How we begin a new game?
Hey,
I just thought I'd share some thoughts here and see if anyone else works the same way.
I'm still developing a couple of earlier games (one is a little on the epic side for me and the other needs audio improvement - stereo CAFs, before I can publish).
So I thought in the meantime I would conceive a game that was attainable with what I believe both Gamesalad and my brain can both handle.
When I first began using GS I was all excited putting in images, graphics and sound and enjoying seeing those "stutter' across the screen. However, I've noticed with my last few experiments and this new game, I'm using nothing but blank actors with names and some color on them. It seems to be a really fast way to test out my basic mechanics without all the distractions and extra code needed. I can even make sure the actors are "power of two" aware.
I find I can actually get quite far along this way relatively quickly and it saves me going back and redoing graphics because I've discovered I was uninformed earlier in the development.
So I was just curious if this is standard practice for most of you or how does everyone work? I'll be happy to hear any assorted "good practices" you all have, especially at the early stages. How many draw it out on paper or create a design doc first? And if so, does it change radically once put into practice?
Mike
I just thought I'd share some thoughts here and see if anyone else works the same way.
I'm still developing a couple of earlier games (one is a little on the epic side for me and the other needs audio improvement - stereo CAFs, before I can publish).
So I thought in the meantime I would conceive a game that was attainable with what I believe both Gamesalad and my brain can both handle.
When I first began using GS I was all excited putting in images, graphics and sound and enjoying seeing those "stutter' across the screen. However, I've noticed with my last few experiments and this new game, I'm using nothing but blank actors with names and some color on them. It seems to be a really fast way to test out my basic mechanics without all the distractions and extra code needed. I can even make sure the actors are "power of two" aware.
I find I can actually get quite far along this way relatively quickly and it saves me going back and redoing graphics because I've discovered I was uninformed earlier in the development.
So I was just curious if this is standard practice for most of you or how does everyone work? I'll be happy to hear any assorted "good practices" you all have, especially at the early stages. How many draw it out on paper or create a design doc first? And if so, does it change radically once put into practice?
Mike
Comments
Using placeholder like this also helps in keeping an eye on how much memory you're using, performance and how big your project's getting!
In my *real* job, everything has to be written down in a design document somewhere (either as a Wiki, or a more traditional tome of knowledge).
This is because you're part of a small team and need to communicate the vision and ideas to others.
I've found that working on my own, I seldom do that these days and only really get round to it when having to ask an artist for assets. Then I sit down, work out what I've got, what I need to implement, and go from there!
There are always late additions - I had to ask an artist for two or three different things recently. Even when your game is done, it's never *quite* done, and I try and add more and more little things!
Other than that, it's all in my head. I'm usually amazed at the end of a game - I look at it, see it working, and it astounds me that everything fits together pretty well!
I do find that I make little text documents when I've progressed a certain amount - a 'To Do' list, if you will. Crossing these off (or adding a big DONE next to an entry) helps keep me going.
But overall though, the game sits in my head. And I think about it all the time. And it'll sit there with many other games, all dying to get out.
Making games helps clear some space in this silly head of mine. But it always gets filled with new ideas.
After Sunshine's done, for example, I'll still have the following swimming around my skull:
Air Supply: SOS
Air Supply 2
ProjectAWE
ProjectRetro
ProjectCap
ProjectEvil
ProjectKanga
I released two games last year, and I'm heading for my third this year. So these will have to wait till next year and beyond, possibly!
Additionally, I tend to experiment lots, and have lots of 'little' engines lying around, such as a relative touch 'template'. I also borrow lots from previous games, building on what I've learned previously.
And I've rambled. Again. Sorry!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Yes that concern of not being memory or graphic aware has crossed my mind and certainly needs to be kept in mind.
I make to do lists also - game play notes, assets etc.
That's cool about little engine ideas etc.
Thanks so much for those thoughts. Might help many here with approaches.
Cheers!
But each to their own, eh?
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I also tend to have lots of ideas floating around in that pink blob I call a brain. Shopping Cart Hero, Death Toll, Biohazard(no relation to the Japanese survival horror series)... they all sit there, tantalizing me while I work on my first official GameSalad project.