:19:40.72,0:19:45.12,Default,,0000,0000,0000,,I guess we'll find out next time, in the \Nnext episode of Developing. Thank you Dialogue: 0,0:19:45.12,0:19:51.84,Default,,0000,0000,0000,,so much for watching and I hope you'll join me \Non the next episode of this journey. Goodbye. Dialogue: 0,0:20:14.32,0:20:18.32,Default,,0000,0000,0000,,The idea actually came from this game, \NThe Legend of Zelda: Oracle of Seasons. Dialogue: 0,0:20:19.60,0:20:22.24,Default,,0000,0000,0000,,Damn it. From this game. Oops. Dialogue: 0,0:20:25.12,0:20:31.76,Default,,0000,0000,0000,,From this game. It came from this game. This \Ngame. This game. This game: The Legend of Zelda: Dialogue: 0,0:20:31.76,0:20:38.08,Default,,0000,0000,0000,,Oracle of Seasons. The idea actually came from \Nthis game: The Legend of Zelda: Oracle of Seasons. Dialogue: 0,0:20:39.92,0:20:41.12,Default,,0000,0000,0000,,That was pretty good.