How simple should your first game be?
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I'm a Graphic/Web Designer, and graphic artist, but I'm no programmer.
I don't want to be too ambitious with my first project, but I also refuse to put anything that's not at least a little original and highly polished on the App Store.
I don't want to be too ambitious with my first project, but I also refuse to put anything that's not at least a little original and highly polished on the App Store.
Comments
However, making a bit more complex game will force you to experiment with gamesalad. Prototype the core gameplay before getting too involved and making graphics, then you will know if it needs to be big to reach the level of polish you want. Start with what you think is the hardest to code, and the rest goes smoothly.
Personally, it took a few prototypes before I find a game mechanic with the level of originality I was hoping for and ended up having a pretty huge first project. I wish I was making something simpler like a block removing game but oh well I'm having fun making it
Yeah, that's the approach that I'm currently taking. I'm prototyping core gameplay, and just working on concept art to reference for when it's ready for imagery and animation. Hopefully the gameplay concept I have is fun.
Not completely true but none made the sound the way Pandeiro does.
It is a very simple app.
1 finger = sound 1
2 or more fingers = sound 2
Shake = sound 3
It took me over a week to get it done. But I too am a graphic designer and you know how it is. "a little to the right, a little to the left"
The funny thing is that my second app Penny Shoel sells close to nothing whilst it is a cool game. But Pandeiro sells some every day. Penny Shoel took me over a month to build and is pretty complicated because it simulates real physics.
So simple is no problem. Just add something that others do not have and make it look slick.
Edit: and don't get trapped by the cool graphics you make. Build a game from 'naked' actors first. Just blocks and if it works start filling them with graphics. A stupid game with cool graphics is still a stupid game right?
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I've made one game from Scratch that's worthy of the app store (still needs Graphics)
And i've polished up a lot of templates. But I haven't released anything yet. However, after my 4 months with GS i'm pretty happy some of the things i've picked up a long the way.
"and don't get trapped by the cool graphics you make. Build a game from 'naked' actors first. Just blocks and if it works start filling them with graphics. A stupid game with cool graphics is still a stupid game right?"
That's great advice. I'm only doing some concept artwork right now until I have the functions of the game down... which is hard. And it sucks, 'cause the graphics are the fun part.
@ozboybrian
That's good advice, and I personally would rather make one ambitious game with lots of moving pieces and deliver, than make several throwaway games.
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I agree with the wisdom of doing your prototyping with out art, you get an unclouded vision of what the game feels like before being corrupted by pretty pictures. And if you're new to GS like I was, it gives you the opportunity to learn before diving head first into a project.
The best first project to make is a game that will teach you the core mechanics of what you're using, in this case GameSalad. Make one that you can experiment on, something that will be fun to make. Actually, this applies to all apps.
He said to start of with something small. Best advice I got cause you can dig yourself a huge hole
when you try to create the greatest Game ever build and then get frustrated cause it will take forever
to do. I created a simple app called Coin Fountain in a week or so and got it released in the App store.
While the game was never a big seller the mental boost was huge.
I have since learned so much, mostly from this really great Community here at GS and from the book by M. Garofalo (A MUST HAVE), that I am developing a Game for over 4 month now which I think will do really well (If I ever get it finished).
But it feels great to have a little game out there while creating the Big One.
GameSalad interviewed me once it was released as it was in the first group of GS games to make it into the app store: http://gamesalad.com/blog/2009/11/12/interview-with-z-is-for-zombie-creator-jonathan-mulcahy/
As long as you work within the limitations of gamesalad, i say you make a game you would want to play, no matter how complicated.
Here's a youtube video of it:
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Project has changed so much doesn't even look like the original idea but should be looking for release in the next month once I get game centre Facebook ect on there
Yeah I had seen your Z is for Zombie before. It's cool that it was your first game.
I started work on a similar concept of a auto0walker shmup zombie game, retro pixel style, but decided I should go simpler for the first try. It will probably be my second game.
It only took you 6 weeks, huh? How much work per day? I'm only some spending nights and weekends in the Creator, but I read here a lot, learning. I like to know exactly what I'm doing before I sit down in front of a software program, instead of just banging my head around with stuff.
I'm hoping my first simple game hitting the App Store will have my juices flowing to push in to a more complicated project.
The game I'm working on now I'm doing even less time, 1-2 hours a day, that's why it's taken me since august
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Unlike you, though, I'm being way ambitious with my first game. But I'm taking the process in managable chunks. Little bit of design here, a bit of GS there, a touch of PR research, and a bit of how Apple/GS works together. When one of them starts hurting my brain, I switch to one of the others. This is working for me so far, because it stops me from getting frustrated with the parts that I would other wise bang my head against a wall about.
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@jonmulcahey. Since august? I must learn to have so much patience. I am a workaholic and good with shortterm projects.
Does any of you tend to get addicted to gs. To me it feels like having a c64 back in the 80s. I spent (past time, my English is not that good) hours and hours in my teen room figuring out basics and playing games.
Load"gamesalad",8,1
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As for myself I'm a professional 3d character artist and always wanted to develop my own game but never had the tenacity to bring my ideas to completion using all sorts of apps including Unity/Construct e.t.c, so I'm hoping that my first "game" using Gamesalad will end that 2 decade long lull
It'll be pretty ambitious considering I work on games daily but never actually put one together... I know, for shame! You say
~t