Setting the game out on paper!!!
fullviewmedia
Member Posts: 92
I just thought I'd post about my experience with building a game. I started a small game with no idea of what it would do and where I was going with it. It all started well and jumping back and forward creating levels and graphics was fun. The fun stopped when I had to insert new rules and code in existing actors and started to get lost in where I was up to and testing became difficult. Adding a new actor at the end and then having to set a new collision rule to all others took ages and the game could have been completed in half the time with some better planning.
My next game is going to be done in a totally different way. Pen and Paper!!!
Thanks
Your work pattern and ideas would be nice and even if you have any of your rough outline sketches to share would be good.
My next game is going to be done in a totally different way. Pen and Paper!!!
Thanks
Your work pattern and ideas would be nice and even if you have any of your rough outline sketches to share would be good.
Comments
I have Darren's platform template and have tried to wrap my brain around how he works. Looks like a good use of Actor tags ... that way you need to add a new actor ... you can assign it a tag and all other actors that are assigned to collide with that tag automatically collide with that new actor and you don't have to go thru and set each one.
EDIT: should have added "And that's all you need to know about Actor Tags" ... .... that's a little shout out for Tshirtbooth and his great videos!
Done it.
Didn't learn from it.
Doomed to repeat it.
Simo103: good point. Important lesson in programming. Using good programming style makes things easier to change and grow further down the road. And oh too true... GS tries to convince you to jump right in. That's one of the downfalls of a program as powerfully simple as GS.
i keep a tag called "collidable". if i create a new actor, i just throw it in that tag.
i've seen other people call the same type of tag "physical".
The design doc for Kraken is less than a page long. Same with Gravitrixx.
It's the worst way to do it, for sure, but with such a small team size (myself/myself+friend) it works ok.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Research: Has an X game been made before? If yes, what was cool about it? Is there a ton of X games out there? If so, time to move on.
Prototype: I have a block which represents X and it moves through the crappy environment.
Graphics: Make the X block and environment look like my imagination... or as close as I can get.
Sound: What sounds does X make?
Music: Does it get me super excited about X?
Testing: Do my friends like playing X?
Publishing: I hope apple approves my X!
Money: You mean people actually paid for my X?
Feel free to substitute X with anything you want, including poop.
but - everyones different but its nice to see how people go about planning their games
- josh
Sound
Sound FX
Pause Game
Levels
Reset Switch
etc etc
I have just read a post about pausing and what you should include before you start, my game is 99% eady so a big job to include that now