When you click that 'New Project' Button, where do you start?

EthanZarovEthanZarov Member Posts: 156
edited June 2012 in Working with GS (Mac)
Hey, so I have just finished my planning of a game I am working on. And now, I am not sure where to start. Please share a comment and maybe a vote to how you start making your game.

Comments

  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    First get an idea, and a design, then hit "New Project" button.
  • EthanZarovEthanZarov Member Posts: 156
    Yup got both ;) just don't know what to do once I hit the button. Should I start with design? I don't know, I might just do a mix of both.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    edited June 2012
    Yup got both ;) just don't know what to do once I hit the button. Should I start with design? I don't know, I might just do a mix of both.
    My checklist:
    1. Idea.
    2. Design.
    3. Graphics.
    4. GameSalad Project.
    5. Additional Features (GC Leaderboards, Achievements, etc.).
    6. Testing in GS (and fixing if necessary).
    7. Testing RAM usage in GS Viewer.
    8. Improving performance, and reducing RAM usage (if necessary).
    9. Icon.
    10. Publishing ad-hoc, and testing on my device.
    11. Fixing if necessary.
    12. Publishing as an App Store app.
    13. Screenshots.
    14. Providing all info in iTunes Connect, and uploading screenshots.
    15. Sending file for review.
    16. Doing some marketing, and PR job.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    You should have most of it worked out before you ever hit the new project.
  • ShadowMoonShadowMoon Member Posts: 146
    1. Idea
    2.Design
    3.Graphic
    4.Diablo 3
    5.Gamesalad
    6.Diablo 3
    7.Test
    8.Sleep
    9.give up
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    i start with putting ideas down on paper and sketching how it works
    then i build a prototype with blocks and display text telling what each actor is
    then i'll use temp artwork to see how it plays
    then i buy/make graphics during the polishing stage.
  • DanDaMan123DanDaMan123 Member Posts: 216
    I agree with tshirtbooth. Most of the time I start with graphics because I really benefit from being able to see how it will look.
  • carlblanchetcarlblanchet Member Posts: 755
    The art for sure. tshirtbooth says it well.
  • LumpAppsLumpApps Member Posts: 2,881
    edited June 2012
    My approach is different. I start with an idea in my head and sometimes draw that out. Then I prototype to see of it is doable in GS. Also to get an idea of how big the artwork should be. Then I do the artwork including menus/score-screen etc. Build menus in GS. And then finish 2 or 3 levels. Then I test test test. And then I build the rest of the levels.

    It's something you have to find your way in I gues. Just start and see what works. But don't look at the new project button to long. That will get you nowhere :)
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    I'm NOT an artist full stop. So I can't start with the art unless I hire someone
  • EthanZarovEthanZarov Member Posts: 156
    I am glad that everyone has their own opinion! This makes me think more and it helps me realize that you can really do what ever you want when starting your game. If you are an artist and you need to visualize, or if you are ok with looking at blank boxes until you think art is ready. Thanks everyone. I'd still like to hear the opinions of you though, they are very interesting. :)
  • NovicaStudioNovicaStudio Member Posts: 174
  • jn2002dkjn2002dk Member Posts: 102
    Once i've got an idea i always prototype it to see if it's even viable and then i code all the basic game functions before i start with art
  • CaramelTigerClanCaramelTigerClan Member Posts: 143
    I would prototype the game first, and then start getting the art pipeline flowing.
  • crazycam99crazycam99 Paris, FranceMember Posts: 519
    I agree with @TheMoonwalls
  • kinzuakinzua Member Posts: 554
    I wud start wid d design first..
    Work out the core of the project.
    Create a flow of things..
    Work with blocks..
    Create referral graphics & sounds..
    Put the whole thing together..
    Keep testing on a base device..
    Improvise as i go along..
    And then test it wid friends..
    Get feedback.. Improvise..
    And then to the App store..
  • SparkyidrSparkyidr Member Posts: 2,033
    edited July 2012
    Flaming Mitten is 2 people. Me (Mark), and another called Mark.

    Here is what we do

    1. One of us will come up with an idea, or an idea will present itself as we discuss ideas/brainstorm
    2. I will then see if the idea feels feasible to do in GS...if I think it is/I can do it, we move onto
    3. Prototype the main idea in GS using blocks/very very temp graphics
    3.5. As I am doing 3, Mark will be working up a design for the whole thing
    4. Get most of the main "code" done with the temp graphics, but throw in some of Mark's WIP graphics as we go along.
    5. Get the final graphics done, and polish up the GS project, adding features like game centre etc
    5.5 Do the music
    6. test test test test test test...tweak based on feedback....test test test test etc
    7. Mark will probably re-do a load of the graphics cos he reckons he can improve on the onces he sent me in stage 5 ;)

    summit like that.
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