1st step to creating a game?
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Hey everyone, I wanted to know where everyone begins to create a game. Do some of you doodle up some drawings and characters and take them to Game Salad or do some of you just boot up Game Salad and start working away your imagination?
I have notebook in which I draw out what my interface will look like and some characters and jot down some names and paths certain characters or objects will take. I'm just wondering if I should purchase a Wacom Tablet or not.
I have notebook in which I draw out what my interface will look like and some characters and jot down some names and paths certain characters or objects will take. I'm just wondering if I should purchase a Wacom Tablet or not.
Comments
If you can afford a tablet, it's a nice addition to have when working in a graphics program. Not necessary, but if you can afford one, get it.
So If am playing a game or checking out someone's demo I often think of ways to use a control system in a new way or a way to change a control system slightly (or I'll admit it, I'll just steal a control system idea!). So this takes place within GS - I just play around with it until it feels right. It might be a different take on a slingshot mechanism, or a touch and drag system, or a variation of a joystick, etc.
Then I usually like to have an interesting main character and this usually leads to some sort of story line.
- Jeff
I usually spend some time on the train when commuting prototyping concept and game mechanics and writing on the gdd. Although for my game I'm working on now I've just started with the title screen =P That's just because I wanted something "concrete", and it also helps setting the graphical design. After that I'll start with the main character and then one of the levels. Since I'm doing them in 3D it takes some time... So I reckon I'll have the main character in place, ready to animate in about two-three weeks time. And the first level will probably take a month, since I'll use it to test my game play.
I enjoy writing, I tend to lose myself when I'm writing a story. So adding a story to my game is a definite yes.
Very nice question you posted!
As I told you under other post in the forum I am newer here but trying to enjoy your question, I would say that is very difficult right now to seat in front of the GS app and start developing! Wow!
About the tablet, sicerely I do recommend you getting one for you as it the best way to draw something digitalized already (off scanner). I got one wacom last week and its wonderful. If you can afford one you will not regret - trust me.
Regards mate,
Brainstorming sketch on paper is a great way to brainstorm gameplays are define the art style (character design, etc), but before that there is 2 important steps.
First you need a specific idea, a type of game or a mix of two existing game mechanics, but the first key thing I do is prototyping. Even if you are making an existing game mechanic, this is often when you find something unique to add to it.
Just build your engine, playtest and tweak a lot in a 'gym scene'. By playing around a lot with your core gameplay and getting it to know it well, you will find why and how it is fun. Then you can try out all sort of levels and game ingredients to make it richer. Once you find it fun you will have the green flag, motivation and focus to start a real project and believe in it.
Making games is really tough, and lot of people get lost in ambicious game world and doesn't put the efforts at the right place until canceling the project. Do not make the game in a linear way, start with the big steps, then add up all the paint and polish to the game. Making sure the first test level you make is fun is essencial to get the hype to finish a game, especially if you are trying something new.
The best tip I can give is: the first things to do are always the hardest. Then the rest will go smoothly.
http://felicia.posterous.com/10-simple-ways-to-double-the-speed-of-your-wr
It can easily be applied to game making of course
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Just my novice approach.
For example, right now, I've been drawing a bunch of cowboys and researching cowboys for a game I'm about to start to plan things out, and to see if I can draw cowboys, to make sure I won't have to hire an artist. Then I'll do the game mechanics and stuff, and add in the artwork little by little.
Hope that was helpful.
Asymptoteell
It seem to be a good way to make money around the app market as long as your game is above quality standards.
I agree with your tip with all my heart, but it seem to be the hardest way around. It is the best way to get a game that really stands out of the croud (and get recognition as a designer), but a lot of clones are incredibly successfull. I don't blame them though, even I always refused making any sort of clone, is thinking of making a few just for the fun and easyness of it. Just add a little tweak and it's got something to offer.
In the mainstream, for some companies, this is the first step of making a game: Make a Halo.