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Geek Culture / Planning things out in a game

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Vental
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Posted: 23rd Jun 2011 03:28
Just doing this to see how everybody else develops their games that they create. How I do it, is I write out where the character is supposed to go and what he's supposed to do at those places. I then draw the characters, and the weapons/items that are in the game that are accessible. But all in all, the thing that comes first is the whole story and plot. How do you people work on your games?
Indicium
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Posted: 23rd Jun 2011 03:31
A lot of my game work isn't story based, but more getting the game to work. I come up with a game idea and then I try to structure a sort of 'game engine' around that idea. I incorporate basic things such as movement, then more complex things such as combat.

That's usually as far as I get with a game before I get demotivated and start on a new project, but I'd eventually create a map editor and the likes. I should really finish a project sometime.

Vental
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Posted: 23rd Jun 2011 03:34
Sounds interesting. I'm into writing and such, so that might be why my games have such things as stories...
BMacZero
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Posted: 23rd Jun 2011 03:36
I usually start with a mechanic and form the game around that. For example, I'm working on a game called Camera Obscura with a team (see my website ). We came up with the idea of making "after-images" of the level (like what you see after a bright flash of light) that you could walk on and use to get to places you couldn't otherwise reach. Then we expanded the game from that, adding such ideas as enemies and buttons to provide more ways to utilize the core mechanic.

Vental
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Posted: 23rd Jun 2011 03:38
Man, there are so many ways to make a game...honestly, my way is the only way I could think of creating a game.
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 23rd Jun 2011 13:29
Here's another way : get drunk and start programming, I was able to make a pretty awesome game where you are a sperm and race against other sperms to be the first to fertilize the egg. Can't post here because of content.

TheComet

Indicium
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Posted: 23rd Jun 2011 13:55
Sure, you were programming.

Fallout
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Location: Basingstoke, England
Posted: 23rd Jun 2011 14:05
You were drunk and thinking about fertilization and the result you came up with was programming?!?

Playability is by far the most important thing to me. So the first thing I do is hack together a basic engine as a proof of concept for whatever game mechanics are swirling about in my head. So for Space Squadron, I'd already made similar games, so I simply tested to make sure I could do the same thing on Android.

After that, with Android, I did a performance test. So I upped all my entities to see what the platform was capable of. When I knew how many ships and rockets etc. I could support on the average phone, I then designed from Vental's kind of approach, thinking about cool mission ideas and a very basic story to tie it all together.

Then I worked out what programming/media tasks I'd set myself by designing missions. So by having a convoy escort mission, I knew I'd have to design convoy ships and AI, then also write opponent AI to target those ships. Initially I wanted the player to dock with the convoy, but I took that out because of the feature creep, and I was making the problem domain too big for myself.

With Fat Ball (my current android game), I did the same thing. I hacked together the basic engine to make sure it was fun and playable on the phone. After I was happy with that, I took a step back and planned all the elements - so training mode, quick game, tournament mode, and multiplayer. But the good thing about doing everything yourself is you can let it evolve in your head, without trying to communicate with others. For example, initially I was going to have bluetooth multiplayer, but I decided that was too much of a challenge and switched it to 2 player on the same handset. The tournament mode also is just being fleshed out as I go, without much design, because up until this point, I didn't know what characters/arenas/AI skills I would have in place, which are important to how it comes together.

So after all that waffle, I would say the most important thing to do is get the core gameplay mechanics working with little or no design. Make sure you have a fun concept. Then step back and look at the big picture, and design a game that works with those mechanics and complements them, but is within the scope of your abilities and time.

Van B
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Posted: 23rd Jun 2011 14:55
I always start with a proof of concept - a basic level or scene thrown together, then add in a character and see how it goes from there. I don't even consider plot - in fact I see plot as something I have to add at the end to excuse and explain the gameplay. Most of my games don't need a plot though... Aliens invade and you have to kill them... Your a paddle and you have to smash the bricks with balls... Your Bruce Lee and for some reason need to collect lots of lanterns... Plot is always a last priority for me, something that I'll avoid with most games.

If I was writing an adventure game then I'd probably start with a plot, but as your experience grows, I think most people push the plot and concept stuff out, as they realise how much is involved in making the game. That depends on the game though, a great deal. If your making a FPS game, then go make an engine, plot is the last thing people should consider, it needs a setting, and some enemies, that's as deep as the plot needs to go while you develop. I think it's more beneficial to make a list of gameplay features, the basic rules of the game - nobody needs to know the 'why' yet, just the 'how'.

I'd say that plot is something for game designers to worry about, if your making the game yourself, then you don't need to justify your ideas, plot is something that can be added later, or outsourced, and then you have the whole other issue of how you illustrate that to the end user.

Health, Ammo, and bacon and eggs!
Fallout
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Posted: 23rd Jun 2011 19:10
^ What Van said I've spent many 100s of hours drawing maps, characters and worlds and writing stories and scripts, for games that never got further than "load model "WarriorPrototype.x",1: do-sync-loop". The only ones that ever got finished or mostly finished, were the ones where there was a cool game mechanic and it was somewhat playable within the first few days.

Having said that, I don't see anything wrong with sitting down with a piece of paper, dreaming up your dream game, and making it come to life on wafer thin wood. You still get that great feeling of crafting your own world, even if it'll never become a finished game. If you want to finish something, follow the above advice from Van and me, but if you just want to have fun and create worlds, stick with the cool design.

Libervurto
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Posted: 23rd Jun 2011 19:28 Edited at: 23rd Jun 2011 19:32
^ What fallout said
You can get rapidly demotivated if you start off planning every detail because you have to wait a long time before you see any hint of a game. If you start straight away with the basics of your game you'll have something you can tinker with and play while you expand the world around you.

I actually think this can help create a more unique story too, if you spontaneously add things to the game and explain them later. You also avoid making a lousy game with mechanics that aren't fun but simply included because they support a pre-written storyline. I think this is why games based on films are usually disappointing, their narrative just doesn't work as a video game.

Dark Frager
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Location: The Void.
Posted: 23rd Jun 2011 19:32
^ What Obese said
I just make my games like trial and error. I get a good idea, make a game, make half a level, get demotivated, rinse and repeat, I can never get a game finished.



Vental
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Posted: 23rd Jun 2011 20:08
@TheCommet
That's an interesting........um......way.....I don't drink.....
Vental
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Posted: 23rd Jun 2011 20:18
@ Van B and Fallout
Yeah, that does sound like a great idea! I think the biggest reason I'm writing mine out and starting out with a plot is because I write books as well. But yeah, I'll use that in future little games that I make. And yeah, I am making this game just because I want to see how game making works and for the fun of it. I'm not planning on doing this as a career. My career is going to be animation.
Libervurto
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Posted: 23rd Jun 2011 20:23
@Vental
Have you ever tried writing a story one paragraph at a time, with no plan of what the story is about? It is a lot of fun as you the author don't even know what will happen! I came out with an interesting story when I tried that. I think that is a bit like writing a story after you have made the game mechanics because it has to fit in with the game and you have to be a bit more creative.

Uncle Sam
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Location: West Coast, USA
Posted: 23rd Jun 2011 22:47
PEOPLE! THIS IS SO INSPIRING! IF WE WORK TOGETHER, WE CAN CODE THE MOST EPIC GAME IN THE WORLD!!!!!!!! COME ON, RALLY TO ME!!!!!!!!!!!!!!!!

</inspiration>

Vental
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Posted: 24th Jun 2011 02:07
@ Uncle Sam
What does 'Rally me' mean? Sorry, I don't get alot of things that people post on here....I don't get out too much, which is kind of sad.
Uncle Sam
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Posted: 24th Jun 2011 02:19 Edited at: 24th Jun 2011 02:20
Haha. No, don't worry. I actually looked it up when I posted to make sure I was using it right.

I was using it in this sense:

Quote: "reassembly of troops: a regrouping of a disorganized military force and the reestablishment of command over it, or the signal calling for this"


Basically, just calling the troops to come to your command.

Vental
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Posted: 24th Jun 2011 02:22
Oh, so mean all of us make a group and create games together?
Uncle Sam
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Posted: 24th Jun 2011 02:28
Under my leadership, yes.

Vental
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Posted: 24th Jun 2011 02:34
Under your leadership. How long have you been programming/making games?
Uncle Sam
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Posted: 24th Jun 2011 03:39
Oh, for about 8 years now.

But I was just joking anyways.

Vental
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Posted: 24th Jun 2011 03:44
Well, if anyone it can't be me. I'm a beginner!
Uncle Sam
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Posted: 24th Jun 2011 03:46
But we need fresh leadership around here!

t10dimensional
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Location: Code Cave, USA
Posted: 24th Jun 2011 04:22 Edited at: 24th Jun 2011 04:27
How me and my bro prepared game: (view\/)

Its a freakin big bmp so i just made for download lol

but also here is the story and quest notes:




If I always made the right decision the first time, I wouldn't have changed my name from razerx.

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Vental
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Posted: 24th Jun 2011 07:12
@ Uncle Sam
Yeah, I am fine with leadership. I do my own thing while others do theirs, (Not meaning to make myself sound great or anything). But I think the best things I have to offer is my imagination and drawing skills. Although, mostly all I draw is manga, if anyone knows what that is.
MrValentine
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Playing: FFVII
Posted: 1st Aug 2011 03:32
Hentai?

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