Game Dev: 8 Tips on Vision Keeping! - (and Game Update)

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In this video I want to give you some game development tips on vision keeping. This is how you can make a good game. Hope you enjoy. :)

#gamedev #devlog #indiedev
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Thanks a lot for all of your awesome feedback last time.
Feels great to learn alongside you here. :)

JonasTyroller
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Most Influencers: Learn from how I did right.
Jonas: Learn from how I failed.
RESPECT BRO☺️👍

QuietSnake-xsvx
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Awesome video Jonas :D ! I can strongly relate to what you're saying here. Probably one of the reasons I like game jams so much is that you don't have enough time to add lots of stuff to your game, and so the experience is usually pretty tight and focuses strongly on a certain thing. Whereas when you have too much time, it's so easy to feel like more is better, or as you said, you get side tracked by cool ideas during development and lose that intial vision. But oh damn it it's so hard removing things from a game you've worked so hard to make xD

Blackthornprod
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I've been struggling a bit with what makes my game special. I think I have an idea, but I'm not 100% certain if players will feel the same way. I think the best thing to do at this point is to release some kinda prototype/alpha/demo, show it to a few people and ask them what makes it special.


Also, great video Jonas!

AntiqueGear
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Cool video Jonas thank you! I am currently working on a huge project and keeping the vision is soo important. What I love to do is to write everything down. To describe the game in detail on a blank white sheet of paper. That always helps me out to find ideas and also to be able to remember everything that is planned (which can be pretty difficult with larger project like mine)

PhodexGames
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Some great videos from you!
Game title suggestion: Bug in the system

Aerotune
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For a title, how about snA.I.l? (with AI in capitals and the rest in small letters)

RadRobbie
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Some really good stuff here I haven't thought about before.

NiclasGleesborg
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It's cool that so many of your videos have zero dislikes :D

ivarangquist
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Your gun sounds are amazing 😹❗️I like the 3rd topic, change vision with intent, sometimes just stopping and thinking about the game you're making is so important, one can be impulsive about "cool" things.

arzifactstudios
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This video is very helpful! Thank you Jonas for making this! I hope your game (and its secrets) will be discussed about by Matpat!
edit : having a journal helps me to keep up the pace/momentum.

InvetorXD
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Liking the route of these newest videos... honestly really debating making similar type of videos on helping others with getting into game development

ReeceGeofroy
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Plez keep title Will you snail, its unique and i feel it fits perfectly

jeroeno_boy
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Thanks Jonas for another top video. Can't wait to checkout the game. If you want a play test person who sucks very badly Im your guy.

monishvyas
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Warning : Feature Creep: 9 - Adding more stuff risk

- Player character can be selected from a short list of playable characters:

- Bitty (the overflow snail) - greater agility - especially on horizontals?
- Bomb (the bug) - short range nullifying blast?
- Parity (the checksum) - shield that nullifies one impact?
- User (the Tron wannabe) - disc toss?
- HaXor (the intruder) - ranged but slow nullification or activation of element.

As for a potential name... I'm sure this brings you a step closer (if you haven't already chosen one) - but I could give it a kick...

'Existence Denied'?

JamesCauchi
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for the puzzle levels and how you want to make them optional i can advise you to how games like Mario+Rabbids Kingdom Battle did it. The main game was about this cool turn based team fighting action, and between stages there were little puzzles that you sometimes COULD solve and sometimes HAD TO solve in order to go to the next stage. I could imagine something similar working for Will You Snail (or snAIl or whatever it will be called :D ) where you give the player the choice to do some of the puzzles for additional goodies (like you said lore for example etc. but also don't make ALL of them optional, keep some of the easier-to-mid difficulty puzzle levels in order to progress

NinjarioPicmin
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DUDE i had that orange toy when i was a kid damn

minegunvany
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What do you mean by 'Vision Keeping'?

coderarcher
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First, Let's see if I can have a streak

mathisdewitte
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Nice video! I really like your honesty in those blogs!


And if you are willing to read some harsh feedback, I'm willing to write it =D


For me the most hugely weak part of the game is its art... I don't know, for me it just screams amature. When I see that kind of art in my Steam Queue I usually skip without even looking at the game. And I know that it's hard to do all the stuff yourself, and paying for other artist can be very expensive... But if I were you, I would try to find some money and pay for an artist to at least make some concepts. It could be a world of difference if your game were looking more closely to Frozen Synapse for example, than to some random school project or smth. Also I did not even notice that is a snail, and I've been following the channel for couple of months now, wow
Sorry for those words, but that's just my opinion.


That said, I'm not your TA at all. I'll be buying your game just to support you and as a thank you to your devlogs (yeah, those things works), not because I like your game. I like the AI story part and the puzzles. But I just don't play 2D platformers/sidescrollers. And I hate when they are hard. Could not even finish Ori and it's absolutely gorgeous.

someonewithsomename
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