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@CodeRed_dev your tweet would be my bad advice.
unreal, unity, godot and co suck for performance and early platform development... for small games i get faster, better results with less devtime with no engine.
shipping a handrolled game in a week was a huge learning experience for me.
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@CodeRed_dev What you need is more ideas from random people
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@CodeRed_dev Start big! You have an idea? Make it bigger... Even bigger than that! It should be online, massive amounts of players, huge worlds, tons of characters, weapons, all the mechanics from well known games.. oh and make it an rpg of course
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@CodeRed_dev Actual bad game dev advice, given by my former boss Finn "Tiy" Brice: "Game design is just commonsense, if you need to read a book about it you're a bad designer"
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@CodeRed_dev Bad Advice:
-Don’t market your game on social media.
-Don’t share your game people because are going to steal it.
-Use Scratch as a game engine.
-Make the first game that comes to mind no matter how hard it is.
-Release nothing.
May I go on? 😂
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@CodeRed_dev “Just add the multiplayer at the end, don’t think about it now”
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@CodeRed_dev Work on your game for 7 years and never once have it playtested
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@CodeRed_dev Bad gamedev advice:
Mindlessly parrot other people's advices without understanding the circumstances in which they're being given.
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@CodeRed_dev Try to beat an existing, extremely successful AAA game, "but better". Like a WoW killer in 2009, the next Call Of Duty in 2014, or a Fortnite competitor in 2019. Do this with a team that has never shipped a game together, or better yet, never shipped a game at all.
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@CodeRed_dev Try to add a little bit of everything. Players love many unrelated half baked behaviors with no tie in to the gameplay you haven't finished
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@CodeRed_dev Don’t do Marketing to your game, i mean why da fu#k would you communicate what your game is if you could just make a project just for fun and be broke for ever, right?… RIGHT?!
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@CodeRed_dev If things aren't going fast enough, just hire more people!
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@CodeRed_dev ? Honestly it’s been the most rewarding part. Picking an engine off the shelf is fine, but rolling custom gets you the mean and lean and in-control results we should be striving for
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@CodeRed_dev It's not a bad advice. It always depends on your needs. Sometimes making your own specialized engine totally makes sense. Generalizations suck!
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@CodeRed_dev MMORPG with open world and crafting is a neat idea for first project 😎
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@CodeRed_dev Bad game dev advice: Always think about how everything to ever exist in the entire world is competion for your game. Never forget it.
(Please forget it)
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@CodeRed_dev you can do it all by yourself. just learn 3d modeling, UX/UI design, game design, programming, sound design, Vfx design, shaders, video editing, marketing, community building, SEO, ad campaigns, websites for obvious reasons and a little streaming wouldnt hurt.
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@CodeRed_dev make it perfect, each part on its own, before you move on working on the next part of it...
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@CodeRed_dev Every idea is perfect. Be precious about everything!
Your first placeholder sprite? A must-have!!
That one quirky villain that adds nothing to the story? But he's so quirky!!!!
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@CodeRed_dev Don't make a game that isn't Dark Souls
Baltimore, MD 🇺🇸 English
@CodeRed_dev I made my own engine, it was used in over 15 games by other people. The associated tools were also used in over 200 games.
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@CodeRed_dev Start big! The bigger the better! And don't forget that you need to appeal to every genre of gamer, so make sure that you have all the mechanics from all the games! Even if they're not compatible, just mash them together and it'll be fine!
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@CodeRed_dev Don't talk about your idea until the game is finished.
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@CodeRed_dev Start off by making the art and effects. Gameplay can wait!
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@CodeRed_dev "dont use placeholders, you're going to replace them with the finished asset anyways! just make the final asset and use that for development instead. will look better too"
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