1st step to creating a game?

Buceta_MonsterBuceta_Monster Member Posts: 34
edited November -1 in Working with GS (Mac)
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.

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    All of the above, and then some. Inspiration can come from anywhere at any time. Driving down the street, working in the garden, throwing a piece of paper away, just goofing off in GameSalad, you never know when that idea will strike.

    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.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    There are two things I start with. (1) Controls (2)Story/character

    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.
  • JeffreyShimaneJeffreyShimane Member Posts: 372
    I am a big fan of creating game design documents. If I can't motivate myself to spend the time to think through the design of the game (gameplay, objectives, story/characters, controls, etc.), it's probably not going to be a game I would want to release to the world. The game design document is my blueprint for the game and it's something I can work on, even without access to a Mac/GameSalad.

    - Jeff
  • FjantIncFjantInc Member Posts: 115
    I'm also a fan of gdd's. It helps so incredibly much in the long run, especially, I find it, when you have a story driven game.
    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.
  • Buceta_MonsterBuceta_Monster Member Posts: 34
    Templates are the background of the game correct? And I was wondering about the Wacom because how else would I get my drawings on paper to my computer? Excluding the use of a scanner. I'm not so great with Photoshop.

    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.
  • cyplaycyplay Member Posts: 35
    I like to jot down my ideas and come up with some quick sketches. There is nothing wrong in story boarding your game. What ever works for you is all that matters.
  • RSCdevRSCdev Member Posts: 50
    Buceta_Monster said:
    Templates are the background of the game correct? And I was wondering about the Wacom because how else would I get my drawings on paper to my computer? Excluding the use of a scanner. I'm not so great with Photoshop.

    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.

    Hi Monster,

    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,
  • Buceta_MonsterBuceta_Monster Member Posts: 34
    RCdev said:
    Hi Monster,

    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,

    Hey RC! Yeah I might pick up a Wacom because I get a discount on them working at Best Buy.
  • RSCdevRSCdev Member Posts: 50
    Buceta_Monster said:
    Hey RC! Yeah I might pick up a Wacom because I get a discount on them working at Best Buy.

    SO GREAT! Get it and be happy! :)
  • ktfrightktfright Member Posts: 964
    A good first step is to get organized, and don't procrastinate.
  • iTouchGameriTouchGamer Member Posts: 681
    ktfright said:
    A good first step is to get organized, and don't procrastinate.

    I put off procrastination for later :)
  • m456arcusm456arcus Member Posts: 189
    iTouchGamer said:
    I put off procrastination for later :)

    Ha! But ya, procrastination sucks. I do it quite a bit, mostly wasting time on these forums when I should be working...
  • Buceta_MonsterBuceta_Monster Member Posts: 34
    Yeah a weakness of mine is lack of focus, it's affected me at work and school...lol. I just have to really put my mind to it.
  • kapserkapser Member Posts: 458
    Unless it's a very story or exploration based type of game that requires lot of planning, gameplay is the most important.

    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.
  • Buceta_MonsterBuceta_Monster Member Posts: 34
    I love what you wrote Kapser, kudos my Brother! I figured once I start, the ideas will just start rushing in, thats how I am when I start or work on a lot of things. And I'm confident in my ideas.
  • quantumsheepquantumsheep Member Posts: 8,188
    Here are 10 steps to writing better and faster:

    http://felicia.posterous.com/10-simple-ways-to-double-the-speed-of-your-wr

    It can easily be applied to game making of course :D

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • dotsonj23dotsonj23 Member Posts: 316
    Have not yet published a game. But I bypass artwork until after I have the game mechanics in good working order. That way I don't waste time or money on artwork if the game mechanics end up not being possible on GS (or at least not possible for my no-math-knowing mind [college math professor dad grimaces]). I just use circles and boxes to test the mechanics.

    Just my novice approach.
  • gamedivisiongamedivision Member Posts: 807
    try to come up with something or some idea yourself don't emulate what other people do,the gaming industry goes from one fad to the next you could have the next angry birds inside you just bring out the creative side,no matter how stupid the idea it could make a really good game.
  • AsymptoteellAsymptoteell Member Posts: 1,362
    It depends a bit on what you're doing. First, plan. Then, if there's a game mechanic you're not sure you can do, first try to make sure it's possible. Then I'd move on to character movement, then other basic actors then more specific actors, then level creation. Also, I'd for the most part save artwork till the middlish end unless you're getting really depressed with a bunch of squares or google images clipart (I've used that before while developing just to keep everything organized)
    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
  • kapserkapser Member Posts: 458
    gamedivisionuk said:
    try to come up with something or some idea yourself don't emulate what other people do,the gaming industry goes from one fad to the next you could have the next angry birds inside you just bring out the creative side,no matter how stupid the idea it could make a really good game.

    Sadly enough, Angry bird is a clone, so is Tiny wings. They just added a few powerups, a bit of humor and cuteness.

    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.
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