How to Fail at Starting Your First Game

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The best ways to fail at starting up your first project in game development. Pay close attention and you will be able to fail on a whole new level! :D

If you would like to learn to code, I recommend these great online courses! (It's what I'm using.)

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Music:
Doh De Oh by Kevin MacLeod
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This is a great series! Thanks to you, I've already failed at 21 titles and counting.

Dorbellprod
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Ah yes, the Yanderedev method. Minus the unhinged behavior and gaslighting.

generalrubbish
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Bonus tip from me: Make sure to have a lot of vagueness to your project. Come up with exciting and fun ideas without getting into detail of how they would work. This technique will allow you to lose any motivation you have had for the game, because when it is time to work on those ideas you will realise that you have no idea how they will work, fit in the game or if they will be fun in the first place.

Anyway I must say I enjoy this series very much. The artstyle is charming and video is hilarious. Thanks for making me laugh, Artindi!

veselinborisov
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Funnily enough, I always tried really hard to prototype and plan my projects really clean from the start. It was about 2 years ago i made a project just for myself, a kind of "sandbox project", that at the time I didn't even plan to ever release. Anything was allowed; no worries about scope creep, randomly polishing parts, final artworks here or there, coding parts of still vague feature ideas, whatever is fine, this project only existed for me to have fun and try things out.

Turns out this is a perfect way for me to start a project. After about 3 months i put this horrendous mess to the side, as it grew into an unsalvageable pile of trash. But after that, I had a really good idea of what features I actually wanted to put in, how to structure the whole project from scratch, and how long it would take to do the whole thing. It might seem "wasteful", since i did end up throwing out some code and art, but I think on the larger scale it was 100% worth it.

This was the first project I didn't burnt out on after a month or two, 2 years later i still wake up fired up to work on it.


I'm sure this wouldn't work for everyone, (it sounds especially nightmarish in a team project), but I'm glad I let myself break away from the expected "plan - prototype - plan more" beginning formula. I got to that part too later still, but I just don't frontload the "boring parts" with this workflow anymore.

aki-senkinn
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Sometimes, the YT algorithm throws you a bone and gives you this gem of a YouTube channel

bartbongers
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things that I have learned:
I was much better at failure then I expected.

GunSpyEnthusiast
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I have started many games and finished none of them. None of that would have been possible without these crucial tips. Thanks so much!

sinom_
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Thanks for watching! Let me know what you think... or don't... whatever.... I don't care... it's not going to hurt my... my... feelings.... my emotions aren't effected by validation from anyone.... I swear...

Artindi
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2:14 that is genuinely more appealing as a game art style xD probably conveys the hitboxes more accurately too

artistsometimes
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pretty original.
Reminds me of the terrible writing advice channel. This is sure to become popular

microdavid
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Thoose How to Fail video series are so amazing for begginers that it can let them to understand the basics of creating your project very quikly without watching over 10 videos on some random channels on how can it fail your project and how can it not. Thanks for doing this videos bro we appreciate it!

ПростойЧеловек-кг
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I was wondering how to fail at my first game, luckily I found this video.

timetorelaxfocus
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Really like the pixel art style of this!

raihankibria
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Yeah you're right, if I want to fail I should keep doing what I'm doing and try to make the assets as I go before I've tested the gameplay . . . thanks for the advice!

Dmanthepowerful
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I’m laughing so hard at this video cause like

Perfectly describes Several games this year

Gollum
Kong
That walking dead game


All of em feel like there was 0 playtesting lol

MamaTrixxieAsmr
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If your dream game is brick breaker I would say you succeeded Diogenes style

TheCow-jl
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damn, your channel is criminally underrated.

vizthex
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I think it varies from person to person. Short throwaway games don't hold my attention, but I've learned a LOT from working on a longer-term game and treating it like a daily task. I have no idea if I'll ever finish this game, but I learn something new every time I add a feature to it. A lot of times I've had to go back and rewrite code I wrote early on, only to find that it takes a fraction of the lines.

TheLordTash
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that section about prototyping reminded me of a failed modpack idea I had.

so, , I make Minecraft modpacks as one of my hobbies (have for almost a decade now), but since I work alone I tend to playtest fairly often to ensure I don't waste time on something not even I would enjoy playing.

and awhile ago now, I had an idea for a modpack that reduces the power generation of the dynamos from Thermal Expansion. This is basically the same as taking a levelling system (just pick your favourite), but now each level needs 2 or 3 times as much XP - and that's the only change. Rewards and such are the exact same.

I quickly realized that it was a dreadfully awful idea because it didn't change the game at all. It was the same progression and systems, but now stuff takes longer to process.

and I try to be at least somewhat innovative/original with my modpacks, so I scrapped the entire project. Had only invested 3 or 4 hours of work into it though, so thankfully I didn't lose much.

so yeah, you reminded me of that time I pulled a homer.

vizthex
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instructions unclear — I did all of this and accidentally became yanderedev

полное_пузо_хинкалей