11 DEVS Make a GAME without COMMUNICATING! (POKEMON edition)

Blackthornprod
24 Aug 202318:32
EducationalLearning
32 Likes 10 Comments

TLDREleven game developers create a Pokemon-inspired monster battling and catching game in Unity without communicating. They iteratively build on each other's work, adding features like a capture ball, monster types, a day-night cycle, and boss battles. By the end, the uncoordinated efforts result in a complete product with catching mechanics, an open world to explore, NPC battles, a user interface, stylized visuals, polish, and satisfying gameplay loops. Despite no direct collaboration, the developers organically build an ambitious game through individual creative contributions.

Takeaways
  • ๐Ÿ˜Š The video describes a game development challenge where 11 developers work on the same video game without communicating with each other.
  • ๐ŸŽฎ Developer 1 builds a first-person monster catching and battling game with basic functionality.
  • ๐Ÿ‘พ Developer 2 improves movement, environment visuals, capture mechanics, and monster design.
  • ๐ŸŒณ Developer 3 puts the safari zone on rails to guide the player, tweaks graphics, and connects the safari to the arena.
  • ๐Ÿฐ Developer 4 implements a third-person battle system where players fight as the monsters they collect.
  • ๐ŸŒƒ Developer 5 improves visuals and gameplay related to monster capturing, battling, and progression.
  • โš”๏ธ Developer 6 builds on the battle system by adding health bars and improving UI.
  • ๐ŸŒช๏ธ Developer 7 adds elemental monsters with special attacks and particle effects.
  • ๐ŸŽ† Developer 8 focuses on overall polish, balance, and new content like elite monsters.
  • ๐Ÿ‘ฅ The final developers fix issues, upgrade visuals, add features, and create a main menu.
  • ๐Ÿ˜ƒ The goal is to turn the ambitious concept into a complete and satisfying game despite the uncoordinated development.
Q & A
  • How many developers worked on the video game in total?

    -11 developers worked on the video game over the course of the video.

  • What was the initial game idea proposed by the first developer?

    -The initial idea was for a first person exploration battler where you explore a dense forest to find and capture powerful creatures to battle opponents in an arena.

  • What course is mentioned that is reopening for enrollment?

    -The Game Dev Rockets premium game development course is mentioned as reopening for enrollment on September 12th.

  • What change did the second developer make to the capture system?

    -The second developer changed the capture system to use a slingshot instead of just throwing balls, adding more challenge.

  • How did the third developer connect the safari and arena stages?

    -The third developer made it so you follow the trail of a boss monster in the safari, which then leads you to face it in the arena battle.

  • What battle system did the fourth developer implement?

    -The fourth developer implemented a battle system where you fight as the monster you selected in third person.

  • What indicators were added for the slingshot?

    -A change in field of view while pulling the slingshot back and a cooldown indicator line under the crosshair were added.

  • What happens when you collect all the amulets from trainers?

    -Collecting all the amulet rewards allows you to open the main gates of the castle for a final boss fight.

  • How many new monsters were added by one of the developers?

    -5 new monsters were added - elite variants of the existing ones plus an extra final boss type.

  • What visual improvements did some of the later developers make?

    -Later developers updated textures, lighting, and assets to have a more stylized look and Dragon Ball Z inspired robot battle arena theme.

Outlines
00:00
๐Ÿ˜Š Introduction to the Game Challenge

This first paragraph introduces the game challenge, explaining that 11 developers will create a video game with no communication allowed between them. It then announces that this is the largest edition of the challenge yet with double digit developers participating. The end result is expected to be wild.

05:02
๐Ÿ˜ƒ Developer 1: First Person Monster Capture Exploration Game

The first developer, Thomas, decides to create a first person exploration and battle game where you explore a forest to find and capture powerful creatures to then battle opponents in an arena, similar to Pokemon. He adds basic gameplay elements like throwing capture balls, simple monster models, a battle arena, monster stats and combat.

10:03
๐Ÿ˜Ž Developer 2: Visual and Gameplay Improvements

The second developer, Louis, improves the visuals and gameplay. He upgrades the movement, environment graphics, adds a character model with hands and animations, changes the capture system to require shooting monsters with a slingshot before capturing, and adjusts monster models. He aims to improve the challenge and visuals.

15:04
๐Ÿค“ Developer 3: Safari Zone Improvements

Developer Saturn decides the Safari zone needs more challenge. He makes it more on-rails like Pokemon Snap, requiring you to track one boss monster or lose its trail. This connects the Safari and Arena areas better. He upgrades graphics and tries to build on the Arena but runs out of time.

๐Ÿ˜‡ Developer 4: Day/Night Cycle and Scriptable Objects

Developer Cuba disliked the safely boundary so he removed it. He added enemy trainers along the route to block progress instead. He refactored monsters to use scriptable objects for easier comparisons in battle, which he changed to rock paper scissors rules. He also added a day/night cycle to respawn collectible monsters.

๐ŸŽฎ Developer 5: Monster Battling Game Loop

Developer Daniel builds out the core game loop for monster battling by allowing the player to control monsters in third person with different attacks during battles. A selection system lets you choose which monster to control. Simple enemy AI chases and attacks. Collision based damage and fainting systems allow monster swapping to make battles work smoothly.

๐ŸŒ„ Developer 6: Visual Polish and Core Gameplay

Bob polishes visuals with ambient occlusion, color and lighting tweaks for the day/night cycle. He improves slingshot gameplay with tweaks to the aiming, adds cooldown indicators, creates health bars for trainers, and adds battle area boundaries. He designs amulets to collect from trainers which open the castle gates for a final boss.

๐Ÿ’ชDeveloper 7: UI and Content Improvements

Antonio creates a proper health bar UI. He adds more monster types with different special powers, damage, icons and particle effects. The game now has 7 collectible monster types for more variety and challenge.

๐Ÿ”ง Developer 8: Polish, Bug Fixes and New Content

Alex focuses on polish and new content over new features. He fixed model clipping, UI for battled trainers and monsters, movement bugs, improved performance, added capture effects and arena theming. He created elite monster variants for increased challenge including a final boss.

๐Ÿ‘ฅ Developer 9: Fighting Fixes and Visual Upgrades

Irdas fixed fighting issues, ball collisions, limited monster capacity to 6 for more challenge, improved abilities, added visual effects and feedback, and an interactive tutorial. His teammates Ghantas and Megla massively visually upgraded the environments, UI and branding with custom assets.

๐ŸŽ‰ Wrapping Up the Challenge

In the final developer segments, many more minor fixes, audio effects and content additions are covered as they combine efforts to polish the game. They reflect on key improvements made to create a more complete gameplay experience and announce their own games seeking wishlists.

Mindmap
Keywords
๐Ÿ’กGame development
The process of creating video games using programming and art assets. This video features 11 indie game developers who each add new features and polish to an unfinished game over 6 hour time periods. Game development concepts like coding, modeling, animations, UI design, and battle systems are shown.
๐Ÿ’กUnity
A popular game engine and development environment used to build 2D and 3D games. Several of the developers in the video use Unity to edit scenes, implement mechanics like monster battles, and create user interface elements.
๐Ÿ’กMonster
Fantasy creatures that the player battles and collects, inspired by Pokรฉmon. Monsters have types, stats, abilities, and 3D models. Capturing, training, and battling monsters is a core gameplay loop.
๐Ÿ’กSafari Zone
An explorable in-game area where players search for monsters to capture. One developer adds rail gameplay to guide the player, while another removes boundaries to encourage exploration.
๐Ÿ’กArena
A location where captured monsters battle in 1v1 fights. Developers add arena theming, new monster types to battle, and audiences cheering during fights.
๐Ÿ’กTrainer
NPC opponents that obstruct the player's path and battle them using their own captured monsters to test the player's skill.
๐Ÿ’กArt assets
Visual game elements like 3D models, textures, animations, and UI icons. Developers collaborate by iterating on each other's placeholder monsters, environment art, and user interface.
๐Ÿ’กGameplay loop
The core cyclical activity that engages players, in this case finding monsters, capturing them, training them, and battling other monsters. One developer specifically implements this missing loop.
๐Ÿ’กProgression system
Way for the player to advance with purpose, such as collecting amulets to unlock new areas. One developer adds an amulet collection system to gate progress.
๐Ÿ’กPolish
Improving existing mechanics and assets rather than adding new features. Developers polish through visual tweaks, animation, UI, optimizing performance, balancing, etc.
Highlights

Thomas Stewart introduces the game concept as a first person exploration battler with a unique capture and battle system, reminiscent of Pokรฉmon.

Louis from Awaken Studios overhauls the movement system and environment, adding a new dimension to the game with hills, grass, and improved tree models.

Saturn from India Core introduces a fresnel Shader and graphical tweaks, enhancing the game's visual appeal and connecting gameplay stages more cohesively.

Cuba implements a rock-paper-scissors element to monster battles, adding strategic depth to encounters and refining the game's core battle mechanics.

Daniel from Hive introduces a third-person control for monsters during battles, allowing players to directly engage in combat with a more immersive experience.

Bob focuses on visual improvements and gameplay clarity, enhancing the environment's look and making the slingshot mechanic more intuitive.

Antonio adds elemental diversity with water, air, and earth monsters, expanding the game's strategic options and visual variety.

Alex Benton polishes existing features and introduces elite monster variants, adding challenge and depth to the game's exploration and combat.

Irdas and the More Live Studio team focus on polish, introducing a health bar, a tutorial, and significant visual upgrades for a more polished final product.

A comprehensive tutorial is added, making the game mechanics more accessible and enhancing the overall player experience.

A main menu is created, giving the game a more professional and complete feel.

A day-night cycle is introduced, dynamically changing gameplay and visual atmosphere.

A rarity system for monsters is introduced, adding a new layer of strategy to capturing and utilizing monsters.

The final product showcases a collaborative effort across developers, each contributing unique enhancements and polish to create a comprehensive and engaging game.

Transcripts
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