How do you decide what project you're going to work on next?

artfishartfish Member, PRO Posts: 369
edited August 2013 in Miscellaneous
And now it's time for some reflection..

For those of you who are serious about making games, how do you decide what type of game you're going to work on next?

Do you have something amazing hidden away in the depths of your mind that's been begging for your time?

To what extent are your decisions influenced by the desire to make money?

Why do you choose to create what you create?

Do you consider the limitations of GameSalad while you're dreaming up your masterpiece or do you think big and figure out how you're going to pull it off after the fact?

Just some ideas to get the conversation flowing... ;)

Comments

  • Asobu_GamesAsobu_Games PRO Posts: 261
    Hey, I have at least 10+ good ideas (and counting) that I want to work on at any given time. The decision of which one to work on is really down to a combination of factors. Here are just a few of them.

    1. Is it an original idea or a fresh spin/improvement on an existing idea
    2. Is it realistic in terms of my current skills and will it allow for some growth.
    3. Is it a good fit for the limitations/advantages of GameSalad.
    4. Is it well suited to mobile/tablets (short sessions, touch screen etc)
    5. Can I get it done in a reasonable time frame.
    6. Does it have good potential for monetization.
    7. Is it fun, will people enjoy playing it.
    8. And most importantly, how much do I actually want to work on it.

    Ask yourself those questions and it should be pretty easy to pick something to go ahead with! :)
  • quantumsheepquantumsheep Member Posts: 8,188
    edited August 2013
    Some great questions! :D

    "How do you decide what type of game you're going to work on next?"

    I usually have a backlog of games in my head that I'd like to make. At the same time, I might get a new idea out of the blue that I really like! I do have a schedule in my head of what games will come first etc.

    I also have to take into account the assets I have at the time (i.e. artwork, music etc).

    Generally though, when a game's done, the next one will be quite different from its predecessor. If only to keep me sane (e.g. Attack of the Kraken, Gravitrixx, Air Supply, .Matrixx and Sunshine are pretty different from each other, either graphically, thematically or through gameplay).

    "Do you have something amazing hidden away in the depths of your mind that's been begging for your time? "

    I was discussing this with someone just yesterday. Every game in my head I visualise as a 'slice' of how the game will look/play. A key moment/mechanic/scenario/feeling...

    The process is then getting that slice out of my head onto a screen somewhere!

    These images in my head don't go away until a game is finished. What's happened over the last two years is that so many games have got into my head, and all of them are begging for my time.

    So a lot of work has gone into multiple, multiple projects, but nothing has been finished :(

    Luckily, I feel like I'm getting the 'focus' mojo back, and hopefully some finished games will leak out of me soon! :)


    "To what extent are your decisions influenced by the desire to make money?"

    I'm influenced more by the need to clear my head of ideas ;)

    I've been advised by many people to make my games free with IAP stuff in them, or adverts.

    In fact, it'd be easy to implement such stuff into my games and make a lot of money, probably.

    I've worked in big (and small) companies making games for other people.

    But my games are MY games. They are an extension of myself. My beliefs, my personality. My ideology.

    I never assume any of my games will make any money, and indeed, most of them don't. Some games I'm working on will be free. A text adventure, for example. Or the game I'm making for the ZX Spectrum! :D

    So I make what I find personally interesting, and I HOPE that other people will enjoy them too!

    Unfortunately this leads to situations where I can't afford to make certain games because of the art requirements/cost. But then there are creative ways around that kind of thing ;)


    "Why do you choose to create what you create?"

    I've always enjoyed making things. I make games because I LOVE games, and want to contribute to what I love in my own small way.

    There's no better feeling than having something you make be accepted and enjoyed by complete strangers.

    There are books, films, tv shows, music and games that when I think about them, I can't help but smile. Because they're awesome.

    Why do I choose to create what I create? Because I want to bring moments like that to other people :D


    "Do you consider the limitations of GameSalad while you're dreaming up your masterpiece or do you think big and figure out how you're going to pull it off after the fact?"

    Well, I just dream up the 'slice' of gameplay, as I mentioned. THEN I think about how I would go about bringing it to a screen.

    The slice can be a 'big new idea', or a variation on a theme.

    GameSalad is pretty versatile. I've not run into many limitations yet.

    I did have an idea about 3 years ago that my friend Jake and I just loved. It's not do-able in GameSalad though.

    There's also 3D games I'd love to make. But at the same time I'm happy with 2D games as well.

    There are always creative ways around limitations, but sometimes technical hurdles will pause progress on certain game types.


    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    I use a dartboard and blindfold. @RP and I toss around ideas all the time. You learn to trust your instincts when you get our age. Instinct is a combination of knowledge of trends, experience, appeal and your gut.
  • MillionairAppsMillionairApps Member Posts: 110
    I tend to come up with initial ideas, and then spend time working out how to make it work with Flat design.

    Great gameplay is not good when its covered with unneeded art work or extra features that clog out the game. That's what I try to do, to clean it out, add a twist and then the extra hard bit comes.....

    Working on how to make it work with GS. Now I feel confident using GS. I know a fair amount. So I build the initial gameplay. If its fun then I stop development and go back to the design board.

    While at the design area I spend two to three weeks, sometimes like now its been six weeks, I cut the code down, create ways to make it code smaller and faster, how everything connects, what the design looks like. How to reduce loading times, how the user will interact, and most Importantly, what is my marketing idea.


    Then one long night a new idea comes into my head and I draw up the "blueprint" for it. Sooner or later it then joins into my current project making it even better. I try not to limit my ideas to separate projects, but rather combine to make something even better.

    Did I mention I love flat design games? :)
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    This won't be a patch on Quantum Sheep's excellent reply... Damn you and your healthy game design morals.

    How do you decide what type of game you're going to work on next?

    I eventually decide to start work on a game when I find myself with the right amount of spare time (i.e. There's no 'breaking bad' to watch) and my list of 'just jobs' is relatively low. An idea will normally have been well brewed in my head, or a new idea is just so exciting that I've got to get to work on it. The majority of these projects only get so far before life gets in the way, I realise its not quite what I want to be doing and so the better ones end up as templates. Though recently all my templates are being built with a final game in mind.

    Do you have something amazing hidden away in the depths of your mind that's been begging for your time?

    Yep... well at least it could be amazing. One idea in particular has been brewing away for the past 2 years, I've done some sketches for it but it's not quite ready yet, so I'm sticking with a (possibly 3d) point and click adventure idea for the time being.

    To what extent are your decisions influenced by the desire to make money?
    Hmm, tricky I really would love to make some decent money doing this one day, not to buy a sports car but to buy me more time to do what I want when I want. i.e. make more games full time, produce an animated short, learn a programming language, watch The Sopranos, teach my 3 year old daughter to surf better than her Dad by going every morning.

    But at the same time I enjoy the process of making games, I want my games to be good and polished, with unique ideas (hopefully like Audio Invaders, but with a better delivered game mechanic). I really enjoy the problem solving aspect of making the games far more than the publishing, marketing or checking revenue side. I even enjoy the GameSalad logic aspect more than creating the art work, since I do a lot of art work and animation for other people already.

    Why do you choose to create what you create?

    Generally it's the idea that I'm most excited about, its going to create a an experience and the type of game I'd like to play myself.

    Do you consider the limitations of GameSalad while you're dreaming up your masterpiece or do you think big and figure out how you're going to pull it off after the fact?
    Think big and figure it out afterwards. It maybe that you have to pull back on an idea somehow, though there are often work arounds, and it's the 'work arounds' bit I love. E.g. I wanted to have a solid working 3D room setup for the point and click game I'd like to make... with enough time and head scratching it can be done in the confines of GameSalad. I wanted a 360º room for Dark Asylum which again i eventually figured out and people are constantly pushing the best ways of creating efficient drawing mechanics.

    I also find as you work through ideas like that and push what GameSalad can do another 100 game ideas start to develop.. my 3D room blocks could now be used for a Star Wars inspired Death Star tench flying game... or a 1st person POV 'impossible game'.

    ...
    Good interesting questions there @artfish ...
  • imGuaimGua Member Posts: 1,089
    edited August 2013
    I always consider tool limitations, my limitations and other limitations. And I'm always full of ideas for the next project. I have a lot folders for different projects with pre production material. When I try to decide what project to do next, the main factor that influences my design usually is how fun it will be to make this game. But at the moment I have two ideas that is equally fun to make and I can't decide which should I choose.
  • artfishartfish Member, PRO Posts: 369
    Some Fantastic answers people! Thanks for taking the time to comment. :)
  • quantumsheepquantumsheep Member Posts: 8,188

    But at the same time I enjoy the process of making games, I want my games to be good and polished, with unique ideas... I really enjoy the problem solving aspect of making the games far more than the publishing, marketing or checking revenue side.
    I'm the same. I love making the damn game, but shudder at the thought of going through all the hoops to publish and market it!

    I'm using one of your templates, funnily enough, for a game at the moment. Not because I want to make money from it per se (it might even be free!) but because I found the game mechanic interesting and addictive, and thought I could add something to it to put my own stamp on it.

    Funnily enough, I'll be 43 this year. Without sounding morbid, I've been thinking more and more about what I'll leave behind.

    If people enjoy my games, remember them fondly, and think happy thoughts when they play them, or think about them, or think of the cute sheep at the start...

    Well. It's a form of immortality, surely ;)

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • kinzuakinzua Member Posts: 554
    Some really good thoughts in here.. To me designing a game starts from a single line of thought/saying that really catches my time.

    How do you decide what type of game you're going to work on next?

    A thought or a phrase gives rise to an experience. I decide the game type with the thought that i desire to experience. Put myself in the shoes of a player and bring up my expectations. For an instance, would a puzzle suffice this thought or how about an action piece with a puzzle built in. From there on i begin to nurture my seeds of thoughts and its beautiful to see them grow up.

    Do you have something amazing hidden away in the depths of your mind that's been begging for your time?

    Always. If its hidden and its worthy why not just bring it out. U never know whats going to happen tomorrow, so why not get out this little spark of yours and share it with others to enjoy too.

    More importantly will you be able to pursue it in a manner you have envisioned it. Because its only amazing in the manner you have thought it.

    I heard somebody saying, "There are no bad games, its only bad executions that make them fail."

    To what extent are your decisions influenced by the desire to make money?

    My decisions are influenced by perfection that i seek. As they say, money flows and follows.

    Why do you choose to create what you create?

    Only because i believe in it.

    Do you consider the limitations of GameSalad while you're dreaming up your masterpiece or do you think big and figure out how you're going to pull it off after the fact?

    A pencil drawing is as much a masterpiece as is a heavily rendered piece of oil. GS is a toolset and is bound to have limitations. For instance a passenger jet is limited to its speed 'compared' to a jet fighter. Vice versa a jet fighter has 'limitations' of its payload capacity 'compared' to a passenger jet.

    Thoughts are not limited to toolsets. If you require to build the next WoW, GS is not the toolset you'll pick. Limitations arise out of Requirements. I am not bound/obligated by GS. I am free to head over to any other engine. It is out of my own choice that i've decided to use GS.
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