7 DEVS Make a GAME without COMMUNICATING!

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7 game developers create a video game without communicating using Unity. Discover what we make, how we did it, and the many challenges, struggles and successes along the way!

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0:00 - Intro
0:23 - Blackthornprod
1:26 - Replica Studios
2:12 - Jelle Vermandere
4:15 - ButWhyLevin
6:27 - GameDev Rocket
7:07 - AIA
9:34 - Airidas - Moonleaf Studio
11:13 - Dailtli
13:51 - Games Plus James
15:41 - Reactions
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I like how dev 2 was like “I spent so much time making the sheep move across the planet”
And then dev 3 was like “The sheep no longer move”

farbencut
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Lol, love that instead of being salty and grumpy he fed into the *Centipede Addiction* joke. He can still do a centipede based game so he can go wild.

marymikel
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It was hilarious to see the same stuff getting added and removed all over again :D

Thanks for having me guys, it was an awesome experience!

ShorteDev
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The outlines for the sheep should’ve been kept, it was more effective in knowing where your sheep were all the time and I can imagine sheep particles flying at the screen could get annoying.

bomberbosses
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Removing the sheep having to dodge the UFOs seemed to be unintentional but it really changed the game from "oh man this looks fun" to "there's not much going on here"

Schoritzobandit
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This game really needed a giant boss.

Lol it's so funny to see all of the work that gets lost and/or redone by no one being able to communicate.

AIAdev
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The self-awareness with the giant centipede boss skit was quite funny.

Though a little disappointed the sheep were changed to not care about the abductions in the end, it was intended to be the core mechanic and was just stripped out suddenly for seemingly little reason. Maybe the dev just didn't notice the sheep getting abducted and thus didn't add it in when creating the new structure/prefab, because they didn't even mention it in their segment, despite it being a massive change to the gameplay. Such things are inevitable when not communicating, but still, always a bit saddening to see a mechanic that existed from the start, and was iterated on by others, get removed half way through and completely alter the way the game plays, and thus the balancing.

DreadKyller
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Honestly the dev who really takes the time out to do bug fixes and polishing are always the heroes for these challenges. Truly goes to show how the smallest changes can make all the difference sometimes.

koraoyadondon
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I'm glad you were able to acknowledge and even joke about some our feedback from previous episodes. A lot of the comments were quite harsh so It's amazing that you responded so positively and you were even able to make me giggle with the "boss addict" part

cheesymcnuggets
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I just can't pass over one of these videos. They're so much fun to watch.

HelperWesley
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I think I prefer the pass the game challenges where people get two rounds with the game. Things end up pretty frantic with this style and its sad to see so many things get lost along the way.

uniisnor
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its so fun seeing their reactions at the end, and they see how much the game improved

varuyh
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I wonder how it would look if ech dev could mark one thing they added as "not to delete". Probably it would force the devs to be more adaptable and creative about how to make this work insted of getting rid of it

TheArixe
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While the details were surprising, I knew immediately that the idea of a "minimalist and chill basebuilding game" was never going to stay until the end. It always pivots to action, highscores and chaos. xD

Stefan-xtsk
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The centipede bit had me cackling. Great episode!

This instalment really shows the difficulty of not communicating 🤣

Tarodev
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If you're going to add a giant boss when developing like this, I think adding it as early as possible is good. This is because then the other devs will see it as a game involving a giant boss, and act accordingly.

If, however, you add it right at the end... then none of the other devs will have made a game where a giant boss fits in!

lars_larsen
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Huge respect for how you took the centipede criticism on the chin and laughed it off

brooklynrobbo
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We love seeing character development from content creators who listen to their audience. Having the creators at the start gives them the ability to point the game in a general direction, with other devs building onto it. Lovely vid!

Hey, maybe after a few more vids you can leave a variable called 'centipede' in the code as an easter egg and see if any of the other devs catch it use it for their own ideas if you really wanna keep the centipede idea tied to your video series. Great video, can't wait to see more! ❤

Narutokunie
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I'm really glad Prod took the critiques well, despite a bunch being really harsh. It was also fun seeing the separate menu slowly get implemented into the screen UI, only to then get slapped back into a separate menu XD

NerdWithABeard
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3rd time requesting you guys to make a tree where it splits off into 2 different directions and the community gets to compare them at the end. Each one of you could also manage each side of the project and also be the start of the split!

HonkChamp