Grimsg
Manga Merchant
- 135
- Posts
- 20
- Years
- Age 39
- La La Land
- Seen Feb 25, 2009
Ok folks,
The one reason why I actually like this Pokemon Community forum is because: *They actually have a game design forum!* However, it saddens me to see that majority of the developers here believe that "Da.. let's make a game using a cool program and publish it" but in truth, it's really the concept that's more important than the production of the game itself.
I've decided to put up some handy tips and ideas for game development to make you guys think more about the games you're creating rather than just another Pokemon mod.
---------------------------------
How to create a game.
Game creation doesn't begin on the computer. It begins in your head because that's where the initial idea is generated. When you come up with an idea, don't worry about how difficult the game is to create in a program, just come up with the idea first.
When you come up with a rough concept in your head, break it down into the following sections:
1. Working Title - What's the name of your game
2. Objectives - What do you do in your game or what are the goals of your game.
3. Challenges - What's the problems and difficulties the player will face when playing your game.
4. Obstacles - Something like challenges but not quite. What are the opponents and 'tricky things' the player will face when in the game. IE, in an obstacle course, the obstacles are obviously the things facing the person.
5. Rules - What are all your rules
6. Rewards - What does your player win when he beats your game or finishes it.
7. Performance Indicators - What defines your player as good.
Like in a shoot 'em up game, it's how many points the player has that shows he's a good player.
Once you've thought up all these points, it's time to start orgainizing the game. *Not making it yet but organizing it*
Things you'll need to do:
1. Flow Chart - Which option goes where. Eg in any mario game. When Mario eats a mushroom, he grows big. But if he takes the fire flower he becomes white + big. But when Mario is bumps into an enemy, he loses 1 step and the ability to throw fire balls etc.
Basically you have to map out every single action that takes place when a player does something. Don't be surprised if the list becomes horrendously long. In complex games, it usually would get pretty crazy.
2. Art Work - Here's the time you call upon your artists to start producing concept sketches, interface screens and in game art.
3. Recruiting Staff - Write down all the list of people you would probably need in your project. From illustrators, sprite artists, programmers, sound artists etc.
4. Here comes the part where you must think I'm nuts: Create a game design document. Basiclly what's in a game design document.
1. The main concept of your game, how the game play works etc.
2. Interface screens as to how the game works and all the screens that come with it.
3. Graphics and Art Direction. What kind of feel and type of style your game has. Whether it's retro sprite art to complex 3D models. Give examples of the work!
4. Sound effects and music. What kind of music and sound effects used in your game.
5. Conclusion to round up everything.
6. Staff who are working on your project.
So why the heck would you need a game design document? Because in the industry, you would take this so called 25 page document to a publisher and sell your concept to them and see if they like it. If they do, they'll give you money to go physically make the game. Thus, this document is basically used to convince people to make your game and to get funding.
As for you guys case, it gives you a clear idea as to how your game actually works before you even make it. Once you have this plan and as long as you pass it to any game producer, he knows exactly what and how to get about doing it. And also, it's also a testing ground as to how well you know your game. If people ask you questions and you can't answer, you're messed up and you don't know your game well enough. This document makes sure you know what you're doing.
ok, so you must be wondering who on earth this nut case is typing out a tutorial on game development. I'm basically a first year student of a diploma in multimedia who loves too many games and way too much 2D animation. I plan to specialize in game design as well as 2D animation.
All the best in making your game dreams come true!
-------------------------------------------------------
Handy links to go to:
https://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Chris Crawford on Game Design
https://www.gamasutra.com/
Gama Sutra, THE place in game development and game theories
https://www.gamestudies.org/
Interesting website on game theory and concepts
https://www.makegames.com/contents.html
Game Development 101. A very honest POV
Grimsg
The one reason why I actually like this Pokemon Community forum is because: *They actually have a game design forum!* However, it saddens me to see that majority of the developers here believe that "Da.. let's make a game using a cool program and publish it" but in truth, it's really the concept that's more important than the production of the game itself.
I've decided to put up some handy tips and ideas for game development to make you guys think more about the games you're creating rather than just another Pokemon mod.
---------------------------------
How to create a game.
Game creation doesn't begin on the computer. It begins in your head because that's where the initial idea is generated. When you come up with an idea, don't worry about how difficult the game is to create in a program, just come up with the idea first.
When you come up with a rough concept in your head, break it down into the following sections:
1. Working Title - What's the name of your game
2. Objectives - What do you do in your game or what are the goals of your game.
3. Challenges - What's the problems and difficulties the player will face when playing your game.
4. Obstacles - Something like challenges but not quite. What are the opponents and 'tricky things' the player will face when in the game. IE, in an obstacle course, the obstacles are obviously the things facing the person.
5. Rules - What are all your rules
6. Rewards - What does your player win when he beats your game or finishes it.
7. Performance Indicators - What defines your player as good.
Like in a shoot 'em up game, it's how many points the player has that shows he's a good player.
Once you've thought up all these points, it's time to start orgainizing the game. *Not making it yet but organizing it*
Things you'll need to do:
1. Flow Chart - Which option goes where. Eg in any mario game. When Mario eats a mushroom, he grows big. But if he takes the fire flower he becomes white + big. But when Mario is bumps into an enemy, he loses 1 step and the ability to throw fire balls etc.
Basically you have to map out every single action that takes place when a player does something. Don't be surprised if the list becomes horrendously long. In complex games, it usually would get pretty crazy.
2. Art Work - Here's the time you call upon your artists to start producing concept sketches, interface screens and in game art.
3. Recruiting Staff - Write down all the list of people you would probably need in your project. From illustrators, sprite artists, programmers, sound artists etc.
4. Here comes the part where you must think I'm nuts: Create a game design document. Basiclly what's in a game design document.
1. The main concept of your game, how the game play works etc.
2. Interface screens as to how the game works and all the screens that come with it.
3. Graphics and Art Direction. What kind of feel and type of style your game has. Whether it's retro sprite art to complex 3D models. Give examples of the work!
4. Sound effects and music. What kind of music and sound effects used in your game.
5. Conclusion to round up everything.
6. Staff who are working on your project.
So why the heck would you need a game design document? Because in the industry, you would take this so called 25 page document to a publisher and sell your concept to them and see if they like it. If they do, they'll give you money to go physically make the game. Thus, this document is basically used to convince people to make your game and to get funding.
As for you guys case, it gives you a clear idea as to how your game actually works before you even make it. Once you have this plan and as long as you pass it to any game producer, he knows exactly what and how to get about doing it. And also, it's also a testing ground as to how well you know your game. If people ask you questions and you can't answer, you're messed up and you don't know your game well enough. This document makes sure you know what you're doing.
ok, so you must be wondering who on earth this nut case is typing out a tutorial on game development. I'm basically a first year student of a diploma in multimedia who loves too many games and way too much 2D animation. I plan to specialize in game design as well as 2D animation.
All the best in making your game dreams come true!
-------------------------------------------------------
Handy links to go to:
https://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Chris Crawford on Game Design
https://www.gamasutra.com/
Gama Sutra, THE place in game development and game theories
https://www.gamestudies.org/
Interesting website on game theory and concepts
https://www.makegames.com/contents.html
Game Development 101. A very honest POV
Grimsg