4 DEVS Make a GAME without COMMUNICATING! (Motion Capture edition)
TLDRFour game developers participate in a challenge to create a game with no communication. Over two cycles, they build on each other's work, creating an increasingly chaotic circus management simulator where players employ questionable clowns, place props to entertain customers, and try to keep children from being kidnapped. Each dev vlogs about their process and reacts to the changing game. There are twists and misunderstandings as they all try to steer it in different directions, but they ultimately create a bizarre yet playable game, showcasing teamwork despite no direct communication.
Takeaways
- π The video showcases a unique game development challenge where four developers work on a game with no communication, each equipped with advanced motion capture suits provided by a sponsor.
- π¨βπ» Developer 1 sets the groundwork with an indie horror game concept, utilizing a Unity asset store house and creating TV channel-flipping animations.
- π» The project evolves into a freaky circus management game, introducing tents, circus freaks, and various animations to enrich the gameplay.
- πΉ Developer 2 adds a dynamic item bar, improves item placement, and integrates their own animations, focusing on enhancing user interaction and game mechanics.
- π¨ Developer 3 shifts gears dramatically, scrapping previous concepts for a high-action game with enemies, bullet mechanics, and a mission to save children from carnival creeps.
- π§ Subsequent iterations see developers refining the game's focus, reintroducing the circus management aspect, and balancing gameplay with new features and fixes.
- π The script highlights the Game Dev Rocket course, promoting it as a comprehensive guide to becoming a successful game developer with programming, game art, and marketing lessons.
- πβπ» Each developer brings their unique perspective and skills to the project, showcasing the creative possibilities and challenges of game development without direct communication.
- π The final game concept merges the initial horror and circus management themes with elements of action and strategy, emphasizing the importance of adaptation and collaboration in game design.
- π― Feedback from developers suggests potential improvements and expansions, such as refining game mechanics, introducing upgrades, and enhancing visual and auditory feedback to enrich player experience.
Q & A
What was the unique challenge presented to the developers in making the game?
-The unique challenge was that the four developers had to work on the game without any form of communication between them, using motion capture suits provided by Roko to create game animations.
What kind of game did the first developer, Jaxter, decide to create?
-Jaxter decided to create an indie horror game with a story where the player is teleported to a mysterious world after flipping through TV channels.
How did the developers incorporate the motion capture suits into the game development?
-The developers used the motion capture suits to create animations for various characters and actions within the game, enhancing the quality and realism of the game's animations.
What was the initial concept for the game's environment and gameplay mechanics?
-The initial concept involved setting up a cinematic environment with a house and a TV, flipping channels on the TV, and teleporting the player to a mysterious world, leading to a freaky circus management game.
How did the game concept evolve with each developer's contribution?
-The game concept evolved from a horror game to a circus management game where players manage terrifying circus freaks and tents, and later to a top-down shooter with a focus on saving kids from clown characters.
What were some of the major changes and misunderstandings between the developers?
-Major changes included the shift from a horror game to a circus management game, and then to a shooter game. Misunderstandings arose due to the lack of communication, leading to drastic changes in the game's direction.
How was the 'caner remove rule' introduced and what was its purpose?
-Starting from 2024, a 'caner remove rule' was introduced to prevent developers from removing previous developers' work during the game development process, aimed at avoiding chaotic changes and maintaining continuity.
What additional features were added to the game in the second cycle of development?
-In the second cycle, features like a UI to hide explanations, a new item to catch clowns, and a system to show indicator arrows for off-screen enemies were added, along with improvements to gameplay mechanics and UI.
What was the final concept of the game after all developers had contributed?
-The final concept was a hybrid game that included elements of circus management and action gameplay, where players had to manage a circus, entertain spectators, and protect children from clowns.
What feedback did developers provide on the game's development process and outcome?
-Developers acknowledged the challenge and creativity involved due to the lack of communication, expressed surprise at the game's evolution, and suggested improvements like balancing, visual progress, and refining the game mechanics for a clearer game loop and objectives.
Outlines
π― Developer 1 makes a spooky game intro with a mysterious teleportation
Developer 1 decides to make an indie horror game. He sets up a house environment with a couch and TV. He animates the player flipping through TV channels showing questionable scenes. He then creates a sequence where a scary clown hypnotizes the player and teleports them to a mysterious world, leaving it for the next developer to continue.
π€‘ Developer 2 makes a circus management game with tents and behaviors
Developer 2 decides to make a freaky circus management game after being impressed by the motion capture animations. Players can add tents and assign behaviors like dancing and fighting to terrifying circus characters. People can come watch the shows. It's an open-ended game with possibilities like more clowns, animals and giant elephants.
π¨βπ» Developer 3 improves UI and adds a special item to eliminate clowns
Developer 3 notices the UI takes up a lot of space, so he adds a button to hide it. He increases spectator collider radius for easier selection and fixes their outline effect. He adds a new item that catches and eliminates all clowns in the scene temporarily. He also adds placement animations, particles and sound effects for items.
π± Developers shocked at gameplay changes, add prestige bar and clown punishment
The developers are shocked to see the game turned into a third-person shooter. They reimplement the circus management idea. Spectators now have orbs indicating their entertainment level. Clowns can kidnap kids so the player must ensure the same kids leave the show tents. Developer 4 makes activities for kids that reward the player money. The prestige number is changed to a bar with descriptions of circus popularity. Clowns now randomly spawn, eat kids, and cause nearby kids to panic.
Mindmap
Keywords
π‘Game development
π‘Motion capture
π‘Animation
π‘Collaboration
π‘Communication
π‘Game mechanics
π‘Game loop
π‘Game balance
π‘Game UI
π‘Game audio
Highlights
Innovative solar panel design doubles efficiency.
Use of nanomaterials in photovoltaic cells.
New model predicts energy output more accurately.
Potential to reduce solar farm sizes by half.
Pilot program in urban areas demonstrates scalability.
Breakthrough in storage battery lifespan extends to 20 years.
Introduction of AI for real-time energy distribution optimization.
Collaboration with major cities to transform public infrastructure.
Development of transparent solar panels for skyscrapers.
Use in remote areas shows significant reduction in diesel reliance.
Study challenges existing theories on wind energy capture efficiency.
New wind turbine design minimizes noise and wildlife disruption.
Water desalination powered by renewable sources proves cost-effective.
Integration with electric vehicles supports grid stability during peak hours.
Smart grids adapt to renewable inputs, reducing waste.
Transcripts
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