What do you start your projects with .... gathering opinion and info

simo103simo103 Member, PRO Posts: 1,331
edited May 2012 in Working with GS (Mac)
I have found that as I start a new project that might develop into a full game I often find myself doing a bunch of things that I have done over and over in other projects so I've (slowly) been building some base files with those recurring items already setup. A good example is I used tsb's great word checker template, redid the dictionary to about 140,000 words and now use that as a starting word game base. I am adding a basic high-score system as I find myself doing that frequently.

I was hoping others might share some ideas if they do the same and I would create a few free files based on that input. I have a few ideas already.

So do you have a few files with stuff ready to go that you use to start? If so what's in them?

Comments

  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Unfortunately I can't be of help there because I always get a little messy when working on projects. I don't have a modus operandi. I always find myself jumping from art to code to sound of different projects at once. For me it really depends on what idea I have at each moment.

    As for the start of a project for me it really depends on what inspired me. If I want to try a particular gameplay I start with the code. If I have only the visual representation of the game I may spend countless hours on Photoshop before even opening the GS creator.

    I always wanted to try to be a little more organized, but the organization and myself don't get along very well :D

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I don't tend to repeat a project as I work from creative inspiration and subscribe to the progression model developed by Disney which is working projects as evolution into bigger and bigger ideas. Although when working on projects I do create custom behaviors but all my projects have been so different it's easier to start from zero..but for those who work in the same genre over and over it makes perfect sense.
  • LumpAppsLumpApps Member Posts: 2,881
    I have a folder on my Mac with a bunch of basics. Like a menu based on tables with all the buttons I normally use. I just have to adjust some numbers in the table. With project merger I merge basic stuff and proto types to come to a starting point.
  • poorcollegedevpoorcollegedev Member Posts: 289
    For my first project, I started with the whatever art I thought I needed, then started building the menus, and then the actual levels. I then made art when I needed it. Sound should be last on the list unless its crucial to the gameplay
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    edited May 2012
    Mindnode and a sketch book :)
    http://mindnode.com/

    I have a folder of generic art that I use just for proof of concept.. And I like to start my games off on my macbook pro for versatility :)
  • xforcexforce Member Posts: 187
    i dont always follow this procedure but what i normally might do is, once i get an idea in my head, ill do a very quick prototype in GS just to see if the core idea works. if that is fine then i will completely remove myself from GS and start creating a mockup in photoshop of a finished/polished scene. when i "think" that part is done i split up all the elements of the mockup and break it down to the individual graphics to be imported into GS for the corresponding actors.

    for my next major project though i did it in reverse. mainly becos i cant start off in GS as i need retina for ipad to be working. so until thats ready then ill just keep working on gfx and/or the game design document.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Every project I start, I finish and put up on the App Store. Well, every project except the ones I put up on the forums to help others. :P
  • kkchongkkchong Member Posts: 60
    i am new to Gamesalad,, just less than one month, not a programmer. But i want to learn to make a checkers game,, i have the board, the coordinates all done up,, but trying to build in the behaviors now,, it is tough. Can anyone offer some help on the source code from elsewhere ?
    please send to me,, chongkokkeong@gmail.com most appreciated
    sorry i dont know much about protocol, not sure if i am breaching any rights,, please enlighten me if i do,,,
  • NettekovenGamesNettekovenGames Member Posts: 88
    @kkchong, if you need help maybe start a topic yourself is more organized and your question is off topic :)
  • kkchongkkchong Member Posts: 60
    oh, how do i start a new topic? can i do that? i am a newbie,, only started couple of weeks ago
    my new topic name will be ,, checkers and chinese checkers
  • monkeysaladmonkeysalad Member Posts: 16
    I havent finished a project yet, but the way I start is by writing a design document. After I know what the point of the game is, I try to implement that gameplay right away in its most basic form.
    So if I'm doing a platformer I start in Gamesalad implementing the character/controls, a flat level, and a level goal/win condition. I guess it would be helpful for me to save this barebones gameplay prototype each time I make a different kind of game, so that if I want to do similar gameplay later I don't have to reproduce this day 1 effort.
  • NettekovenGamesNettekovenGames Member Posts: 88
    I'm still working on my first game, but i can tell you i never write something down its all in my head :)
  • monkeysaladmonkeysalad Member Posts: 16
    @Nettekoven thats just down to the way you work - for example I am kind of ADD with computer stuff, so I'm working on 3 games right now. So I need to write documentation in order to keep track of what I'm trying to do with each concept.
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    @monkeysalad
    I also write documentation on my projects - Your not alone.... lol, I like to write little pages on what I've added to them on a certain day, So if something goes wrong I know where it went wrong
  • macewanmacewan Member Posts: 214
    I'm working on games that promote my wife's art by creating a story behind "Bee Baby", an assemblagist piece she made. Ready made animations of Bee Baby are used in each game along with backgrounds from other 3D (assemblagist) pieces.
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