Hey everyone! In this video I discuss core loops and how they may help you come up with new ideas whilst designing games! I called this simple game design as I hope to take game design concepts and explain them in a very easy to understand way.
I hope you enjoy the video!
Mark Cerny method video: https://www.youtube.com/watch?v=QOAW9ioWAvE
Social media:
My Blog: https://www.matthewpalaje.com/development-blog/
Twitter: https://twitter.com/Matthew_Palaje
Instagram: https://www.instagram.com/matthewpalaje/
My Android game: https://play.google.com/store/apps/details?id=com.MatthewPalaje.Unknown&hl=en
Website: http://matthewpalaje.com/
Gameplay footage:
SuperHot – Recorded Games – Free To Use Gameplay -https://www.youtube.com/watch?v=1XZ5TwfvPYA&t=21s
Diablo 3 – Free To Use Toxic Gameplays – https://www.youtube.com/watch?v=1WAeT3WJF4s&t=370s
RocketLeague – No Copyright Gameplay – https://www.youtube.com/watch?v=CwpAZApK81A&t=6s
Music:
Raymond A.F. Cripps – Moonrise
Hey everyone! I've been a little sick this week so hopefully I didn't make too many mistakes in the video. I found core loops to be an interesting topic and thought I'd share what I know on them so far. I hope you enjoy the video!
This is an excellent method to use for understanding the games you play and adapting their designs to your own. Don't shy away from examining the development of games you play.
4:30
Absolutely agree!
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Definetly agree with approaching prototyping / testing a mechanic before the design doc
What was wrong with Borderlands 2 footage?
Hi, as my experience as a product manager for videogames, we call this Game Mechanics, rather than Core Loop. As they do not show progress on its own but consist on the chain of actions that creates gameplay. They Game Mechanics may be also part of a Game Loop, which consist on a chain of actions with a specific goal, but the goal means a part of the progression. For example, looting means nothing with out the equipment mechanic, or the NPC shops mechanics. Buying an item, Disenchanting an item, Selling an item are all game loops that uses the Looting core mechanic.
A Core Loop in Diablo III may be advancing toward diablo, and the Critical Events may be beating specific bosses (storytelling) and to do so you need to perform all Game Loops to increase your power, but also learn all game mechanics to perform better.
I explain it here: https://www.youtube.com/watch?v=_hUpwpiTeXI
hope it works for you!
Thanks for sharing this, sounds like a brilliant way to create simple and original game play.
I guessed every game 🙂
Core loop of Eve Online?
The nostalgic feeling I have while watching your older videos 😭😭
Do all core loops only have 4 steps? Or is it possible to have more or less? If it is possible to have more or less, what would you recommend as a limit?
Wppüs! Watched this already!
Cool
I know others have said this,but do a video about Lighting PLEASE!!! I need to know. Great vid by the way!
I agree that the design document is a waste until you know if the core loop is fun. That is such a key aspect many people get backwards. "In your mind" being cool doesn't matter. Only once you build a prototype should you commit to writing a bunch of docs. And the prototype should be an MVP (minimum viable product). You don't need 5 enemy types, and 10 weapons. One of each is good enough.
You should speak louder. Great video by the way!
This video was very well put together!
I'm adding it to my Game Design Playlist.
I'm subscribing in the hopes that you'll create more wonderful Game Design videos like this one.
I found out that creating games just for the sake of popularity is only making them less enjoyable. When I think of a game that I want to make, the first question that I ask myself is would I be thrilled to play a game like that. It's a really old method but it still works the best at least in my opinion. Most companies like Ubisoft dropped that policy for the sake of creating games that are trendy and that people will play. Unfortunately we can see where it leads. As a player I can relate to a portion of the gamer community and ensure that they will like my game. Another person in my game creation team can relate to another group of players and he can make his own adjustments to the idea that will suit their needs. That way with only a few people in your team, you can create a very enjoyable game for everyone 🙂
looks polishable
Thank you. I was just having a headache on how to design core mechanics when I saw your video. It gave me ideas and ease of mind. Once again, thank you!
Pretty crazy that you mentioned the character has psychic abilities. I was thinking within the first 5 seconds of the video 'Why hasn't anyone remade or emulated anything close to the game Psy Ops. That game was bad. ass. I remember my favorite thing to do was to creep up on a room full of soldiers and TK one of them around the room into all the others. That game was dope.
thx for existing man
Perhaps I'm mistaken, but the primary change from Diablo-likes to Borderlands, IMO, is the change of perspective from isometric to first person. The rest of Borderlands is pretty much a carbon copy of Dialob. (As your gameplay footage shows, Diablo contains the "shoot enemy" variation already.)
Other than that, your main point seems very sensible. I'll definitely give it a try. Thanks for the video.
Rocket league with planes would be cool lol
I love your commentary videos. Please continue to make them!
Great advice, Matt!
I have been watching your videos recently, but had not released you created Super Hot- great game! Plus you sound like a fellow Aussie, so a thumbs up just for that 🙂
I think the classic design document is almost pointless for indies anyway (or at least sub-5 developer teams, above 4-5 developers it ca be quite useful). Making a list of your ideas then scrapping them as you test them and keep or remove them is probably a better idea. A design document will be useful once you have defined ADN refined your design, so everyone is on the same page, but communication is so tight in a 2 to 4 team (and exclusive in a one man team) that the same goals can be achieved with other simpler and more efficient techniques for small groups IMHO ^^ That was m 2 cents 😛
I just discovered your channel and super excited to see you using UE4 for your projects, just subscribed and looking foward your next projects!
great video, please make a video for lighting mobile games in unity : )
Nice video! I liked the way you explained the idea of a main loop. I used to do something like this to help understand the flow of the game. I often drew up a chart showing how one screen would follow into the next but I never thought about taking that concept to design gameplay.
Great video.
Amen, prototype first, verify the fun then make the GDD.
Hi Matthew ! Would you be so kind to create a video about how to get the nice illumination system you have in your games? I mean, what we should use for Lowpoly games and what we should use for other games ! Thank you
Can u make a series of making a simple game