The 7 Greatest TIPS for Any Game Developer

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I started Godot 4 years ago. I've learned so much and I know the information in this video will be extremely helpful to any godot developer. These are the 7 greatest tips and tricks that I've learned throughout my game development journey, and I know they will be very helpful in yours too.

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Thank you so much for watching I really hope this video helped.

if you did enjoy or this video was helpful then all i ask is if you could please go and click that subscribe button to help out the channel. It means so much and I love your feedback in the comments. If you are having any issues with the code talked about in the video then please let me know in the comments and I will be for sure to get back to you soon. Again thanks so much and I would love to see you again!

have a great rest of you day and of course be safe :)

- thanks DevWorm,

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After about 4 months I was able to do a coding session that went for about 3 hours and code an entire game feature (teleporting to the nearest unoccupied place to the mouse cursor) without using any tutorials. It felt amazing, but it takes work to get there.

dragons
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This man finally wrote a script for his video

WoozyTozy
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Tip 5 is the most important, where coming after a long period of time to view your code, will be so hard to recover your work without a good organization and noting. Great tips!

Shmaisanimostafa
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This tutorial isn't specifically for godot, these are just good tips for game design in general

Speed-TV
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Thank you very much for sharing, I am a beginner, and start Godot like 3 months ago. Your videos are really helpful!!

Turb
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Great tips, Subscribed!
Also to all the beginners - If your trying to learn Godot and can't get the hang of it don't quit! I was at the point were I was about to quit earlier this year but luckily I didn't and I kept practicing. The more you work with the engine the better you get. I have to agree with tip number 2, I did a game jam the other week and I actually realized I was actually figure out the engine! I'm not good with words but I just wanted to say, don't quit! if you keep practicing you'll eventually get it!

HeathTheCoder
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i started godot literally 2 days ago, this really helped me

liortalshaked
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Big ups for writing a script sir!

Very very satisfying.
Keep the content coming for Godot 2d man

camash
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Duuuude thanks for your support. I grew up 3d modeling and animating. But only a few years ago wanted to finally venture into game development. Ive got my feet wet with unreal and unity. But godot is where its at for me as i finally found it only a couple months ago. I love it. I feel like i have full control and creative input over every aspect. Coding sucks to learn for my brain, but its coming along and ive got some great 2d and 3d projects working already. Third oerson 3d, first person 3d, 2d side scrolling. I love it

herehere
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Doing the art assets after you've worked on the gameplay mechanics first is really good advice. Knowing me, I probably would of spent a ton of time in Aseprite making the pixel art and then trying to fit it into my game afterwards.

Ostnizdasht
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Just started, solid tips right here. Can't wait to get better at this 💪🏻

ok_listen
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Thank you! I will follow your tips! 🎉 Your tutorials are helping a lot! 🎉

Nexus.Vtuber
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On the subject of game ideas, I'd like to say you can also get them from a variety/selection of media. Since a lot of iconic game franchises like Metal Gear and Doom are a result of devs taking something from movies or other stuff but also getting creative and combining them.
There is truth that a lot of games feel like they copy each other and don't branch out (Applies both to indie and AAA) but I also associate it with a lack of specific, "personal" inspirations.
Even something like Chainsaw Man has its creator bringing up FLCL and Abara or Star Wars has stuff related to old samurai movies and I believe Valerian.
I guess it's a matter of "copying but done right" because even with my Nortubel game, I try to have a selection of influences and specify how they influence my stuff.
There's always one guy complaining that a lot of fantasy games have an aesthetic that can be traced to Blizzard and there is some truth in certain art styles becoming too "general" as opposed to learning that a character in a game was inspired by an obscure comic the developers were fan of.
To me, this is what "media literacy" means more.

EyeBallTank
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Tip 2 and 3 would help me a lot, thanks

DrWne
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With Tip 5, Folder colors add an additional layer of folder structure! Useful and new from Godot 4.2 (Right click a folder, click set folder color, and pick a color)

nostalgianinja
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can you make a video about games that you made?

dinoxvc
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I feel like when I watch a tutorial it doesn’t really make sense how it works, and then when I spend hours trying to just reorganize it that is when I do the most actual learning from it (learning as in gaining the ability to use the info elsewhere in a different context)

srspanksalot
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helllloooo devworm thanks for all the help you have given to all of us

infinity
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I’m still started in Godot. All I do as a beginner is experiment and create concept of useful features that I discover until I get the hang of the basics. Until then, I make bigger concept that handles bigger task, algorithm and complex tech tree. Right now I’m in the middle of that situation

rogelioayus
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After watching Tutemics tutorial about what you need to do the very basics, I'm able to put together bits and pieces myself which is awesome. My concern at the moment is that the features of Godot are vast and I barely know anything so I could be doing something so much slower than if I just used something else. I have no idea what an array is for example and I won't ever know if I need to know what an array is because I don't know what it does. This is the case for a lot of things in Godot and gamedev as a whole.

ZupaTrpa