What mistakes do you think are commonly made by new developers? What typically separates someone's first game, from someone's one hundredth game?
@MrBaverbo
Жыл бұрын
Beginners suck at making organized stuff.. usually
@Undersans
Жыл бұрын
Polish is so important, and is often overlooked by developers just starting on their first game. By the time someone has made an entire catalogue of games, they usually know how to polish up their game.
@MAYOFORCE
Жыл бұрын
I think it'd be worth making a video on level pacing, particularly avoiding making levels too large or too empty
@Marron121
Жыл бұрын
Not having a tutorial. Having someone throw me a txt with 10 different keys to remember without even opening the game just kills my willingness to play the game.
@jamiesimpson8338
Жыл бұрын
lack of audio or just poor audio choices
@OxygenBeats
Жыл бұрын
and I think this goes beyond graphics too... consistency in the lore/story, consistency in the mechanics, etc... is all important too I think.
@shawermus
Жыл бұрын
This even goes beyond gamedev
@Jonas_Brot
Жыл бұрын
@@shawermusThis even goes beyond life
@Aeduo
Жыл бұрын
I imagine lore/story can have room for flexibility for the sake of a good experience moment to moment. But yeah inconsistent mechanics can just be frustrating.
@JesusProtects
Жыл бұрын
Tell that to from soft and it's fanboys. Every single conversation with an npc is like talking to mannequin that barely moves, doesn't even have a decent lip sync, and all they say is a lot of nonsense. Game of the year, best story ever they say.
@AjaxGb
Жыл бұрын
@@JesusProtects Sounds pretty consistent? I mean you're free to dislike FromSoft games for whatever reasons, but the fact your complaint is "every single NPC follows these design principles" suggests that inconsistent game design is not one of them.
@PocketDeerBoy
Жыл бұрын
I started my game with one completed, fullcolor sprite before i'd made any other sprites. It wasn't until i started actually having movement mechanics that i realized "hey, this artwork would read terribly on a lot of backgrounds and it's time consuming to make" so i started doodling all my animations instead. The simple doodles turned out to be more charming than the rendered sprite. Professional artists can easily make the mistake of going overboard early on, is what I'm saying.
@firedingo5
Жыл бұрын
oh this is me hands down. Working out the balance is a constant thing to make sure I get something half decent that doesn't eat up time.
@pomgranite2634
Жыл бұрын
I think that's the mistake that gets a lot of us, we start making "finished" assets way WAY too early because we want to see what the game is gonna look like. Using placeholders for as long as you reasonably can is the way to go in most cases.
@lexibyday9504
Жыл бұрын
I always phrase "just because it should doesn't mean it always should" as "you need to know what the rules are so that you can decide how to break them."
@alexpage4355
Жыл бұрын
Yeah, generally, the only hard & fast rule in any creative endeavor is there _are_ no hard & fast rules. Everything is negotiable if you know what you're doing and you're prepared to deal with the consequences... but you need to know what those consequences are. Those guidelines exist for a reason and when you thumb your nose at them, you're giving something up, so it's helpful to know what potential minefields you may be stepping into. But often the pros far outweigh the cons. By the same token, you also need to know what you're _gaining_ as well. Following a "rule" because someone told you to or because you're "supposed to" has got to be one of the _worst_ reasons to do anything. It's important to know why the rule exists and what it's trying to accomplish. You see this all the time with things like "Show, don't tell!" or "he and I" which people were corrected on at some point but never told how and why those rules applied in that specific case, so even if it was the correct advice at the time, they just start to apply it to everything, even when it's entirely the _wrong_ thing to do.
@zackhenderson2392
Жыл бұрын
I like your version better.
@LifeEnemy
Жыл бұрын
I've heard something similar to the latter when discussing music and music theory
@rgbmew
Жыл бұрын
I've been following your channel for years, and had a game of mine in Feedback Friday a while ago. I vividly remember your main critique being that my art was super inconsistent, both from the other art in the game, and in relation to my game's design. I've never had such simple advice hurt me so much, but also be so intensely important to my future in creating things than that. Like, I had felt like I had worked really hard on the art, and I had been making art and games for like 6 years at that point, so I felt like it was a failure on ME, but it was very correct advice to give. And even in the short amount of time since that Feedback Friday, I've watched my projects get better simply from just having a more consistent design language. This is ABSOLUTELY a skill that all creatives need to put the time and effort into, even outside of game development and drawing. And it's importance on your piece of art as a whole SERIOUSLY can not be overstated. And it goes so much far beyond just making the game simply look better. I hope this series goes far, because having this advice like this when I started would have made such a MASSIVE difference for me, and it hopefully will for all the new developers watching your channel.
@Zorro9129
Жыл бұрын
Being able to take positive criticism is probably *the* most important skill and artist can have. That alone sets you above so many others.
@LighthoofDryden
Жыл бұрын
This is no joke! I spent at least a month of development time focused on finding, in particular, an environment art style that worked for my game. Some of the experiments were truly heinous, but it really is necessary to play and try things. It develops your art skills and, crucially, your eye.
@SymbolCymbals2356
Жыл бұрын
4:30 wasn't explicitly said but customizing asset packs can also work wonders! Inscription is a great example of that 5:20 also worth noting Thomas Was Alone has visual effects do a lot of heavy lifting to make the minimalist assets look better, 3d games especially benefit a ton from filters/shaders but they can also enhance 2d games
@naejimba
Жыл бұрын
Another thing you can do is make mock ups. You just take all your assets in an art program and put them all together, to create what would look like a screenshot of your game. This is helpful not just to make sure the art is consistent and works together, but also this is where you can see what the overall feeling of your game will be visually.
@eeveeworld
Жыл бұрын
Oh this is awesome because you present a problem, and offer SOLUTIONS to them - most people just tell you what you SHOULDN'T do! Thank you for this series, i'm excited to see where it goes :)
@quadpad_music
Жыл бұрын
You're like, the chillest game development youtuber ever. There's something so warm and empathetic about the way you explain things which really helps with that feeling of shame that may often come with being new at something.
@oleetku
Жыл бұрын
Fantastic simple explanation of what is a topic that could be a series of tutorial all on it's own. Well done! Glad to know this exists for people!
@dreamcastgh0st477
Жыл бұрын
Nice video! A few specific points that might be helpful for people-- 1. Another point of consistency that I see people struggle with a lot is the perspective of an asset. For example, in a lot of top down games (think Pokemon), the assets are 'tilted' so you are viewing them almost from a side angle. If you're going to do that, do it with everything! Make sure you understand what 'angle' the camera is at in your 2D game, and keep it consistent. 2. If you want to make multiple scaled versions of an enemy with consistent pixel size, it's often easier to start with the biggest size, and scale down. This way, you don't have to entirely redraw everything every step of the way, just spend some time cleaning things up. Often, what I'll do is make the smallest version FIRST, just to make sure it reads at the small scale, then go straight to the biggest version, and any in betweens are just the big version scaled down. 3. Shaun is totally right! Avoid asset packs!! It doesn't matter how bad your art is. If you draw it yourself, your game will have a unique look. Beyond just the art style, that goes for the content too-- I've played a million games with knights and wizards and goblins and skeletons. If you're inventing a new fictional race called a 'drifter' that I've never seen anything like before, regardless of the art's quality, it'll still be way more memorable than the best drawn typical tolkienic fantasy. Not to mention-- I used to suck at art once too-- pushing yourself is the only way to improve!
@KobanWanko
Жыл бұрын
This was an excellent topic to start this series off on, cant wait to see how this series evolves over time. As a 3D Character artist myself, for those of you who are struggling with this issue, I find that keeping an asset that closely resembles the style you are going for close by is one way of maintaining visual consistency when designing or choosing new assets. In the same way that all artists need references, keep your intended visual style in your mind's eye for as long as possible till you can tell off the cuff if something fits your unique aesthetic.
@Cythil
Жыл бұрын
Consistency in graphics is one of the earliest things I was taught in Game Design school. Now I knew it was important already, I will admit. But the point is that it is something often taught very early in Game Design, so I totally agree. Even such a simple thing like picking a consistent colour pallet can do wonders.
@AgusBarrero_
Жыл бұрын
Great video! Resizing enemies is something I tend to do quite often, and I don't think it breaks the aesthetic at all. In the end I believe it all goes down to what the developer wants to do, but as you mentioned, they first need to know consistency can be an issue. For a future episode, I definitely reccommend talking about a game's scope and preproduction. Most beginner devs (myself included) wanted to make a really big and extense game as their first, and it doesn't usually end well!
@Dhalin
Жыл бұрын
Yeah, I hate how a lot of game devs think things like crafting, trading, and branching dialogue paths are mandatory in games. And when they try to add these features, a lot of times they end up barebones or lacking and it's annoying. A great example? Bloodstained. I loved me some Symphony of the Night back in the day, and Bloodstained is probably the closest thing we'll ever see to a re-release of SOTN or a game similar to it, as Konami only cares about pachinko machines and phone games nowadays. But, Bloodstained as much as I enjoy its gameplay, I find to be somewhat annoying. The difficulty was ramped way up, and the game assumes you are engaging with its more annoying grindy aspects, like the food sidequests that are just simply annoying. I didn't grab an SOTN-like game to engage in its barebones crafting and item collecting games, nor did I ever play SOTN and go "gee, you know what I wish this game had? farming enemies for materials to craft items for permanent buffs!" ..
@SuperGamersgames
Жыл бұрын
At least with pixel art, the use of assets at various resolutions is generally referred to as "Mixeled Art" (no, I don't know who coined the term, I just remember that I know that). Mixeling isn't inherently bad as long as, as Shaun put it, the art is consistent. It's usually okay to use different pixel sizes as long as they exist on their own plane and context like a different pixel size for the background if it's further back or you are using a small size for the UI so text is more readable. A game that does this is Into The Breach (and their other game FTL to some extent), which doesn't look bad because it is used consistently depending on whether it's the game board or it's the UI/Map.
@juliusb7713
Жыл бұрын
It almost universally looks bad unless its a deliberately chaotic scene, or the aesthetic is minimalistic, or its used for things like UI elements. Doing it between different background layers because you can always looks exceptionally amatuerish and terrible.
@TheBuckSleezy
Жыл бұрын
A perfect example of this is West of Loathing. The game is stick figures! And it all works very well. I have unfortunately have the inverse problem, I am an artist first but a fledgling (and struggling) programmer.
@smile--
Жыл бұрын
In my opinion Thomas was Alone doesn't look as good as it does because of its pixel art, but because of how masterfully it's lighting system is designed.
@ArtturiTurunen
Жыл бұрын
Thank you very much for this tutorial Shaun! Even though my art teacher was talking about this in class, I probably would have still made this mistake. Can't wait for the full series!
@firedingo5
Жыл бұрын
I'd also add asset packs are great for placeholder and just prototyping stuff up well. Also if you like an asset pack and you can't draw, there's little things you can do to make the asset fit such as recolouring or decolouring (saturation) as well as adding or removing outlines. Once you know what your art rules are for the game you can then apply them to other assets and create derivative works and better integrate those assets you've chosen. Saying that, it's not an easy skill and takes practice.
@adamkelly2256
Жыл бұрын
Hey Shaun, Thanks for staring this series. Please consider modifying the text in your videos so that it doesn't blink. Even more challenging is right at the beginning, where the words come one or two at a time, and spend much more time moving, and fading in and out than sitting still. Looking forward to your series!
@toxic_shr00m
Жыл бұрын
Whoa I did not realize this was you until now hearing your voice, didn't expect the new profile picture. Artistic consistency is something I try to help a lot of people with, especially with pixel art.
@Im-BAD-at-satire
Жыл бұрын
I'm saving these into a playlist to refer back to and refresh anything I might-or-could end up forgetting. I don't have anything to make videogames right now but once I can I have myself plans to do game development, I have some form of artistic ability, looking my profile pic for reference, so my bad art will look different from a non-artistic devs bad art.
@dortuff
Жыл бұрын
Inscryption is a good example of managing to find the correct asset pacts that mix together.
@Vin1m
Жыл бұрын
yo this is amazing i want more episodes! nah for real this is great keep up the good work
@t1ww
Жыл бұрын
definitely over planning has to be one of the problem i did overplanned and it wasted my time since i wasn’t experienced enough to follow just as planned things get different and i definitely learn something new during the development and found and realize a solution better than planned one it only wasted my time but i can see this might be frustrating someone please just try trials and errors and actually *try to do it and fix it properly* you’ll learn a lot that you needed before you actually try to make a properly planned project
@neoline5831
Жыл бұрын
Good job! You nailed it my man! I'd love to see you make a video about beginners that force themselves to work on a game even though they lost interest/don't enjoy doing it
@Skeffles
Жыл бұрын
Fantastic video! I don't think I'm a beginner anymore but it's still helpful to me.
@deathrow0888
Жыл бұрын
So I'm almost a complete beginner, going through unity's own learning courses mostly just for fun. I don't have my own fleshed out idea but I know if I do create a full game, it's 100% going to be inspired by TWA. I've spent some time outside of tutorials on my own 2D project mainly to experiment, perhaps build some game mechanics, but so far my main issue is actually that I get sidetracked by trying to make it LOOK good, or look the way I want it to and I end up hyper-focusing on that rather than actually making the game... For example, like I said it will be inspired by TWA, one of the first things I did after starting the project was try to figure out how he did those shadows. This landed me in a rabbit hole of explanations and tutorials that I simply could never understand or replicate without learning a lot more.
@DSCgames.
Жыл бұрын
Hello Shaun, first of all, your content is excellent. Your videos have been really helpful to me. I'm currently working on my first game, and I must say, it has been quite challenging. In response to your question, I believe the most difficult aspect, at least for me as a beginner, was choosing the game idea and mechanics. Coming from playing Atari games to modern ones, the first thing that came to mind was creating a AAA game where my character could do everything and more than I could imagine. However, that led to a problem because, as beginners, we don't know much about the complexities of game programming yet. Then, there's the decision of choosing the game genre and mechanics to implement, as well as setting limits. In my opinion, if you decide to implement only one mechanic, you need to polish it to the point where it feels incredibly well-executed, just like you achieved in your game, Poky Poke, which is beautiful.
@SylphidUndine
Жыл бұрын
consistent graphics. i cannot stress enough how important this is when trying to create visuals that are aesthetically pleasing. some people have good attention to detail for this. whilst others can't wrap their head around it.
@dankodev
Жыл бұрын
1:52 I don't think inconsistent art or inconsistent visuals are necessarily bad. Just look at Dave the Diver, for example. It's a massively successful game with more than 40,000 reviews on steam, and it's a mix between 3D perspective art and 2D orthographic pixel art. There are even some 3D models in the game (cough cough the bosses and half of the environment) which just have pixel textures slapped onto them, but they still look like 3D models. Good visuals are important, but they won't fix an unfun game. That's why we, as game developers, focus on making the gameplay fun during the prototyping phase instead of focusing on the art. Prototypes should be ugly but fun. Of course, inconsistent art or visuals done by beginners due to their inexperience is almost always a mistake and doesn't look right. But when done right, it can actually look pretty good. Where consistency REALLY matters is the story. The story is the backbone of the entire game, because game development is just a form of storytelling. Like writing books or filming movies. It all revolves around the story.
@yavvivvay
Жыл бұрын
As a player - the broken consistency example looks waaaay better.
@Kahr64
Жыл бұрын
As someone working on their first game, this seems like something I had in my head, but probably would have screwed up on. Thank you:)
@FortbloxNET
Жыл бұрын
About 1. Inconsistent Art, what personnaly annoys me is incosistentcy in SHADOWS in the game. I often see 2D top down games where some objects have shadows and some not and for me personally its stupid. It takes away sth. If you have shadows then EVERY object should have shadows. I often comment that on some developer channels and they never reacted on that :-(
@sploofmcsterra4786
Жыл бұрын
It should be highlighted that new developers should not focus on this TOO much. The worst thing you can do is put in too much effort on art when you should be focused on quickly testing game concepts to see if they are fun. Making everything fit together in this way is HARD and a lot of developers leave it till much later in the process - placeholders are fine. In fact perhaps this video should encourage one to spend less time on art than they would otherwise, knowing it will likely be wasted without first knowing what most of the stuff jn the game even is.
@hooby_9066
Жыл бұрын
> Because, when I say mistakes, obviously game design is an art. There are no real mistakes and there are exception to every rule. Basically these are guidelines, not rules. But I would propose ONE RULE to actually stick to: Understand the guidelines - or in lieu of guidelines, understand what is common/best practice and why - before you decide to go against the grain. You can break as many guidelines as you want - as long as you do so knowingly and intentionally, and are aware of the challenges that will cause (like loosing out on player familiarity, etc.). But whenever you break with best/common practices unknowingly, unintentionally, unaware of the ramifications - in most cases that will be an actual, real mistake.
@hijarian
Жыл бұрын
On-point, no-nonsense super useful content, subscribed instantly. Thank you very much for this video.
@michaelafton2307
Жыл бұрын
I thought I was doing a pretty good job at making my first game. Then game maker made an update and BAM 289 errors
@Pika782
Жыл бұрын
yeahh, I wouldnt recommend updating gamemaker in the middle of making a large project
@michaelafton2307
Жыл бұрын
@@Pika782 it's isn't large. It's my first game :/
@Pika782
Жыл бұрын
@@michaelafton2307 even so
@andrewpullins8817
Жыл бұрын
This is a great idea for a series. Can't wait to hear what else you have to say.
@xCrossBite
Жыл бұрын
Inconsistent visuals bug me a lot but I am also not a fan of the conflicting "mess" approach either. Sometimes that gets worked out (as noted in the video) but sometimes it carries on... Like, devs throwing all kinds of fancy effects and dynamic lighting on pixel art hurts my brain. 💀
@findot777
Жыл бұрын
as the game maker jam is gonna start soon very useful
@bradjones7491
Жыл бұрын
This is the hardest thing to explain to my team, they just want to use asset packs to speed up production but I have to constantly remind them that consistency is key.
@Undersans
Жыл бұрын
Thanks for this video, Shaun, and cheers to the series! I like to think about the less obvious things when developing games, but it's always nice to refresh on mistakes that I may be making. As always, you're a great help to the game development community. Recommendation: Put the topic of the video is about in the title of these videos. It would be nice to know what beginner mistake you will be covering.
@Sharlenwar
Жыл бұрын
Epic! Thanks for this, looking at diving back into GMS after a break for about a year.
@Rapandreas
Жыл бұрын
I could imagine a situation where you intentionally break this rule, like a fish out of water narrative or a "this thing shouldn't be here" moment, which can be used for jokes and more serious stories. Again, it should fit themetically with the rest of your game.
@martinperon4576
Жыл бұрын
Can't wait to see the rest of the series!
@nazihboudaakkar8117
Жыл бұрын
I'm surprised no one mentioned it yet, the importance of a prototype then an MVP I've seen devs throwing themselves at projects without careful planning, without a proper prototype, without first making an MVP to show They just "wing it" which is bad I'm no expert in the field but if i don't use at least 3-4 A4 papers and a three days walk / plan kinda thing, I won't feel comfortable tackling the project
@migueeeelet
Жыл бұрын
Incosistent graphics, in a community of mine we call this "clashing styles". We referred to it when people mixed Super Mario Bros 1, 2 and 3 stuff willy-nilly - of course you can make it work, and the 3 games don't all have the same content, but try to favor one whole game's style over mixing everything at the same time. It's specially jarring when you have things like a snow level set on the overworld with random lava pools, something that unless you manage to execute well (because you're going for unique styles of levels), will most likely look bad.
@DevilMaster
Жыл бұрын
Wait, what? I was supposed to believe I was looking at a 2D game through a low resolution lens? I never did that. For my whole life, my approach has always been literal. As in, yes, that is actually what the character looks like. Yes, a character made as a bitmap is actually made out of sharp, single-colored squares. Yes, everything that exists in a 2D game actually has zero thickness, is part of a Flatland-style 2-dimensional world, and if you were to look at it by the side, you'd just see a single, infinitely thin, vertical line.
@morgan0
Жыл бұрын
as a longtime pixel art drawer, i made not be the best at it, but i have strong feelings about inconsistent resolutions and rotated pixels. it looks so amateurish and even you example with matching assets, the characters were double the resolution and it was composited at the window resolution rather than pixel resolution. but big pixels still aligned could be used to convey depth and stuff being out of focus, if it was drawn well (and especially if it had in focus versions and you can move between different 2d planes and show that it’s out of focus). but 99.999% of the time it’s that way because they’re inexperienced (whether first game or not).
@MaximumSpice
Жыл бұрын
I agree with asset packs are a problem. Its an easy n00b trap falling into it then none of your game actually matches but also you may find other games with the same art which also looks really bad unless its purely a learning project
@Monafide3305
Жыл бұрын
Great advice! I've found in my own work that a 'patchwork' kind of look that combines many visual styles/real photos intentionally can have a kind of amateur charm, especially for certain types of games. (Like WarioWare!) Still, the more I've transitioned into making my own assets that match the existing ones, the happier I've been with the visuals.
@mario50000
Жыл бұрын
TLDR: if your game looks bad it won't look good
@SaraSpalding
Жыл бұрын
See, this person gets it
@luuc4sflp
Жыл бұрын
As a guy who strongly believes in consistency, I think I'll do just fine.
@fierorecensione5828
Жыл бұрын
a true legend!
@planktonfun1
Жыл бұрын
consistency is key in real life too
@cosmix_toast
Жыл бұрын
4:40 consistently bad art (on purpose or not) in a game is quite charming to me
@Ultracity6060
Жыл бұрын
Hollow Knight breaks this rule successfully. Sprites are drawn in a different style from the backgrounds, which stops enemies from being hard to see.
@CharNatorn
Жыл бұрын
Terraria's resolution seems inconsistent but you never notice the inconsistency
@dkrumpenstein2370
Жыл бұрын
thank u shaun, u own
@PaniniDev
Жыл бұрын
The feeling when these are all mistakes you're making
@seigeengine
Жыл бұрын
This can matter to me if it's particularly jarring, but it often won't be. It's definitely not something to be stressing over as a new developer, especially if you aren't trying to sell your work (at least for more than a few bucks)... especially since you probably don't have a competent artist who can do your design work. Keep an eye to it, but don't buy the idea everything has to be consistent. I play a lot of indie games. I've experienced a lot of jank. Conflicting asset aesthetics is almost never what takes me out of a game, and consistent assets have never saved a game that had other problems. If I had to point to any singular thing most likely to ruin the experience of your game it's bad controls, and they're a very common problem for indie devs.
@masterthnag105
Жыл бұрын
Yes, thank you
@roguedogx
Жыл бұрын
Before watching - some I've noticed from my own work, -difficulty != fun -go small but deep -sound design is important -perfection is impossible, just ask if it breaks emerson.
@ChanceDAFull
Жыл бұрын
Great video! Can't wait for more
@azukar8
Жыл бұрын
Hard agree on all of this. I'm a fairly new programmer who "can't draw" and in my game projects I'm mostly relying on asset packs and such. I know I'm not achieving a consistent visual style but still working on how to fix it.
@thegeobeast-xu1wz
Жыл бұрын
thats true also limiting your style to sticking to an unfulsrhd out idea
@Zift_Ylrhavic_Resfear
Жыл бұрын
Thanks for the video :)
@blaizex
Жыл бұрын
why consistency matters? Most 3D jrpg ignore that :D
@Aeduo
Жыл бұрын
I just draw consistently inconsistent graphics depending on my mood and what else i've most recently drawn. It's all programmer art anyway so it all has a kinda distinct crappiness to it.
@JaMaMaa1
Жыл бұрын
I think minecraft falls victim of this inconsistency. Ghasts are huge and can count the pixel width on hand, which I don't think is a problem on it's own, but when compared to a ravenger they have way more pixels.
@KittenKatja
Жыл бұрын
There's a method (I forgot the name) where you can draw a 2D character set from a 3D model, which enables the ability to add cosmetics without modifying the character set, and the resolution can be adjusted later on. It's perfect for pixel art games, and requires little to no skill in pixel arts. (Just 3D modeling and posture)
@zhulikkulik
Жыл бұрын
3d is a completely different skillset and I wouldn't say it's easier than drawing. However, learning basics of 3d software is indeed easy and you definitely get more consistency if you download 3d models and animations and render them in blender at very low resolution.
@KittenKatja
Жыл бұрын
@@zhulikkulik I'm talking about generating a 2D character sheet from a 3D model, not rendering a 3D model at a low resolution.
@zhulikkulik
Жыл бұрын
@@KittenKatja well, that's basically what I meant. You need to render it before you make a sheet out of it. There's also a way to do it realtime, but that kind of takes away all the beauty of 2d graphics.
@koopdawhoop.
Жыл бұрын
Celeste used to have all the gui be pixel consistent with the actual game during development, but theychanged it (for the better if you ask me)
@anon_y_mousse
Жыл бұрын
I'll have to give that technique a try, because I definitely can't draw, but you're right that it doesn't matter as much these days. It can just be your aesthetic if you really lean into it. Although, the crappily drawn art styles that work seem to all be platformers. Will it still work for an RPG?
@catharsis9789
Жыл бұрын
west of loathing
@anon_y_mousse
Жыл бұрын
@@catharsis9789 Based on the reviews there are a significant amount of people who likewise care more for gameplay than graphics. So I guess I just need to figure out what *my* style is and hope others like it.
@thrallgames
Жыл бұрын
Great video as always!
@Cythil
Жыл бұрын
My first tip for any game designer is to have an intention behind everything you add. Never just add a thing. Or do a thing. Have an idea why you are doing it.
@Malidictus
Жыл бұрын
Pixel assets with different resolutions and pixel sprites rotated at non-orthogonal angles so the pixels are themselves aliased really kill my experience with video games. At that point, it no longer feels like a real video game, so much as like some ugly romhack that someone threw together with assets from various games. Actually, I'd extend this to framerate, as well. If you're going to have animated 2D sprites, make sure that animation framerate isn't WILDLY out of proportion between them. Again - they start to feel like assets from different games. Bloodstained: Ritual of the Night is actually a great example of doing this badly. I don't know WHAT the developers did with that one, but essentially every single enemy feels like it came out of an asset pack. At one point, there's just a giant house cat. At another point, there's what may as well be Shovel Knight. And then there's "Lili" - a character with drastically higher-fidelity animations than anything else in the game. It made me wonder if someone was getting off on animating that, or if they just pulled a complete character off the asset shop.
@MongoGamer
Жыл бұрын
You know i fond i focus on so many details that i cant finish a game. Lately ive been getting more done just making things 32x32 different colored squares or stick people lol.
@likeablekiwi6265
Жыл бұрын
Humans are pixelated, plants are realistic, animals are cartoonish, and the background is just noir... There are clear rules to this so would it work?
@brutosmomentos7355
Жыл бұрын
What is the name of the game at 0:30 ? It looks sick!
@BritBox777
Жыл бұрын
Shaun you are too good for the giant red arrows, don't fall to the dark side
@moneyempire101
Жыл бұрын
Can you pls make a tutorial on how to make a endless game that is a shooter pls
@moneyempire101
Жыл бұрын
Can someone pls help me i made a running animation oit of 12 images and when I code it I just picks the first frame as the running animation
@whiitehead
Жыл бұрын
Asset packs are useful but I find that you need to edit them heavily
@paranormalgamingyoutube
Жыл бұрын
honestly balancing is probably hardest
@NaikoArt
Жыл бұрын
i absolutely agree, thats why SNES games were so immersive, everything followed the same rules and made a believable world
@yojoehojo4291
Жыл бұрын
Hey you might wanna work on your audio Equalization for your vocals, it's clipping in such a way that monitors and TV screen speakers (so basically the most basic speakers that people use) have a little bit of trouble with. It seems to be specifically the lowest frequencies in your voice but I could be wrong. Just mess around with it in whatever video editor you use. (I typically use Da Vinci Resolve because its free and has a decent amount of tools to use straight out of the box like an equalizer for audio)
@Mindstormer
Жыл бұрын
Ok before getting into the video, what is this background game! Spear jumping is a feature i didnt know i needed until now
@flameofthephoenix8395
Жыл бұрын
Eh, I'm not really a graphics person. I've made over 800 games, and I still mix vector graphics into pixel art if I don't make it myself. If I make art myself then it will always be pixelated, because I'm an amateur artist. However, I do have a problem with people have pixelated objects not snap to a grid, it's not even pixelated if it can move freely.
@flameofthephoenix8395
Жыл бұрын
As for that one saying to always make your own art, well this is true for most people. The examples of not very good art are at least a thousand times better than some people's art that I know. There are people who can't even draw stick figures.
@DryRoastedLemon
Жыл бұрын
4:45 Not gonna lie - I would play that game.
@Icalasari
Жыл бұрын
I can skip this video at least. I've always made sure my art has consistency, and if I have to redo a resolution, I resize it to use as a base to work from remaking it from scratch
@OctolinkG
Жыл бұрын
5:49 I heard that very wrong
@vossel_games
Жыл бұрын
heck yeah!!!
@Haffey.z64
Жыл бұрын
what's the background footage game with the spear called?
@SaraSpalding
Жыл бұрын
PokeyPoke!
@Haffey.z64
Жыл бұрын
@@SaraSpalding thanks
@kerozenn-0
Жыл бұрын
Whats the game in the background ??
@okay5596
Жыл бұрын
Anyone know what the game with the spear is? It looks really interesting and I want to try it out
@qergergergergrtw3711
Жыл бұрын
its called pokepoke , its being made by the person who made the video
@trys10studios
10 ай бұрын
As a dev of 10 years, yes.
@Nell_Hell
Жыл бұрын
me who will never ever make a game: *hm yes this is the video for me*
@DonkeyKongVEVO
Жыл бұрын
What’s that game you kept showing with the grapple hook thing?
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