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How to Make Games
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| QUOTE (Latia @ Jun 2 2008, 10:53 AM) | | First rule in Game Making:If you can't do something yourself,let it be. |
... or get help
really, your point is basically "oh **** i can't do gravity might as well not have it!!!"
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| QUOTE (MetalMan @ Jun 2 2008, 10:46 PM) | | I always thought the first rule of game making was "plan everything out." |
Progamming has higher priority;if you have no engine,you canīt plan anything further. In before "But youīll have to plan the engine.  " lol Okay,for the basic engine you wouldnīt need planning.(When youīre an advanced user like me,of course I know how to code a platformer engine and some enemies)
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| QUOTE (Latia @ Jun 2 2008, 02:00 PM) | | Progamming has higher priority;if you have no engine,you canīt plan anything further. |
But, if you have no plans, you have no use for the engine at all.
I'm sorry for this sorta late post, but I can't let this misconception go un-answered.
One of the things that is sort of killing the community fangame is a lack of organization and clear-cut roles. Plus, very poor planning. For community projects, EVERYTHING has to be set in stone before any programming or graphical work is done.
Surfing through the Sprite Workshop, I can't count how many "me too's" I saw creating their own enemies out of nowhere and trying and trying to get a spot, even when it's obvious they don't have the skill that is required. All because the requirements and what sprites will be made weren't exactly projected up front, and nobody was ever told that they had to stick to the list. It's pure, unbridled chaos, all because nobody wants to stick to a plan.
Planning trumps programming, every time. While it certainly helps to have a basic engine to plan from, without any plans, you don't even know what you should build.
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