Dawson
The Rebirth Is Upon Us
- 9,726
- Posts
- 21
- Years
- Rising From The Ashes
- Seen May 3, 2025
Thought I'd try getting some more discussion out of you guys so, what is your game development routine? How do you go from thinking, "Hey, I wanna make a game!" to actually having a game in front of you?
For me, it starts in my head. I decided I finally had the time to be able to commit myself to a new project and thought of various ideas of what I could create. This actually went on for a good two weeks or so, thinking about all the different storylines, gameplay mechanics, features and systems I could develop. Then countering that with the time and effort it'd take to fit all of that into one game, then trying to whittle down the features until I have a reasonable project that I can realistically accomplish in a sensible amount of time.
After that, I get a small A5 notepad and pen and write down all of the things I'd thought about. So the front page of the pad reads like a sort of checklist of design features and checklists for me to work through.
Following that, I start writing the code for the systems in the notepad. Something that I've found to be quite important to me, as I'm often prone to losing concentration and making a stupid error or two in the code, and then having to spend a longer period of time, finding and correcting the silly error.
Then I start sketching out interfaces for the systems that need to be displayed on screen at some point, along with map layouts. At the same time as this, I'm also actively coding the systems as well.
Afterwards, I start taking some of the the code from the notepad and transferring it into RMXP. After which, I'm left with a bunch of random objects on the screen which activate the systems, mainly just for me to test them out.
Finally, I start to turn all of the raw code into something semi-playable, by finalising the code, developing the event that activates the system to begin with and building the map around it.
I then go and repeat the previous four paragraphs.
And, there you are. An insight into the mind of an amateur game developer. Your turn. Hopefully, this can help some of the more inexperienced aspiring developers in the kind of pre-planning and design process that goes into a game.
For me, it starts in my head. I decided I finally had the time to be able to commit myself to a new project and thought of various ideas of what I could create. This actually went on for a good two weeks or so, thinking about all the different storylines, gameplay mechanics, features and systems I could develop. Then countering that with the time and effort it'd take to fit all of that into one game, then trying to whittle down the features until I have a reasonable project that I can realistically accomplish in a sensible amount of time.
After that, I get a small A5 notepad and pen and write down all of the things I'd thought about. So the front page of the pad reads like a sort of checklist of design features and checklists for me to work through.
Following that, I start writing the code for the systems in the notepad. Something that I've found to be quite important to me, as I'm often prone to losing concentration and making a stupid error or two in the code, and then having to spend a longer period of time, finding and correcting the silly error.
Then I start sketching out interfaces for the systems that need to be displayed on screen at some point, along with map layouts. At the same time as this, I'm also actively coding the systems as well.
Afterwards, I start taking some of the the code from the notepad and transferring it into RMXP. After which, I'm left with a bunch of random objects on the screen which activate the systems, mainly just for me to test them out.
Finally, I start to turn all of the raw code into something semi-playable, by finalising the code, developing the event that activates the system to begin with and building the map around it.
I then go and repeat the previous four paragraphs.
And, there you are. An insight into the mind of an amateur game developer. Your turn. Hopefully, this can help some of the more inexperienced aspiring developers in the kind of pre-planning and design process that goes into a game.