Game Development Steps
Hello, I'm new to making App Games, but I've been going around reading and viewing many videos and I've done a couple of things.
The purpose of this topic is to ask you experienced guys, what steps do you do to create a complete-functional game? I'm creating a platformer game by the way.
For example:
1) Describe in paper the game's topic and plot.
2) Sketch the actors and landscapes in paper.
3) Create all the actors in a design package such as Adobe Illustrator or Photoshop. Also create the actors' animation designs, just like Platformer template.
4) Once all the actors are done, start using GameSalad and program the game.
I don't know if these are the steps you take to make the game in a very effective way. I guess that if I just design the player and start programing, I'll realize I'm missing the monsters so I'd have to design the monsters and then continue programing. Is it better to take those steps? Sketch in pen & paper, design and finally program?
What do you do?
The purpose of this topic is to ask you experienced guys, what steps do you do to create a complete-functional game? I'm creating a platformer game by the way.
For example:
1) Describe in paper the game's topic and plot.
2) Sketch the actors and landscapes in paper.
3) Create all the actors in a design package such as Adobe Illustrator or Photoshop. Also create the actors' animation designs, just like Platformer template.
4) Once all the actors are done, start using GameSalad and program the game.
I don't know if these are the steps you take to make the game in a very effective way. I guess that if I just design the player and start programing, I'll realize I'm missing the monsters so I'd have to design the monsters and then continue programing. Is it better to take those steps? Sketch in pen & paper, design and finally program?
What do you do?
Comments
Currently I'm studying Mechatronics Engineering in college, which has nothing to do with App or gaming development but the product development and production. Anyways, I like using my free time and as a hobby in research and investigating about software and app development, specifically games, and specially for Apple products.
I also like visuals (design) so I use some time to draw and do things in Adobe Illustrator. Later you'll see my creations
Back to topic, anyone?
Can any of you share your steps?
So once the systems are worked out it's time for some serious planning, and then building a master level and score system and allowance for pause or whatever. This design is best worked out on paper and then implimented when using my brain as I forget things and to see a structure on paper I find really helps.
Once you have a master level you can copy or actors that will work to build up levels easily you can get stuck it with level building if your game calls for that. Some don't. Some don't in an obvious way but do have to have a levelling up system within a single scene. Others use mechanic that don't need it.
So not sure if that helps. I see tsb is about release a start to finish video. This might well be useful. I also suggest you not only watch as many of the cookbook videos as you can stand but you mix this with research, reading, and lots of playing about. The 'another castle' podcast is fab and there are more indie dev podcasts out there. There is no right or wrong about the dev path, but it's worth bearing in mind that in the end it absolutely is about entertainment and engagement. And there are no rules... Just smiles and fails.
Make the game in gamesalad first, even if you use circles and squares to get everything in place and then make sure the game is FUN! if the game cant be enjoyable with just circles and squares then no amount of graphics is going to sell the game.
There is also a continuum of importance of graphics to the build within different genres. If I was working on a point and click, or hidden object I would certainly make sure I had a working art style before I built a test/prototype, while at the other end of the scale, a mechanics driven game would need to be tight on the mechanics first to ensure a fun game.
I guess I'll be creating some dirty coded actors just to be working in the mechanics of the game and see if everything works fine, and then I'll make it elegant and professional as old_kipper has said
Thank you very much!