WHEN TO DECIDE ENOUGH IS ENOUGH?
Posts
author=bulmabriefs144
But obviously, pro game developers release games as finished, so there is a standard for finished.
- All plot quests finished. Final boss and ending of sorts.
- All sidequests done (or discarded/hidden if unfinished).
- If there's extra game-plus content, this is all done too.
- No obvious glitches.
- Most of the people involved want to stop working (it's easier, therefore, for a large group to make a finished game than one person since one person can't be outvoted)
I would say this is only partially true. Almost every developer (including "pro" developers) have something they wanted to include in their projects to strengthen it but couldn't, and I know this as I've talked with those people who make stuff like movies and games. You aren't considering that in a professional environment, there are two things working against you: Time and Money. Thus, deadlines have to exist in order to accommodate the time and money spent on making a project, and an ending needs to happen at one point or another. Also, I've ecountered no person who really wants to "stop working" on a project unless they are undedicated.
This is harder to determine as an indi/amateur game developer, though, because the factor of time and money isn't always an issue for us.
I think to remedy this, and I did this with "Tina of the Stars" to finally get that game finished, you need to play your game again, analyze it, and determine whether your project really stands on its own at its current state. People would rather play a game that FEELS "complete" than one that adds a lot of crap.
author=Xenomic
and others say just wait until the story is 100% done before working on the database.
That is the best approach in my opinion, and it's the one I am taking with my current game. By laying out the entire story, where the player goes all along the way, it helps to give you a MUCH clearer image in your mind of precisely what you will need to complete your game. Everything just falls into place. You know what sort of graphical style every location needs, what scripts or resources you'll need for various portions. It's my first time planning a game this way, and honestly? It's going really well. There's no other way I'd rather do things now.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't think he meant 100% planned, though. I'm pretty sure he actually meant 100% done. As in, every NPC and cut scene evented, in play, and finalized.
Pretty much what Locke said. I already have everything as planned out as it's going to be (obviously, some things are subject to change). So I already know what I'm going to do with the story and all that jazz. It's just getting to that point via mapping everything out, having all of the dialogue set up, monsters set up, abilities set up, etc.. Which before I WANT to get any further than I am, I want to make sure that things in the database are done first, especially when it comes to things that may require having to edit for new stuff, such as ability upgrades and whatnot.















