Let's rate how difficult it is to create certain types of games
![Diegan](http://forums.gamesalad.com/applications/dashboard/design/images/defaulticon.png)
Hi, being a complete n00b and all, I would like my first project to be on the 'easy' side. The problem is, it's not easy to really calculate which types of games are more easy to achieve with gamesalad, and which are more difficult. So, forgetting aboud 2d art, sound, and thinking only about the gamesalad part, please rate the difficulty of these kind of games, and propose more! ![:) :)](http://forums.gamesalad.com/plugins/emojiextender/emoji/twitter/smile.png)
Let's rate them 1-5, 5 being extremely difficult, and 1 being super easy, no difficult math involved, just normal interactions and easy to understand.
- A point and click adventure, much like 'The secret of grisly manor'
- A Phoenix Wright: Ace detective type of game
- A platform game, like an 8-bit Mario
- An RPG game, like a typical rpgmaker one
- A graphic adventure, like Monkey Island
Propose more types of games please![:) :)](http://forums.gamesalad.com/plugins/emojiextender/emoji/twitter/smile.png)
I won't vote, being a n00b, everything seems pretty hard :P
![:) :)](http://forums.gamesalad.com/plugins/emojiextender/emoji/twitter/smile.png)
Let's rate them 1-5, 5 being extremely difficult, and 1 being super easy, no difficult math involved, just normal interactions and easy to understand.
- A point and click adventure, much like 'The secret of grisly manor'
- A Phoenix Wright: Ace detective type of game
- A platform game, like an 8-bit Mario
- An RPG game, like a typical rpgmaker one
- A graphic adventure, like Monkey Island
Propose more types of games please
![:) :)](http://forums.gamesalad.com/plugins/emojiextender/emoji/twitter/smile.png)
I won't vote, being a n00b, everything seems pretty hard :P
Comments
If you're a good pensmith and/or artist, go for the adventure genre... they are extremely popular and the point and click style suits the iPhone touch interface brilliantly (although you may get lost in the layers and layers of attributes needed). But overall, make a game in the genre that YOU would like to play... AND TEST THE HELL OUT OF IT!!!!
Hope this helps ;-)
This: "- A graphic adventure, like Monkey Island" and this: "- A point and click adventure, much like 'The secret of grisly manor" are the same genre.
Second: Adventure games are very time-consuming to make them. My first adventure game (http://itunes.apple.com/us/app/the-train-episode-01/id403228643?mt=8) took me 7 months of work, 12 hours a day. The second episode (nearly finished) is twice big as the first one.
Here you have some nice quote from POLYGAMe: "But overall, make a game in the genre that YOU would like to play... AND TEST THE HELL OUT OF IT!!!!"
I agree with Poly start with something you would enjoy playing yourself, this will both make it easier to code in GS and much more enjoyable! I would start with something small as well while you get the hang of it.
There is a big difference with Monkey island, which would be a bit harder to do in my opinion simply because of the character movement, animations and interactions.
The problem with platform games like mario is that GameSalad is not really good in precise collision and static gameplays. It is just not yet efficient at these type of games, and are actually pretty hard to play with a touch device.
Really, GameSalad is best at making physic games, mostly puzzle or arcade. You will get better results in less time and the GS physic is actually pretty good and allow a lot of built-in features.
Sorry dude, but you have no idea what you are talking about. Darren from Utopian Games (Deep Blue Apps), said that he is making a point&click adventure game, and that this is super hard, because you have to predict every thing that player want to do, or can do.
And I, as a creator of this type of games, can tell you the same.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
I think the biggest challenge in making an adventure game is designing puzzles, not that it is so easy to program. It is just better suited for GameSalad to make a flawless Point and Click than perfect platformer physic motion(maybe I'm wrong, but I don't think anyone achieved that yet)
And yes, I have designed Point&Click adventure game before, and it can be very complex but the main engine is basically D&D inventory and touching actors most of the time.
It is relative of course, a simple generic platformer could be done in a few hours while making a lenghty P&C can be one hell of a task and requires almost more planning than development time.
You will learn many things from them.
What I meant is that it's hard to get some really tight control with similar physics than Mario3 or Megaman. In my opinion GameSalad works way better using 'realistic physic' than 'static physics' but both can be done. Just open the platformer template and you will see what I mean.
It's just because of the way GameSalad is build and doesn't have a coding language, pixel precise collision, collision mask, etc. It uses it's built-in physic engine, which is actually amazing and fun to use. Sorry if I'm being a bit confusing.