5 DEVS Make a GAME without COMMUNICATING! (INSANE end result)
TLDRIn this creative collaboration video, five developers build upon a simple helicopter game, passing the project to the next creator after 10 hours. As they iterate, fun twists unfold - transforming into a firefighting superhero simulation with cyberpunk elements. missiles wreak havoc until the hero hijacks them to defeat the ominous mothership boss. Despite fears it may become a broken mess, the end result impresses with polished flying mechanics and enjoyable gameplay full of explosive spectacle.
Takeaways
- ๐ This is a 'past the game' challenge where developers build on each other's work without communication
- ๐ทโโ๏ธ Developer 1 created a simple helicopter with charm and potential
- ๐ Developer 2 added a fire fighting mechanic and cyberpunk aesthetic
- ๐ฆธโโ๏ธ Developer 3 turned the helicopter into a superhero with new movement abilities
- ๐ Developer 4 organized the chaos by spacing buildings and adding a skybox
- โค๏ธ Developer 4 also added building health and consequences for ignoring fires
- ๐ Developer 5 replaced the character with a fire truck and focused on flight feel
- ๐ธ Developer 5 added a mothership enemy that can only be damaged by its own missiles
- โก Developer 5 gave visual flair through particles, windlines and interface on the cape
- ๐ฒ The final product impressively combined many mechanics into a superhero game
Q & A
How many developers worked on this video game project?
-There were 5 developers that worked on this project, each getting 10 hours to work on it.
What was the first developer's main goal?
-The first developer, John, aimed to create a solid foundation that the other developers could build upon. He created a simple helicopter with physics and controls.
What genre of game did the second developer, Ken, have in mind?
-Ken had a cyberpunk theme in mind for the game. He added elements like fires, rockets, and flying cars to create some chaos.
How did the third developer, Jack, change the gameplay?
-Jack turned the helicopter into a superhero character that could fly around the city faster. This made maneuvering easier and opened up verticality in the map.
What changes did the fourth developer, Sam, make?
-Sam spaced out the buildings more, added a skybox, made the missiles originate from vehicles, gave buildings health that could be depleted, and added laser powers to destroy vehicles.
What was the fifth developer Taro's main addition?
-Taro added a mothership as the primary enemy that had to be defeated by turning its weapons against it. He also improved flying and polished visuals.
What tools did the organizers use to coordinate this project?
-The organizers used MillerNote, a project management application, to coordinate between the developers during this challenge.
What upcoming course was promoted during the video?
-The video promoted an upcoming course called The Game Dev Rockets that will teach skills needed to develop games, including coding, art, animations, etc.
What was the final genre and premise of the game?
-The final game appeared to be a superhero action game set in a city where you battle against a mothership invasion.
Were the developers satisfied with the end result?
-Yes, the developers expressed genuine excitement and awe at how the game turned out, with impressive visuals and gameplay emerging from everyone's contributions.
Outlines
๐ฎ Introduction to the mega past-the-game challenge
The first paragraph introduces a special mega edition of the past-the-game challenge series, where developers work on the same video game project in sequence without communication. Each of the 5 developers gets 10 hours to work on the project, which often leads to fun twists and misunderstandings. The goal is to see if they can create something great or if it ends up a broken mess.
๐จโ๐ป Developer 1: Lost Relic Games adds a controllable helicopter
The first developer John adds a charming low-poly helicopter with arcade-style controls and physics. He tweaks the handling to give a nice playful feel so the next developers can jump right into building a game around it. He also adds basic environment blocks and green cylinders to suggest ideas for collecting items or objectives.
๐จโ๐ป Developer 2: Golden Evolution adds fires, water barrels, and chaos
The second developer Ken fixes the camera to follow helicopter movement direction. He adds random building fires to extinguish using water pickups, which refill from parachuting barrels he implemented. He also updates the visuals and lighting for a cyberpunk city vibe, adds flying cars, and rocket missiles that collide with buildings to start random fires.
๐จโ๐ป Developer 3: Jackster transforms helicopter into a superhero
Jackster felt the helicopter guardian concept lacked variety, so he transformed it into a superhero character with two flying modes and aiming control. He expanded playspace usage by randomizing missile building impacts. Quick plug for his new mobile game Fun Hill before running out of time.
๐จโ๐ป Developer 4: Samyam adds structure, lasers and objective focus
Sam thought things were too chaotic so he spaced buildings and slowed down the superhero's speed for more maneuverability. He made missiles come from vehicles, added building health that decreases to explosion unless fires are extinguished, and made vehicles destructible. Also gave superhero man laser powers to destroy ships indicated by a damage shader outline.
๐จโ๐ป Developer 5: Taro focuses on polishing flying and culminating mothership battle
Taro cleaned up visuals and optimized flying controls without walls. He added hijackable missiles to take down a mothership boss shielded until struck with its own weapons. Waves of ships attack from it as you attempt to destroy mothership to win before city buildings burn down from spreading fires.
Mindmap
Keywords
๐กdeveloper
๐กhelicopter
๐กfires
๐กsuperhero
๐กmissiles
๐กmothership
๐กcity
๐กdestruction
๐กprogression
๐กcollaboration
Highlights
This challenge involves 5 developers working on a game, passing it along without communication.
Developer 1, John, created a simple helicopter with charm and potential for a game to be built around it.
Developer 2, Ken, added mechanics for the helicopter to display water to extinguish fires spawned on buildings.
Developer 3, Jack, turned the helicopter into a superhero character that can intercept missiles.
Developer 4, Sam, added visual improvements like a skybox and made buildings explode if not extinguished.
Developer 5, Taro, replaced the character with a fire truck and focused on enhancing the flying experience.
Taro added a mothership as a primary objective that can only be destroyed by hijacking its missiles.
Interface meters were replaced with visual representations like showing water capacity on the cape.
The city was enclosed to keep the player in the combat zone instead of invisible walls.
The mothership deploys enemies in waves and has a force field indicating it can't be damaged at first.
Buildings were given health and explode after taking too much fire damage.
Vehicles were given health so the superhero can destroy them with laser vision.
Interface meters were replaced with visual representations like showing water capacity on the cape.
The city was enclosed to keep the player in the combat zone instead of invisible walls.
The final game became a superhero combat game with a mothership to take down.
Transcripts
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