Maybe game dev wouldn't have issues if we all just used Microsoft Paint to code games.
@ByteOfMichael
7 ай бұрын
now we’re speaking facts
@anonimowelwiatko9811
8 ай бұрын
It sounds like you didn't prototype early and determined what kind of game you really want to make. Idea evolving is natural thing but you need to decide what you are after, chase ideal idea or develop a game. In second case, you need to think and plan scope and parts of development process in advance to do things in timely manner. If you want to play around and look what works, keep iterating, it's also possibility but you will always have different thing in mind and might save some ideas for future projects rather than merge them into current idea. As for current state of the game. You started with storytelling, text, decision based game that had it's own core gameplay loop, themes established then you didn't really build into these ideas but created something new, you switched focus from these decisions (leaving them as just byproduct) and storytelling to resource management. Then into card game. Roguelike. Strategy based. Roleplaying sim management... See, if you pack up too many things at once, game will lose sight of it's own identity. You can combine genres of course but combining every single one will diminish advantages of combination and just muddy initial concept beyond recognition. What do you want this game to be? What is this feeling you want to capture? What's the best way to tell your story or show off this mechanic, art you want to show people? What is essence that you want your game to have and be? Good advice I heard from some experienced game developers or storywriters is to be able to capture idea for your story/game in one sentence. If you can't tell in one sentence what your game is going to be, you muddied the waters too much. Simplicity is the key. Usually games that are packed with features are lacking depth. Giving too much to interact with can also be distracting and ruin designed experience. Good luck on your journey :)
@ByteOfMichael
7 ай бұрын
This is a great comment! I think it speaks to my general experience level as I am still fairly new in the game development world. I think the main thing was that I didn't prototype fast enough. Where I would essentially have a vision in my head, try it out, realize it wasn't that fun then pivot. Hence all of the iterations!
@zejugames5045
7 ай бұрын
Agree 💯 with this comment! Also note that when the game doesn't feel fun, the instinct is often to add a new feature. Like in cooking: if a dish doesn't taste quite right, the instinct is often to add a new ingredient. An experienced chef will remove ingredients as they distill the recipe to its core essence. Then add ingredients after that to complement the recipe's core. Would recommend using paper prototyping to reduce the hours spent mocking up game mechanics!
@usernameforgottoexist
7 ай бұрын
michael “adding to may things can be bad” also michael “we need to add this also this and this and this”
@ByteOfMichael
7 ай бұрын
the duality of man
@Huunneerr
7 ай бұрын
I'm a VERY NEW indie dev. Currently learning how to work on Godot so it's safe to say I'm in tutorial hell. I've thought before about what kind of game I'd like to make, it does seem like it would be a rabbit hole of never ending improvement. Either way, I wish listed Castle Mancer. Looks fun Michael!
@StealthyShiroeanGames
7 ай бұрын
Sounds like you probably should have created a small GDD to help map out your features and whatnot. Although, maybe you're, what the writing world calls, a pantser. Which I can respect that. I think I tend to shift between someone who just makes it up as I go and someone who meticulously plans things out based on whatever it is I'm working on. Anyway, on the plus side, it sounds like you have a ton of useful systems created! Good luck with it going forward! And Happy New Year, man!
@vaangh
7 ай бұрын
is there a system that when you castle gets invaded you can fight the enemies that have invaded the castle in a restrictive time limit to beat them in the castle with the students and the gameplay for the fight in the castle is like the final fantasy before the remake gameplay
@SolidFake
7 ай бұрын
What's the third game at the start?
@DamianCentkiewicz
7 ай бұрын
The most important thing is know when to stop adding new mechanics. You must expand them with a content. There will be a levels? :/ You could add stages you choosing by an options when you are in castle after the fight. Make a completly randomize game or make a narrative-based game. Dialogue system is not a necessary. You can make only few dialogues and one option to choice after each fight.
@ByteOfMichael
7 ай бұрын
How I'm thinking about it right now, is that their will be different "encounters" that are procedurally generated (but not necessarily different "levels"). The castle and the exterior battlefield will largely stay the same between encounters besides some small aesthetic changes!
@richterscale6406
8 ай бұрын
What's the goal? Also, do you have a discord? It would be cool if you had a community that you could give playtest builds to to get real player feedback!
@ByteOfMichael
7 ай бұрын
The goal ultimately is to release the game haha. But my idea is generally for a roguelike management sim style cross over! And the channel's discord is here discord.gg/KWWzR4HhfU!
@MaximumSpice
7 ай бұрын
You just described scope creep lol
@MrNocturne260
8 ай бұрын
From my experience, unexpected changes can be a very good thing. Probably because you have a clearer idea of what your game should have when you're in a certain stage of development and actually played what you planned before.
@ByteOfMichael
7 ай бұрын
That's a great perspective, I feel like that's where I'm at generally
@buttonsoftware496
7 ай бұрын
If you release to early access, adding new features will often draw players back to your game. In my experience, this translates to increased sales since their friends see them playing the game a lot. People playing your game is a form of marketing because it's visible to their friends. If you want to keep your game more focused, content updates should have the same effect. I recently added a bestiary to my game, which prompted a lot of players to pick up the game again and play for days to unlock the rewards.
@TheGobou77
7 ай бұрын
guy fell in the oldest trap: feature creep
@Jess_stpierre
8 ай бұрын
I love the new change for the game!!! Love the idea, great video :D
@ByteOfMichael
7 ай бұрын
Thanks so much!
@treeisnotcool
7 ай бұрын
have you been mewing micheal
@Kyjor_
8 ай бұрын
Great video!
@ByteOfMichael
7 ай бұрын
Thanks!
@Miss-Stephanie-Night
7 ай бұрын
aaah yes, the classic scope creep :D, sounds like a great exercise you went through, like finding out what is actually fun to play, no harm in doing that, and now you made that list :) looks like progress to me :D well done!
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