WHAT PROCESS DO YOU DO TO MAKE GAMES?
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So, I just got back from studying for exams and doing a tonne of school work. Because of this long pause in my life I wanted to get back into making games. So my question is, what do you do in what order to make your games. Do you do the map first? The story? Personally I like to make the concept for the story, then make the map and create the game and all the related things and finish off with polishing it up while implementing the story.
You have to have an idea of the story, but you don't need to start with the story or flesh out the story. You have to know a bit about the world to do anything.
So if you starting with maps you know what the maps should look like.
Or if your starting with the combat the story may give you some insight as to how the skills and enemies should behave.
Story usually comes to me first, but there's been one time where gameplay mechanics came to me first. I really should write out a story outline rather than keeping the ideas in my head. It's pretty bad practice, especially since I've put games on hiatus for months on end. Anyway, I might open the editor at this point to get some databasing in. After that probably comes maps. Which is probably the worst part of game development for me. I've put incomplete games out there, and near-immediately placed them on haitus because I'm like, "Darigaaz, I am not up to making this next area."
Recently, I came up with a simple outline for gameplay based on a story I'm doing. (The story's outline is already done.)
During my lunch breaks at work, I have been coding in Ruby, just seeing what I'd need in order to made the idea that I have work. I do a little more each day. I assume that after a year of this routine that I'd have some sort of game.
During my lunch breaks at work, I have been coding in Ruby, just seeing what I'd need in order to made the idea that I have work. I do a little more each day. I assume that after a year of this routine that I'd have some sort of game.
I start with a setting and spend a few weeks fleshing that out, then pick some interesting point where something climactic is happening and start working on that specifically. Somewhere in here, I work out the basic gameplay.
Then, I write one outline by hand to get the general flow down. I copy that into a digital document and make changes as needed. Then, I expand that into a detailed outline separated by distinct areas of gameplay. For example, if I was designing a Zelda game, each temple would be its own section.
Next, I run through each character's actions to make sure they're consistent, because I feel like an idiot if they aren't and the story suffers to boot.
That all being done, I know all of the maps I'll need and all of the major characters. I can get an alpha built and then iterate over it to make improvements and optional content, like side-quests, if it's an rpg.
If I get a story I like and can't make it work within a game, I'll axe it in the beginning and write it as an actual story to avoid making a bad game out of it. Gameplay, on the other hand, is more versatile, so it's easy to fit a good gameplay idea into something.
Then, I write one outline by hand to get the general flow down. I copy that into a digital document and make changes as needed. Then, I expand that into a detailed outline separated by distinct areas of gameplay. For example, if I was designing a Zelda game, each temple would be its own section.
Next, I run through each character's actions to make sure they're consistent, because I feel like an idiot if they aren't and the story suffers to boot.
That all being done, I know all of the maps I'll need and all of the major characters. I can get an alpha built and then iterate over it to make improvements and optional content, like side-quests, if it's an rpg.
If I get a story I like and can't make it work within a game, I'll axe it in the beginning and write it as an actual story to avoid making a bad game out of it. Gameplay, on the other hand, is more versatile, so it's easy to fit a good gameplay idea into something.
If we just talk about designing games (before development) which is what I mainly do, then the order usually goes like this:
1. Think of a general genre I want to do. Usually I'm inspired while playing another game and thinking "Hmm this game would be nice if it added this and that."
2. Think about the general story and gameplay elements while lieing in bed (several nights).
3. Write down gameplay elements on a piece of paper (or a txt file). While doing this I usually get more ideas that can be added to the gameplay. I also might scrap ideas because playing them out of paper doesn't really work out too well.
4. Write down "story points" that list how the story goes, I often add something to the story (mostly plottwists) where it fits at this point. I will also think about how I can make the story unique and interesting here. At least some kind of conclusion that lets it stay in the player's thoughts.
5. Write down in-depth character growth (how the system exactly works) as well as several monsters and their stats. This also includes all kinds of skills and who learns which.
6. Create encounters in a way they are strategical/tactical.
7. Create general map layout (not how it will look like but rather how often the path splits and in which directions and where each direction leads).
That's basically it, the rest is done during development.
1. Think of a general genre I want to do. Usually I'm inspired while playing another game and thinking "Hmm this game would be nice if it added this and that."
2. Think about the general story and gameplay elements while lieing in bed (several nights).
3. Write down gameplay elements on a piece of paper (or a txt file). While doing this I usually get more ideas that can be added to the gameplay. I also might scrap ideas because playing them out of paper doesn't really work out too well.
4. Write down "story points" that list how the story goes, I often add something to the story (mostly plottwists) where it fits at this point. I will also think about how I can make the story unique and interesting here. At least some kind of conclusion that lets it stay in the player's thoughts.
5. Write down in-depth character growth (how the system exactly works) as well as several monsters and their stats. This also includes all kinds of skills and who learns which.
6. Create encounters in a way they are strategical/tactical.
7. Create general map layout (not how it will look like but rather how often the path splits and in which directions and where each direction leads).
That's basically it, the rest is done during development.
For me, I can't commit myself to a project without that initial spark.
That spark can be anything from a tiny bit of plot/concept (like... a game about anthropomorphic frogs), a setting that speaks to me, gameplay mechanic that pops into my head, etc. If I don't start with the spark, the creation process becomes slow and cumbersome.
From there, I usually delve into characters and plot. I like to know where I'm going, and who I'm going there with. Otherwise I'm likely to get lost along the way.
I'll spend a long time deciding on how the gameplay is going to work and create some test maps to implement it all. Then it's time to hunt down scripts for whatever I can't manage on my own. This stage usually involves a lot of bug fixes and patience.
Creating maps and custom resources go hand in hand, and I tend to approach them bit by bit. In other words, I'll map out the first area of the game and create my graphics for it. Then I'll create story and gameplay events for those maps, until I need to move on to the next area. Etc. etc. (I redo important events and cutscenes a lot, because my initial attempts usually work, but are messy messy.)
I tend to make a lot of changes to the story and characters as I go. New ideas come to me and usurp the old ones. Sometimes I have to go back and edit large chunks to keep everything consistent. By then I'm just praying the end result will be worth it.
That spark can be anything from a tiny bit of plot/concept (like... a game about anthropomorphic frogs), a setting that speaks to me, gameplay mechanic that pops into my head, etc. If I don't start with the spark, the creation process becomes slow and cumbersome.
From there, I usually delve into characters and plot. I like to know where I'm going, and who I'm going there with. Otherwise I'm likely to get lost along the way.
I'll spend a long time deciding on how the gameplay is going to work and create some test maps to implement it all. Then it's time to hunt down scripts for whatever I can't manage on my own. This stage usually involves a lot of bug fixes and patience.
Creating maps and custom resources go hand in hand, and I tend to approach them bit by bit. In other words, I'll map out the first area of the game and create my graphics for it. Then I'll create story and gameplay events for those maps, until I need to move on to the next area. Etc. etc. (I redo important events and cutscenes a lot, because my initial attempts usually work, but are messy messy.)
I tend to make a lot of changes to the story and characters as I go. New ideas come to me and usurp the old ones. Sometimes I have to go back and edit large chunks to keep everything consistent. By then I'm just praying the end result will be worth it.
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
1) Go into extremely deep gameplay design for characters, skills, equipment, items, enemies, battle formulas
2) Make the first few dungeons
3) Code most of the gameplay systems needed
4) Procrastinate for over a year
5) ???
2) Make the first few dungeons
3) Code most of the gameplay systems needed
4) Procrastinate for over a year
5) ???
- Plan out what sort of game you want to make.
- Write a brainstorming list of details for plot, equipment, whatever.
- Fiddle around with code stuff and/or play around with placements, enemy combinations, what have you.
- Actually make stuff.
- Test made stuff throughly.
- Make new stuff, once list of stuff to make is done. Save it.
This process has so far not yielded me a full-game because I always get hung up on the Doing It part.
So far, each game I've made has been the result of winging it.
1)Write up a general storyline
2)Plan genre and gameplay
4)Make up the rest as I go, map by map
5)Done!
2)Plan genre and gameplay
4)Make up the rest as I go, map by map
5)Done!
Similar to what GoatBoy said, I want to make a game when I have a story to tell, and this usually comes from a "spark" of inspiration. I absolutely love making fictional worlds, it's one of my favorite things to do, and the best way I can think of portraying a world is through a game.
That being said, the setting and story of the game usually ends up being something like the second and third major thing I do, since the first thing I do is conceptualize the reason why I want to make the game, and this ties back into the spark. The spark could be anything from an moving series of dreams I've had to a unique gameplay mechanic that I want to make come to life, or a combination of a few of these things. Once I've figured out what it is I want to create, how that thing is going to work in a game, and roughly how to go about doing whatever it is I want to do, I begin the rest of the process.
In bulleted form, I would say my process is like this...
Naturally at any point in the process things are subject to change, but I tried to organize that list to best reflect my creative process.
EDIT - Also, I usually end up designing one or a few boss fights and stuff like that before I actually start putting things together.
That being said, the setting and story of the game usually ends up being something like the second and third major thing I do, since the first thing I do is conceptualize the reason why I want to make the game, and this ties back into the spark. The spark could be anything from an moving series of dreams I've had to a unique gameplay mechanic that I want to make come to life, or a combination of a few of these things. Once I've figured out what it is I want to create, how that thing is going to work in a game, and roughly how to go about doing whatever it is I want to do, I begin the rest of the process.
In bulleted form, I would say my process is like this...
- Flesh out the core idea of my game
- Create a setting / story for the idea
- Create a story / setting for the setting / story I have
- If necessary, program the game engine
- Some time in the middle of the steps above, decide and flesh out what game mechanics I want to have
- If there's anything I still haven't completed at this point, be that engine/story/setting, I work on that until I'm comfortable enough with it to continue
- Organize/Create resources necessary for the game
- Put it all together until I have a final product
Naturally at any point in the process things are subject to change, but I tried to organize that list to best reflect my creative process.
EDIT - Also, I usually end up designing one or a few boss fights and stuff like that before I actually start putting things together.
author=SnowOwl
1)Write up a general storyline
2)Plan genre and gameplay
4)Make up the rest as I go, map by map
5)Done!
What's step 3?
author=CashmereCatauthor=SnowOwlWhat's step 3?
1)Write up a general storyline
2)Plan genre and gameplay
4)Make up the rest as I go, map by map
5)Done!
That's the secret ingredient.
author=SnowOwlauthor=CashmereCatThat's the secret ingredient.author=SnowOwlWhat's step 3?
1)Write up a general storyline
2)Plan genre and gameplay
4)Make up the rest as I go, map by map
5)Done!
I bet it either involves conversing with a Lovecraftian horror or making ants on a log for extra energy.
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
"Behold! The technique I learned " +
def get_technique_from() {
return(choice({
"from my father",
"from my sergeant",
"from my old master",
"from a thousand year old scroll",
"from a mystical tablet",
"by focusing on what's important",
"by following the way of justice",
"by having a puzzling flashback",
"from a couple of wise old monks",
"from a little guy which appeared out of a magical book",
"from my sensei",
"from wise old sages",
"after entering a cheat code",
"off the internet",
"from deep within my own heart, that I think somehow I've always known"
"by activating an arcane orb",
"by practice, vitamins and prayer",
"just now while you were looking the other way",
"from a weird old man who told me to paint his fence",
"after sniffing too much glue",
"because it's the final battle of this story",
"because of some weird plot device",
"after whining at my GM",
}));
}
+ "! SHINING GAME FINISHER!"
def get_technique_from() {
return(choice({
"from my father",
"from my sergeant",
"from my old master",
"from a thousand year old scroll",
"from a mystical tablet",
"by focusing on what's important",
"by following the way of justice",
"by having a puzzling flashback",
"from a couple of wise old monks",
"from a little guy which appeared out of a magical book",
"from my sensei",
"from wise old sages",
"after entering a cheat code",
"off the internet",
"from deep within my own heart, that I think somehow I've always known"
"by activating an arcane orb",
"by practice, vitamins and prayer",
"just now while you were looking the other way",
"from a weird old man who told me to paint his fence",
"after sniffing too much glue",
"because it's the final battle of this story",
"because of some weird plot device",
"after whining at my GM",
}));
}
+ "! SHINING GAME FINISHER!"
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