Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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Kremitcu
@Kremitcu asked:

Hello Boghog! I am a huge fan of your channel I just wanted to ask: how did you learn how to approach understanding game design? After watching your and The electric underground's discussion around arcade game design, I wanted to learn about how arcade game design and the whole concept of game design itself in order to understand games more and possibly make one of my own, but I never knew how to go about doing so. Hope this makes sense and isn't too broad of a question.

Hell ye, glad you're digging my content & shit!

Take this with a grain of salt cause I don't really know what helped me since it was such a slow and gradual process but I think for arcade game design you want 3 things.

The first one, above the others by far is :

  1. Make stuff & get feedback, don't get stunlocked by theory - it's all bullshit. Don't waste time reading game design theory if you're not making stuff. All it'll do is make it harder to start, cause paralysis due to overthinking, doubt, insecurity, etc. Just make stuff. Make 1:1 clones of simple games you like, make prototypes, make small new games, make big failed projects that'll have to be scrapped, make finished games, get player feedback, use it to make more stuff. You'll learn a ton on your own through trial & error. Theory is supplementary and most of it is hard to truly understand unless you're actively making stuff IMO. Almost all my writing/vids is just notes for problems I'm working on in my own games (when it's not me being salty about some argument I had or something)

  2. Learn the basics of animation (12 principles), do exercises with simple shapes/stick figures, etc. This will help a lot in all sorts of ways. Feel is probably the most important part of action games, and feel is basically just animation principles being applied in different ways with some extras. Even if you have static immobile sprites moving around, you're still animating with code at the end of the day. Any sorta movement, which is key for action games, is gonna involve animation.

  3. 1cc a bunch of arcade games, dabble in some scoring, dabble in some speedrunning, etc. If you can get feasibly get to a high level, do it. If not, at least get comfortable. It might seem like much but compared to learning basically any necessary gamedev skill, it's nothing. Gamedev is intuitive, arcade dev is extremely intuitive and nuance-driven, so build up a library of experiences you can draw from that'll improve your intuitions. You wanna launch a game you're working on, be able to instantly spot weird stuff and go "this feels off", and then investigate further.


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in reply to @boghog's post:

Quality advice Bog! Adding that typically you are going to learn a lot from playing smaller games: mostly old stuff or weird games with jank. Smaller as in scope and features because that shit can get distracting and is typically nothing more than bloat. That includes movesets and weapons. Clarity of the game's design is the goal for better understanding.

Plus, small games are more likely to have clear, tangible limitations, and that stuff is good because it influences you to work around them, providing good structure for the game. Even if the small game is bland or poorly designed, it won't take much time to conclude that.

And yes, play games and push the difficulty high, ideally a bit more than your current skill. That way design flaws become transparent so let the frustration give you great insights and solid foundation for your own philosophy of good game design. Not just that, great decisions become greater.

If you are going to make a game, have multiple stress tests ready. Speedrunning is great to see if your level/game contains chore and wastes time, gotta take intended playtime in mind. Also good for finding glitches and exploits. Though you don't need to design the game around it.

No damage test is to see how reliable are the mechanics or the game's design, how much does it push to be proactive (if you can run away and be passive then it's prob not good), and how much bullshit is there (maybe RNG effect is too much). Really important to sniff out boring but effective strategies.

My personal test will be the clip recording test: see how long fights / levels take cause big recordings in size/lengths are not good, see how many recording retries it takes to test the effect of RNG, watch the recording to observe player strategy/approach and see if the game looks visually interesting enough to attract attention.

Thankfully on the arcades most games are quite simple & straightforward, but yeah modern game devs would benefit massively from playing simple games and really understanding how shit works on the most fundamental level. Instead of getting sucked into the high level design vortex where they can tell you a lot about their ingame economy but can't tune a hitbox or hitstun if their life depended on it.

Late reply from me but thank you so much for the response! I really love the first tip on not getting to caught up in theory. Even outside of game design that's great advice that can help with art forms I like outside of games.

NP! Yeah I legit think consuming theory early on does more harm than good, I know so many people who are knee deep in game design theory and also constantly fantasize about designing games, but never actually take the steps. And I can't help but feel like a part of that is the self-imposed stress of trying to make something that lives up to their ideas of a good game. As a beginner, trying to skip to being good is the least productive thing ever.