The mistake every new game developer makes
-
0:00 - 0:07Last time on developing, I picked my game engine
- Unity - and I started to learn how to use it. -
0:07 - 0:14But now it's time to reveal the idea for my
game and, well, get started with making it. -
0:14 - 0:22But where does one begin when developing
a game? And I think this is a vitally -
0:22 - 0:28important question because, as you are about
to see, if you take the wrong direction -
0:28 - 0:36when you start developing a game it can be
disastrous for the project. Let me explain. -
0:45 - 0:50Okay so let me start with the idea
for the game. I am going to make, -
0:50 - 0:57and brace yourself because this is crazy, a 2D,
side-scrolling, platform game. Yes, I know, every -
0:57 - 1:02indie developer starts by making a side-scrolling
platformer. But I think I have some good reasons. -
1:02 - 1:07I love the genre. Platformers are
relatively easy to make in the -
1:07 - 1:13grand scheme of things - it’s not a MMO at
least. And I've made loads of videos about -
1:13 - 1:18platformer level design and character
design which should prove helpful. -
1:18 - 1:24Now this is also going to be a, brace yourself
again, platformer with a unique twist. The -
1:24 - 1:32idea is that the character in my platformer is
magnetic which means they will repel away from -
1:32 - 1:39some platforms and attract to others. And you
can change your polarity with a button press. -
1:39 - 1:43The idea actually came from this game: The
Legend of Zelda: Oracle of Seasons. In this -
1:43 - 1:49game you have a magnetic glove power-up which
allows Link to repel from some surfaces and -
1:49 - 1:54attract towards others. You can also use it to
pick up large metal balls for puzzle solving -
1:54 - 2:01and use it to fight enemies. It's a really cool
mechanic but it does feel somewhat limited by -
2:01 - 2:07the genre, the top down camera perspective, and
of course the limited technology of the Game Boy. -
2:07 - 2:14So I thought… what if I were to borrow that
game idea and put it in a different genre: -
2:14 - 2:20a fast-paced, 2D platformer. Something
akin to Celeste or Super Meat Boy. A game -
2:20 - 2:25where you have to master the magnetism
for speed and fluidity and precision. -
2:26 - 2:31So that is the idea. And the question now
is: where do I begin with it? Do I just -
2:31 - 2:38jump into Unity and start coding? Do I jump into
Photoshop and start making some artwork for it? -
2:38 - 2:43Do I start thinking about the storyline
or the characters? Where do I begin? -
2:44 - 2:49I'm going to level with you: this is not the first
game I've ever tried to make. Ever since I was a -
2:49 - 2:55little kid I've come up with ideas for games, and
at various points in my life I have tried to make -
2:55 - 3:03those games in different tools and whatnot. But
I almost never finish those games and I think -
3:03 - 3:11the reason is the same, every single time: I
start in the wrong manner. Let me show you. -
3:11 - 3:19So I got this folder from my parents house
and it is full of notes and sketches and -
3:19 - 3:24ideas for a game I was going to make a few
years before I started Game Maker’s Toolkit. -
3:24 - 3:29That is actually just a mouse mat for
Starcraft Ghost. That game never came out, -
3:29 - 3:33did it? That might be worth
something actually, put that in the eBay pile. -
3:33 - 3:39So this game was going to be called Carter's
Curse. It was about famed archaeologist Howard -
3:39 - 3:44Carter, the dude who discovered Tutankhamen's
tomb. And, in my game at least, he would also -
3:44 - 3:49awaken an ancient Egyptian curse meaning he'd
have to fight zombies and mummies and ancient -
3:49 - 3:58Egyptian gods. I remember spending hours and hours
drawing all of this stuff. I mean… what a nerd! -
3:58 - 4:04Anyway. So how would you go about fighting these
enemies? The answer: playing Picross puzzles. -
4:04 - 4:10Picross is this logic-based, grid-based, puzzle
game… a bit like Sudoku. Nintendo's made loads -
4:10 - 4:15of Picross games. I was really inspired by games
like Bookworm Adventures where you have a puzzle -
4:15 - 4:20at the bottom of the screen, and completing the
puzzle does damage to enemies in a little fight -
4:20 - 4:25scene at the top of the screen. And so my idea was
kind of the same: you'd have a Picross grid at the -
4:25 - 4:30bottom of the screen and Howard Carter would
be fighting monsters at the top of the screen. -
4:30 - 4:36So I jumped into development. I was making the
game in an app for iPad called Codea which lets -
4:36 - 4:42you make iOS games on your iPad. I'd actually
previously used it for a very standard Picross -
4:42 - 4:48app for iOS so I knew I could probably code
it, but I wanted the graphics to be amazing so -
4:48 - 4:53I jumped into Photoshop and just started
making loads of sprites and animation frames. -
4:53 - 4:59I actually have a Dropbox folder that is full of
sprites and animations. I made loads of different -
4:59 - 5:06characters, I made finishing moves for Howard
Carter, I made an introductory cutscene, I made -
5:06 - 5:10menus with big juicy buttons
to press. I really got into it. -
5:10 - 5:16But then I realised something.
Something quite important. Something -
5:17 - 5:26quite detrimental to the project. The game wasn't
any good! It was really bad, it wasn't fun at all. -
5:26 - 5:29And the more I coded it and
the more I developed it the -
5:29 - 5:36more I realised what the problem was: Picross
just doesn't have enough depth for this -
5:36 - 5:41type of game. You can't really have tactics
or strategy, you can't change what you're -
5:41 - 5:47doing depending on which enemy you're fighting,
and ultimately it was immaterial that you were -
5:47 - 5:52fighting enemies. You could ignore that entire
top part of the game and the game would still -
5:52 - 5:56work because all you're doing is just playing
Picross puzzles. So it meant that I didn't have -
5:56 - 6:00the ability to make the game more difficult
or more interesting depending on which enemy -
6:00 - 6:05you were fighting and it meant the player was
just doing the same thing over and over again. -
6:05 - 6:12I had made a game that was shallow and repetitive
and dull. And maybe I could have fixed it but I -
6:12 - 6:18was so far gone at that point and so demoralised
that I just kind of scrapped the whole thing. -
6:19 - 6:27So what was my mistake? Well, with many, many years
of hindsight… it's been almost a decade now… it's -
6:27 - 6:32pretty obvious to me what happened. And it's
this: when you're making a game there's a bunch -
6:32 - 6:38of different things you have to create. The main
ones being the music, the art, the game design, -
6:38 - 6:44the story, and the code. And now it's easy
to think of them as being equal… but they're -
6:44 - 6:51not. In a lot of cases, the game design is
not equal but instead it is the foundation -
6:51 - 6:58upon which all the other parts sit. And so if you
get that bit wrong the whole thing falls apart. -
6:58 - 7:02I mean you can fix the bugs and you can
redraw the graphics, but if the gameplay -
7:02 - 7:08is fundamentally flawed well the whole
project can sometimes be unsalvageable. -
7:08 - 7:12And this is pretty much what happened
to me. I spent so much time on the art -
7:12 - 7:16and animation that by the time I
finally got around to the gameplay, -
7:16 - 7:21I realised that the whole thing was flawed.
I had basically built a house on really -
7:21 - 7:27shaky foundations and then I was surprised and
upset when my toilet fell through the floor. -
7:27 - 7:32Embarrassingly this is not the only time this
has happened to me. I wanted to make a film noir -
7:32 - 7:36point-and-click adventure game with a unique
procedural generation clue system - but -
7:36 - 7:40I spent so much time on the story
and researching the time period that -
7:40 - 7:42I never got around to actually
designing that system. -
7:42 - 7:47And I wanted to make a fast-paced
modern twist on the mobile game -
7:47 - 7:52Snake but I got bogged down in bug fixing
and trying to get the movement code perfect -
7:52 - 7:57that I never found out if that game was
any fun before I got bored and burnt out. -
7:57 - 8:02So every time I've tried to design my
own game I've put other elements like -
8:02 - 8:07story and graphics ahead of the gameplay. Why?
-
8:08 - 8:15Well I think it comes down to making two very
wrong assumptions. Assumption one is that the game -
8:15 - 8:20always felt kind of cool in my head, so I just
kind of assumed that the game would be fun -
8:21 - 8:28when I made it. Obviously that was wrong. And
assumption two is that I'm not able to find out -
8:28 - 8:34if the game is fun until I've built the
game. I have to just kind of keep making -
8:34 - 8:40the game and at some point I'll realise
if it's any good… right? No, wrong again. -
8:40 - 8:48And this is all very cringe-worthy to say because
now the answers are so obvious. But they weren't -
8:48 - 8:53obvious then - it's only since doing Game Maker’s
Toolkit, since researching game development, since -
8:53 - 9:00interviewing dozens and dozens of game designers
that I now know how most successful games start. -
9:00 - 9:06You see game designers have loads of ideas all
the time and I'm sure they all seem amazingly -
9:06 - 9:12fun in their heads. But the best game designers
know that their brains are horrible smelly liars. -
9:12 - 9:19The only way to know if a game idea is
good is to build it, to test it. But -
9:19 - 9:26instead of having to build the entire game,
designers just have to build a… prototype. -
9:26 - 9:32A prototype is just this small scrappy test bed
for an idea, just designed to see if the idea -
9:32 - 9:38is fun or not. These prototypes are
usually incredibly ugly with just -
9:38 - 9:45unfinished art or basic shapes or sprites stolen
from other games. They're often buggy and broken -
9:45 - 9:51and they have nothing in them but the bare minimum
features needed to test that mechanic. They are a -
9:51 - 9:56just functional enough version of the
game idea, built as quickly as possible, -
9:56 - 10:04with the only purpose being to see if that game
idea works. Is it fun or interesting? Is it -
10:04 - 10:10worth pursuing? Is it a strong foundation
upon which to build the rest of the game? -
10:10 - 10:15And so that's what I'm gonna do. This time I'm
gonna get it right. I’m gonna focus exclusively -
10:15 - 10:19on making the prototype and I am
going to be extremely disciplined -
10:19 - 10:23and not do anything other
than just test this game idea. -
10:23 - 10:28So in terms of art, I'm just going to pull stuff
off Google Images. There's going to be no music, -
10:28 - 10:34there's no story, I'm not going to think about the
name of the game or the name of the characters. -
10:34 - 10:38I'm not gonna start designing an app icon
for a game that hasn't even been built yet, -
10:38 - 10:44Mark, you idiot. The code will definitely
be buggy and broken because I'm still just -
10:44 - 10:47learning Unity, but it should be good enough
-
10:47 - 10:53to see if this idea works. Just a sandbox to
test out game mechanics and see what's fun. -
10:53 - 10:56So let's get started, and open up Unity.
-
10:56 - 11:01The first thing I needed to do was to have a
character who can just move left and right and -
11:01 - 11:06jump, so I just have it apply forces to
the rigidbody when I hit the right keys. -
11:06 - 11:11This already had some problems, which wasn't a
great start, but I got there in the end. Then -
11:11 - 11:17I put a magnet in the scene and needed to make it
so the character would attract towards the magnet. -
11:17 - 11:23Now to get this working I had to become an
expert programmer, I had to use my galaxy brain -
11:23 - 11:29coding skills, so I limbered up my fingers and
typed in the following line of code… how do I -
11:29 - 11:34move a rigidbody towards another object.
Okay, yes, I Googled it, found some code, -
11:34 - 11:39and slapped it in my project. But I did make
sure I understood how it works - it basically -
11:39 - 11:44finds the direction between the character and
the magnet and applies forces to the rigidbody -
11:44 - 11:50in that direction. I also tweaked the code so that
it would speed up as you get closer to the magnet. -
11:50 - 11:55Then I made it so you could turn off the magnet
with a button press which had the intended -
11:55 - 11:59effect of keeping the character's velocity
going, sending them flying through the air. -
11:59 - 12:05So if I slap a platform up here I can attract
the character towards the magnet then let go -
12:05 - 12:11and jump up here. Which does feel pretty
good… but it's a little hard to control -
12:11 - 12:15things. This code maybe isn't perfect,
things get out of hand pretty easily. -
12:15 - 12:20But as I was researching this stuff, I
stumbled upon something really useful in -
12:20 - 12:27Unity. It's a built-in component called the point
effector, and it's basically… a magnetic field. -
12:27 - 12:32I don't know how I missed this, the icon for it
is literally just a magnet. Here's how it works: -
12:32 - 12:37you give a GameObject a collider and a point
effector, and then set an attract strength. -
12:37 - 12:43And now when a rigidbody is in the collider,
it's attracted towards the center of the field. -
12:43 - 12:49You can also use Unity's layer mask system to
make it so it only attracts certain objects. -
12:49 - 12:53So this would certainly make the game
a lot easier to make, so I decided to -
12:53 - 12:56remake the prototype. And, yes,
the game feels more grounded. -
12:56 - 13:00It's easier for me to tweak things
and I can do cool stuff like -
13:00 - 13:05if I put the attract point on the poles of the
magnet, this happens - which looks pretty sweet. -
13:05 - 13:10But when I made this second prototype, for
some reason… not quite sure why, I decided -
13:10 - 13:16to not use Mario this time, but replace him with
a picture of a magnet for the main character. And -
13:16 - 13:23this kind of gave me an idea: what
if the character is not magnetic, -
13:23 - 13:30but there is a magnet in the game world. And the
character can walk over and pick up the magnet. -
13:30 - 13:35To achieve this I used Unity's built-in
joint system, it's another component. -
13:35 - 13:40This allows you to connect two rigidbodies
together using different types of joints like -
13:40 - 13:45hinges and springs. So now the character is
essentially holding the magnet and if the magnet -
13:45 - 13:50is attracted to a piece of metal, the character
goes with it. Until you let go of the magnet, -
13:50 - 13:53and now you can walk around again.
And that gameplay I wanted before, -
13:53 - 13:58with using the trajectory of the magnet to
send your character up to a higher platform, -
13:58 - 14:02that can still be achieved by just
letting go of the magnet in mid-air. -
14:02 - 14:05Plus it allows for all sorts of
other things, like you can have -
14:05 - 14:08two magnets, or more. And you could maybe, like,
-
14:08 - 14:13place the magnet up here, then get an enemy to
chase, you turn off the magnetism, and splat! -
14:14 - 14:20Oh this is kind of cool, actually. Maybe this
could work. Suddenly the game felt way more -
14:20 - 14:26interesting than my original idea, which I have to
admit I was starting to get a little bit worried -
14:26 - 14:31about. When your character is magnetic and being
attracted and repelled it's very easy to feel -
14:31 - 14:36a bit out of control, but having the magnet be
a separate object means you get times where you -
14:36 - 14:41are completely in control as the character, and a
bit more out of control when holding the magnet. -
14:41 - 14:46Plus, I was a bit worried just how many ideas I
could come up with for a game where the character -
14:46 - 14:52is magnetic. But as soon as I had it as two
separate entities, the ideas just started flowing. -
14:52 - 14:58Plus I really like games where you move back and
forth between two distinct types of gameplay, -
14:58 - 15:03like, think how Mario Odyssey changes when
you do and don't have the hat. So in my game, -
15:03 - 15:10the character is nimble and can jump really high
without the magnet, and slow and leaden when -
15:10 - 15:15holding the magnet - but, of course, that magnet
allows for all sorts of amazing possibilities. -
15:15 - 15:21Now I shouldn't be surprised that an even better
idea emerged during the prototyping process. As we -
15:21 - 15:27saw in the GMTK episode The Games That Designed
Themselves, it's pretty common for new ideas to -
15:27 - 15:32emerge during prototyping. Take a look at the
game Crypt of the Necrodancer: when that game -
15:32 - 15:37was originally designed, it was just supposed to
be a roguelike with a tight time limit in between -
15:37 - 15:43your turns. But as the designers made it, they
realised that it would be even more interesting -
15:43 - 15:46if, instead of it being on a timer,
it was set to the beat of a song. -
15:47 - 15:52So prototypes aren't just a way to
test and prove the validity of an idea: -
15:52 - 15:56they are a way to generate
new and even better ideas. -
15:56 - 16:00Now during this whole stage I made
another interesting discovery in Unity: -
16:00 - 16:05this one is called sprite shapes. And
it's generally used to make really cool -
16:05 - 16:08organic level design, like you
might see in the Ori games, -
16:08 - 16:14but for my purposes I just put on a blank colour
and this allowed me to make level design really, -
16:14 - 16:18really fast. I could just snap together a
prototype area by dragging handles around -
16:18 - 16:23like doing something in Photoshop. So I built
the prototype again and this time I wanted the -
16:23 - 16:28character to be a little bit better to control,
something closer to a real video game character. -
16:28 - 16:34Now I don't want to get bogged down in
coding movement and jumps, so I downloaded a -
16:34 - 16:39character control script off the internet.
It works really good, I can focus on tweaking -
16:39 - 16:46it or remaking it or whatever in the future:
right now I don't want to put time into that. -
16:46 - 16:50Also in this prototype I started looking
at some more mechanics like being able to -
16:50 - 16:55throw the magnet and then being able to
recall it back to you like Thor and his -
16:55 - 17:00hammer. And because the magnet rigidbody bumps
into the character's rigidbody, it gives you -
17:00 - 17:05this little bit of feedback when you catch the
magnet. It's like free game feel, it's amazing. -
17:05 - 17:10And then I came up with various scenarios
that you could use the magnet in, like -
17:10 - 17:14throwing it at a wall to create a platform.
Maybe connecting it to a piston and then -
17:14 - 17:18disconnecting it at the right time to send
it flying. Maybe switching its polarity to -
17:18 - 17:24jump between two conveyor belts. Or how about you
weigh down this platform, stand on the top of it, -
17:24 - 17:30and then change the magnet's polarity to shoot you
up in the air? Whoa this is actually pretty cool, -
17:30 - 17:35right? This is looking like a
video game. This is pretty fun! -
17:35 - 17:41And this really was the point where I felt like
this game idea certainly has some potential. It's -
17:41 - 17:46original: I've seen a bunch of magnet-based
games but nothing quite like this. -
17:46 - 17:52It allows for both platforming and puzzle
based gameplay. It feels like ideas for this -
17:52 - 17:57game just flow really easily so I can build
loads of different levels. And, best of all, -
17:57 - 18:02it's just really fun to play. I can just jump
into this scene in Unity and pick up a controller -
18:02 - 18:07and it's quite enjoyable. That
is surely a very good sign. -
18:07 - 18:13And so this is the power of prototypes:
you can use them to test if a game idea -
18:13 - 18:16is actually any good. And, if you're really lucky,
-
18:16 - 18:21you might find that new ideas emerge
during that prototyping phase. -
18:21 - 18:27Now I think you do have to have a certain level
of discipline here, you really do have to say ‘I’m -
18:27 - 18:32not going to focus on anything extraneous right
now, just the gameplay’. And, I mean, it is hard. -
18:32 - 18:38Like, in this video I didn't show you the entire
week I spent looking at particle effects and -
18:38 - 18:43shaders and UI elements and things like that - I'd
gone right back to that old behaviour of getting -
18:43 - 18:50distracted and carried away by stuff that just
doesn't matter right now. But luckily I caught -
18:50 - 18:54it in time and scrapped that prototype, before
getting back to the stuff that is important. -
18:54 - 19:00And ultimately I think it worked out: I ended up
building something that I think is pretty fun, -
19:00 - 19:06that does have potential, and that I am excited
to work on. My previous games which I tried to -
19:06 - 19:12make when I was much younger were built with a
sort of blind hope that the game would be fun, -
19:12 - 19:17which isn't the most confidence-inducing
way to make a game. But now it feels like -
19:17 - 19:22I'm building on a really strong foundation
and so all those other aspects - the story, -
19:22 - 19:29the music, the artwork - that can be built with
faith that the underlying foundation is solid. -
19:29 - 19:34And so I feel like this is
the way to start making games: -
19:34 - 19:40building a prototype. The only question
is: what the hell do I do next? -
19:41 - 19:45I guess we'll find out next time, in the
next episode of Developing. Thank you -
19:45 - 19:52so much for watching and I hope you'll join me
on the next episode of this journey. Goodbye. -
20:14 - 20:18The idea actually came from this game,
The Legend of Zelda: Oracle of Seasons. -
20:20 - 20:22Damn it. From this game. Oops.
-
20:25 - 20:32From this game. It came from this game. This
game. This game. This game: The Legend of Zelda: -
20:32 - 20:38Oracle of Seasons. The idea actually came from
this game: The Legend of Zelda: Oracle of Seasons. -
20:40 - 20:41That was pretty good.
- Title:
- The mistake every new game developer makes
- Description:
-
GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit
This time on Developing, I want to turn my game idea into reality. But, first, I need to explore my history of failed game-making attempts, to figure out where to begin.
=== Credits ===
Prototype Footage
It Takes Two - https://youtu.be/QbMF1nCiIkQ
Ori - https://www.youtube.com/watch?v=HTksBJeoa1A
Subnautica - https://www.youtube.com/watch?v=pwWkAxzXxeQ
Cuphead - https://twitter.com/StudioMDHR/status/1046082248573882370
Slay the Spire - https://www.youtube.com/watch?v=eLITSvCz2rk
Last of Us Part II - https://youtu.be/KW4JlxAEAE0
Fall Guys - https://www.youtube.com/watch?v=01ZBzHMvVCE
God of War - https://www.youtube.com/watch?v=lreYsdHT54wGame Footage
Artwork - https://www.kenney.nl
Character Controller - https://pressstart.vip/tutorials/2019/10/15/104/perfect-jumping-in-unity.htmlMusic By: LAKEY INSPIRED @ https://soundcloud.com/lakeyinspired
License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
YouTube Audio Library=== Subtitles ===
Contribute translated subtitles - - https://amara.org/en-gb/videos/wEwExtiemjy0
- Video Language:
- English
- Duration:
- 20:42
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