103 points by grgaln 6 days ago | 72 comments
hypertexthero 3 days ago
1. The Art of Game Design, A Book of Lenses by Jesse Schell - https://schellgames.com/art-of-game-design
2. 20 Tips on Making Games by Jordan Mechner - https://www.jordanmechner.com/downloads/library/20tips.pdf
3. Liz England’s blog - https://lizengland.com/blog/
ghostzilla 3 days ago
Thanks for the other links.
To leave something in return, here's something I read the other day and kept thinking about it (I'm designing on a PvP motion based game)
"In competitive games, there is little more valuable than knowing the mind of the opponent, which the Japanese call “yomi.”
As a side note, I would even argue that the “strategic depth” of a game should be defined almost entirely on its ability to support and reward yomi."
The Yomi Layer concept is a reminder that moves need to have counters. If you know what the opponent will do, you should generally have some way of dealing with that.
snapcaster 3 days ago
ghostzilla 3 days ago
THAT said, there is a lot of intersting things one can learn from John Carmack, so there's an exception to every rule.
snapcaster 3 days ago
this is a great articulation of what i'm trying to say thanks
daseiner1 3 days ago
snapcaster 3 days ago
no_wizard 3 days ago
I think the client work pays the bills though, looking at their catalog.
snapcaster 3 days ago
dowager_dan99 3 days ago
snapcaster 3 days ago
diggan 3 days ago
Quick browse of the portfolio on that website (https://schellgames.com/portfolio) seems to show multiple games that has won awards. All their original games seems to have "Mostly Positive" or above on Steam as well.
What metric are you judging this developer by? I can't say I've played/seen any of those games myself, but clearly they seem to be putting out some games that people play and enjoy.
snapcaster 3 days ago
no_wizard 3 days ago
I don't know their internal metrics by any means, but none of these games look 'hardcore', they all seem casual
snapcaster 2 days ago
diggan 2 days ago
Yeah, same here. But my conclusion from that would be "I'm not the target market", not "Those games are clearly shit because neither I or my friends play them".
Again, looking at the games, they've won awards + are highly rated by people playing them. You just think those people are wrong for liking the games, or something?
snapcaster 2 days ago
Vermeulen 3 days ago
snapcaster 2 days ago
Trasmatta 3 days ago
I've now been coding for like 14 years, and I still haven't done it (besides a number of prototypes). And I'm so burnt out on writing code that I never have the mental energy to push through and get one done.
diggan 3 days ago
I was basically the same. Played video games before programming was even on my mind, and first exposure to programming/structured data was trying to mod GTA Vice City vehicles, and then eventually got drawn into programming while trying to game dev by night basically.
On and off I've tried Gamemaker, Unity, Phaser, Godot, Unreal Engine and everything in-between, for the last two decades or something. It always end up the same, game logic so complicated I can't make head or tails of it anymore, and it was really hard to decouple things enough so I could be as confident editing game logic as I am reading/editing other types of codebases.
So I never really got anywhere, until I found Bevy. I'm not particularly fond of Rust, way too verbose and strict for my taste, but ECS turned out to be a god-send for organizing game code (in my case). Suddenly writing decoupled game logic became a breeze, and since discovering Bevy (but really ECS gets most of the credit here), I've even shipped some games during game jams that I'm moderately proud off and placed well in the ranking compared to my expectations.
If you're of similar traits that you need code to be of a certain quality to be able to effectively work with it, ECS might be up your alley too, and worth a try if you haven't already. It made a huge improvement in terms of how flexible the architecture end up being, and made it a lot easier to incrementally work on games.
snarf21 3 days ago
If if your game never gets published, etc. you could have a game that you and your friends got countless hours of enjoyment from. I personally get a lot of enjoyment from it. Good luck!
rcfox 3 days ago
It's a different kind of work from my usual though, and it was fun to see my friends in awe that they could write arbitrarily many new cards and almost instantaneously see them in the game.
dxuh 3 days ago
cartoffal 3 days ago
I can't help but feel that this completely undermines your point - Vampire Survivors is bashed together using rudimentary knockoffs of sprites from games from the 1990s, in an engine which barely supports the idea of particles let alone proper visual effects.* It is the gameplay that carries Vampire Survivors, not the aesthetic.
Game feel is of course essential to producing a good game all-round, but a competent game designer can and will tell the difference between a good game design and a bad one, way before polish and juice are layered on top.
*I don't say this as a criticism - Vampire Survivors is fantastic - but the idea that it's propped up by its look is just daft.
meheleventyone 3 days ago
- Make the game legible. A good example would be to reduce the whole game to boxes, you still need to differentiate things, so you might want to color them. Aesthetics in support of gameplay to make the game understandable.
- Add 'game feel'. This is where audio is especially important as you tend to notice the lack of good audio rather than its presence. But also 'juice', animations and what not all layer in.
- Support the fantasy. The name Vampire Survivors carries expectations that boxes do not match.
If you've ever done a lot of playtesting with your target audience one thing you'll find is that missing these elements gives you much worse feedback. Most notably legibility because it's so integral to being able to play a game but the others as well.
Game designers to an extent can get past this but it's still an attempt at extrapolation which is necessarily less concrete. Also if you're new to making games then you're going to make it harder to judge your own work.
The good thing about Vampire Survivors as an example is it shows that you don't need to do much but enough.
camtarn 3 days ago
The dev team had just come off developing Titan, a cancelled MMO where they had trouble making the core game loop engaging after seven years of development, so they had a lot of motivation to start small and make something good first, then polish later.
jon-wood 3 days ago
Having watched/read a few things about the white boxing stage the general advice is to put in as much polish as you need to do that and no more. If you're trying to prove out jump mechanics literally just some boxes for platforms and a sphere as the character is enough. If you're making a stealth game then you'll need some lighting in your level because it's a core game mechanic.
meiraleal 3 days ago
Most indie projects die before getting there.
EncomLab 3 days ago
robrtsql 3 days ago
dpig_ 2 days ago
corimaith 2 days ago
The majority of games being released today are in a few crowded genres, that frankly the majority care very little for. Go outside that, the space for competition quickly dwindles that just a proper, non exceptional execution would be sufficient for success.
Take Project Wingman for example, considering there is literally only ONE other competitor in Ace Combat 7 for a modern arcade jet fighter game, it was very much axiomatic from the trailers alone that it would be successful, and it was.
The same thing with ELIN, or Forever Winter, Noita by the sheer virtue of ambition of their ideas, even a flawed execution may be sufficient to drive a loyal crowd.
Success is the conjuction between ambition and execution, and if we presume one is dedicated to execute, then there are plenty of ambitious ideas waiting to be realized. If someone tried to make a successor to Mirrors Edge, or mech game in the vein of ACFA, or an Anime-style FPS, and with decent execution, I would be very sure of their success. It has nothing to do with luck here.