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What development phase is top on your list?
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Mario series' gals = #1!
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Inspired from a recent review I posted on the main website, this is targeting those of us who do know how to make proper fangames and not make them look like a "rushed" job.
Anyway, to the point, in your production phases - what is your top priority overall? Mine is making sure that my main engine for the fangame project has been taken care of and finalized. Sure, I still have to get the main sprites/other materials together first, but that's to ALSO aid in getting that engine together. Since I use The Games Factory, I have a level "reserved" for doing said work.
And on a side note to correspond with my claim - reason being is that I was a bit ticked off at someone who says that the person created a game without using a said "engine" for it. IMO, big red flag right there. Because I said in my review:
| QUOTE | | I say this with the highest respects, if you don't have an engine to start off with (to lay the foundation), YOU DON'T HAVE A GAME. |
And nothing's more rewarding if you create an engine from scratch in each project. Still my opinion, but I'm getting ahead of myself here.  Anyway, let's discuss.
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Xgoff |
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mine is actually finishing the engine
this doesn't happen often
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Toodles |
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Awesome.
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For me, it's the story. This doesn't apply to all my fangames, but since many of them are based around comedy, it's crucial that the story and jokes are good. I lay out the plot points and write the cutscenes first, and then fill in the gameplay elements from there. Of course, the engine is second on the list, as even the best story can't save a terrible engine, and on games with little or no story, the engine get's top priority.
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FluddFan |
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First thinking. It's something I spend a lot of time doing, not just for games, just in general. Think up storyline, uniquness (in terms of gameplay; What is going to make my game unique and something someone whould want to play?) After that, concept art. This includes the health meter, characters, etc. Once I have an idea, and pictures, I put them into words on paper. I write out the types of sprites, (SMB 3, M&L 3, etc.) characters, storyline, gameplay, pretty much everything. After I have an idea of what my game will be like, I start making the engine. Add feature, test, revise. Find bug, find source of bug, remove bug. And so on. Then, once I have an engine, I set out to make levels. I'll play other Mario games to get a feel of what I want my level to be like. Then, I draw out parts of a level, usually on pieces of paper lined up together. Then, I put my ideas for the level on paper. The enemies, the obstacles, the level number (ex: 1-4), etc. Then, I actually make the level, sarting out with the graphics, then adding the objects (Goombas, ? Blocks, Solid ground). And so on.
I think either the level design or story is most important. Because who cares how awesome and perfect your engine is, if the levels bore you to death? Story is usually what makes me keep playing a game, that or the level design. Even if a game has really annoying collision glitches, I'd still play it for good level design or story. But there is a limit to how buggy a game can be before it makes it horrible. *cough* KoopaKingdom *cough*
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Razz |
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| QUOTE | | Think up storyline, uniquness (in terms of gameplay; What is going to make my game unique and something someone whould want to play?) After that, concept art. This includes the health meter, characters, etc. Once I have an idea, and pictures, I put them into words on paper. I write out the types of sprites, (SMB 3, M&L 3, etc.) characters, storyline, gameplay, pretty much everything. |
Usually this method leads to frustration and eventual loss of motivation. Believe me, I've used this method before and it may seem like the proper thing to do, but it really isn't.
Usually when you plan the storyline and gameplay ahead of time, you end up setting an extremely high bar for yourself, which is one of the worst things you can do in game developement. When you make a game, you don't go in with the mindset "This game is going to be amazing, it'll blow everyone away", because chances are it won't. You design the game just for fun.
The best method (that works for me most of the time) is to simply go out there and program and engine. Don't plan anything, just program an engine. Once you have the engine, make the levels. Don't worry about the storyline until you feel that the game's engine is great and feels nice. In fact, some of the best games are the games that have no storyline whatsoever -- the ones that leave the player to decide what happened/what is going on in the world he's running around in.
I'm sorry for that really long post, I've been feeling really preachy lately, haha.
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FluddFan |
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| QUOTE (Razz @ Mar 7 2009, 06:28 PM) | Usually this method leads to frustration and eventual loss of motivation. Believe me, I've used this method before and it may seem like the proper thing to do, but it really isn't.
Usually when you plan the storyline and gameplay ahead of time, you end up setting an extremely high bar for yourself, which is one of the worst things you can do in game developement. When you make a game, you don't go in with the mindset "This game is going to be amazing, it'll blow everyone away", because chances are it won't. You design the game just for fun.
The best method (that works for me most of the time) is to simply go out there and program and engine. Don't plan anything, just program an engine. Once you have the engine, make the levels. Don't worry about the storyline until you feel that the game's engine is great and feels nice. In fact, some of the best games are the games that have no storyline whatsoever -- the ones that leave the player to decide what happened/what is going on in the world he's running around in.
I'm sorry for that really long post, I've been feeling really preachy lately, haha. |
Well, it works for me. You're partly right, though. By doing this you're designing the game for other people, rather that yourself. Which means you'll have to deal with their critizims and "unblownaway-ness" if you have put high expectations. However, while I do design the game for other people, I design it for myself, too. This way, if everyone hates the game, and I still like it, I'll be okay. I have used the "make it up as you go along" method before, and it frustrates me, because I'll waste a lot of time rushing myself to make levels or story, or whatever while programming and I'll go "I spent two hours and all I have is this?!" Then I curse myself and shut the computer down. The "designing for fun" is what keeps me going, because as much as I want to see how other people like the game, I want to play it myself.
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Soiyeruda |
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Because retarded looking women is fun. :S
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With me, I'm usually working on everything at the same time.
However, here's my basic priority list:
1) Concept/Story - I'll create the basic story, and how the game should be played first. - Create the basic story of the game - Have a rough idea about the places the main character travels to - Plan a beginning - Work on the gameplay a bit. 2) Basic Engine - The basic engine is mostly just the base. My goals here: - Create basic commands for the character (includes movement, jumping, etc.) - Create the most basic enemy AI (like a goomba) - Create a HUD (Lives, money, etc.) - And other basics. 3) Graphics - Work on a few of my graphics. Graphics tend to be all over the place, in that I could be working on them at any time in the other priorities. - Only create what is needed. 4) Sound - I consider sound last, as I'm probably not making my own. - Find basic background music (world map, first level, etc.) - Find basic sound effects (jump, move, coin, defeat, etc.)
From this point, I basically just grab/make whatever I need at any time. So Gameplay creation, graphics, sound, and concepts will go hand in hand.
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