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> What development phase is top on your list?
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DaggerHog
Posted: Mar 8 2009, 12:07 PM
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This avatar MUST GO.
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hmm, i usually try to iron out any bugs or glitches in the engine. then i work on level design.

sprites and sounds usually come last.


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M. C. Productions
Posted: Mar 9 2009, 09:08 AM
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Mario series' gals = #1!
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QUOTE (Raccoon Sam @ Mar 6 2009, 01:13 PM)
Hardest thing is the coding.
I get good ideas every now and then though.

Coding as in "Events List" (regarding Clickteam products) as well as the Game Maker "events area"? Sorry, I've been comparing the two recently. tongue.gif
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M. C. Productions
Posted: Mar 9 2009, 09:16 AM
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Mario series' gals = #1!
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QUOTE (Soiyeruda @ Mar 7 2009, 06:33 PM)
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.

Awesome; only that I have the first two switched around. tongue.gif IMO, gotta get the beginning portions out of the way before working on the real game itself.

However, I do agree in making sure the main game engine is finalized before diving into stage development itself. As for related sprite materials, I get those when it's time to deal with a certain amount of levels. tongue.gif
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Treeki
Posted: Mar 9 2009, 10:25 AM
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He's adorable, you can't deny it. :<
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I haven't made or worked on a fangame for about a year.

When I did, I typically worked like this:

Collect graphics, make engine, design about 2-3 horrible levels, think of all sorts of cool features I can add (but obviously never get coded) then get de-motivated and stop working on it and make something else.


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