6 DEVS Make a GAME without COMMUNICATING! (HARDCORE edition)
TLDRSix developers are challenged to sequentially build a unique video game, starting with basic gameplay and passing it along to add upgrades and twists. It begins as a Survival driving game about running over enemies. Developers then add apocalyptic visuals, first-person driving, powerups, better level design, and finally multiplayer support. Despite the chaos from contrasting interpretations, creative synergy emerges. The end result is an inspiring, polished game with competitive multiplayer, showcasing the talent of the developers involved.
Takeaways
- ๐ฎ The video features 6 game developers collaboratively building a game in succession.
- ๐ The first developer created basic driving gameplay with cars running over enemies.
- ๐ The second developer added apocalyptic visuals and first person driving mode.
- ๐ The third developer created new environments and camera modes.
- โก๏ธ The fourth developer improved performance, fixed bugs, and added visual effects.
- ๐พ The fifth developer focused on upgrading the user interface and mechanics.
- ๐ค The sixth developer implemented multiplayer functionality.
- ๐ง Each developer had to interpret and build on previous work with no communication.
- ๐ Despite challenges, the end result was an enjoyable game with emergent gameplay.
- ๐ก The video highlights the creativity and problem solving involved in game development.
Q & A
What is the general premise of the video?
-The video shows a collaborative game development process where 6 developers sequentially work on the same game, each adding features and enhancements without direct communication.
What game genre did the first developer start with?
-The first developer started with a top-down driving/survival game where you control a car and run over enemies.
What major changes did the second developer make?
-The second developer added a zombie apocalypse theme, first person driving view, and a scoring system.
How did the third developer enhance the gameplay?
-The third developer added power-ups like cluster bombs and blades to the car for clearing groups of enemies.
What new elements did the fourth developer contribute?
-The fourth developer created creepy haunted house levels and environments to match the apocalypse theme.
How did the fifth developer improve the technical aspects?
-The fifth developer fixed bugs, improved performance, reworked the thrusters, and added visual/audio feedback for getting hit.
What major feature was added by the sixth developer?
-The sixth developer implemented multiplayer functionality, allowing cooperative team gameplay.
How did the developers expand the upgrades system?
-Developers added new weapons, power-ups, and a tiered upgrade system for existing weapons like the turret.
How was polish and juiciness added to the game?
-Through visual flourishes like particles, screen shake, better UI/HUD design, and layered sound effects.
What potential future improvements were proposed?
-Ideas like objectives, different enemy types, donation mechanics, and missions for a more cooperative multiplayer experience.
Outlines
๐ฎ Introducing a Game Jam Event with Six Developers
The first paragraph introduces an exciting game jam event where six talented developers will work together to create a unique video game. It describes how each developer will have a limited time to shape the game world according to their vision before passing it to the next developer. There will be no communication between developers, leading to unexpected outcomes as the game evolves through different interpretations and transformations.
๐๏ธ Developer #1 Creates a Driving Game Loop
The second paragraph covers the work of the first developer, who decided to create a driving game. They developed core gameplay around running over enemies with the car, added upgrades like a turret, implemented a garage for repairs between waves, and polished the visuals. They ran out of time to add more content but set up a solid gameplay loop.
๐งโโ๏ธ Developer #2 Adds Zombies and First-Person View
The third developer added zombie characters and post-apocalyptic scenery to match the theme of running over enemies. Their big contribution was implementing a first-person driving mode for more immersion. They also rebalanced upgrades, added scoring, and fixed bugs during their round.
๐ Developer #3 Adds Power-Ups and Improves Effects
Developer #3 focused on adding power-ups like cluster bombs and blades to make running over zombies more exciting. They also improved visual effects through ragdoll physics on zombie deaths and screen shakes on impacts. A power-up delivery system was implemented before their time ran out.
๐๏ธ Developer #4 Creates Spooky Level with Haunted Houses
The fourth developer used their time primarily for level design, creating a spooky neighborhood with procedurally generated haunted houses. They also added a third camera perspective for more dynamic views and implemented color correction and bloom lighting effects.
โ๏ธ Developer #5 Fixes Bugs and Improves Mechanics
Developer #5 concentrated on technical improvements like fixing bugs, optimizing performance, and tweaking the enemy AI for more balanced gameplay. They also added visual feedback for taking damage and getting kills along with small animations and effects.
๐ฅ Developer #6 Adds Multiplayer Support
The sixth and final developer ambitiously tackled converting the game to local multiplayer. Through hacking together solutions, they implemented a room system, synced movements, shared health, and revive mechanics between players. They also improved audio with engine sounds and zombie death growls.
Mindmap
Keywords
๐กDeveloper
๐กGame loop
๐กUpgrade
๐กGarage
๐กCamera view
๐กLevel design
๐กGame over
๐กSound design
๐กUser interface (UI)
๐กMultiplayer
Highlights
The introduction of convolutional neural networks revolutionized computer vision.
The authors propose a novel architecture called ResNeXt that adopts cardinality as an essential dimension.
Experiments on ImageNet and CIFAR datasets show ResNeXt achieves better accuracy than previous state-of-the-art models.
The cardinality dimension refers to the size of the set of transformations applied by each layer.
Increasing cardinality is more effective than going deeper or wider in terms of accuracy vs complexity.
ResNeXt effectively gains accuracy from increasing cardinality with little extra cost.
The ResNeXt model placed 2nd in ILSVRC 2016 classification task with impressive accuracy.
The grouped convolution operator enables increasing cardinality without greatly increasing parameters.
The results show ResNeXt outperforms Inception-ResNet with similar complexity on ImageNet.
Analysis indicates ResNeXt capitalizes on the split-transform-merge strategy more effectively.
The findings suggest cardinality could become another key dimension for neural network architectures.
Future work includes exploring how to best optimize and automate the architecture search process.
The ResNeXt model and code have been released to facilitate further research in this direction.
The results support incorporating cardinality into architecture search spaces and design principles.
Overall, the ResNeXt model advances the state-of-the-art and provides new insights into CNN design.
Transcripts
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