Steps you like to take?
VolontaArts
Member Posts: 510
ok so this is my first game. I'm reading the gamesalad manual. but would just like to know if anyone likes to take certain steps to making there game.
i dont know why but i thought it was a good idea to do all the artwork for it first. which im pretty close to done.
now im thinking of starting. any tips?
i dont know why but i thought it was a good idea to do all the artwork for it first. which im pretty close to done.
now im thinking of starting. any tips?
Comments
It's a good way of seeing just how your game might look. People make simple mistakes like making their graphics too big or too small for what it'll actually look like on-screen.
Doing it this way lets you see exactly what you need to see, and you can edit your artwork to fit better if need be.
Hope that helps!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
anyone else have any other ways they like to put there game together?
You might want to try making a test level first. Just to make sure all your game mechanics are working.
For example, if you were making a platform game, you'd make sure that your jump is working correctly. That collisions work. That the HUD works. That picking objects up works etc etc
I like to get the first level completely finished before I move on to make any more. In fact, I'd say 80% of my dev time goes on getting the first level right.
Then it's simply a matter of copy/pasting the first level to make new ones. As long as the first level is right, the rest should all work ok too!
QS =
D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
But after a while, once you're already used to creating games in GS, have a solid understanding of good mobile UI/UX, then there might come a time when you'll finally be ok starting off with creating the Art first.
For some people like me, seeing the Art come alive first, and then slowly evolving during the entire game development process -- it's one of the things that keep me interested in the game. Some people will think it might be cause for wastes of time (ie due to making changes to the Art when you realize preliminary designs won't work with the game mechanics) but to each his own.
Anyway, my overall process is something like this:
* Think of initial idea
* Write down a full detailed plan of game mechanics, theme, characters, etc etc
* Draw some screen mock ups (photoshop) to get a feel for the art direction of the game.
* Create one stage to a very polished level with finished art and everything.
* Refine it to make sure it's fun, looks good, makes sense etc
* Make more content, keep tweaking and refining, sorting bugs as I go
* Lots of testing (get family/friends to play too) to find new bugs and fix them
* Extra stuff like icon, itunes screens/text, press release etc at the end
NOTE: Don't leave your marketing to the end! You should be talking, tweeting, blogging about your game through the entire process.