YOUR PROCESS WHEN MAKING A GAME
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Let's start a discussion. What is your process you go through when designing a game? What annoys you when designing the game?
For me, when i begin a new game i usually plan out the main story, characters etc first on a computer document before starting to design it. I then usually start work on any features i have decided to add such as CBS, CMS and then i begin mapping and adding in the events. Nothing really annoys me when i'm designing a game.
For me, when i begin a new game i usually plan out the main story, characters etc first on a computer document before starting to design it. I then usually start work on any features i have decided to add such as CBS, CMS and then i begin mapping and adding in the events. Nothing really annoys me when i'm designing a game.
I generally start with the story on paper. Then I work in dungeons and flesh out the gameplay on paper and make sure the story is playable. I decide which information is revealed when and the first thing I'll do in the database is characters and items.
Next is probably (and was in Beyond Eden) the CMS.
The last thing I do is the intro because I rewrite it over and over anyway.
What annoys me is the tiny window in the monster group battle events screen. Also, doing an Examine skill is annoying and useless, but I always feel compelled to add one.
Next is probably (and was in Beyond Eden) the CMS.
The last thing I do is the intro because I rewrite it over and over anyway.
What annoys me is the tiny window in the monster group battle events screen. Also, doing an Examine skill is annoying and useless, but I always feel compelled to add one.
LoH is the only scripted game I have.
I basically play my own game as a player repetitively test playing it and seeing what I want to add next. It helps me improve my abilities and my mapping.. experience is the best teacher.
I basically play my own game as a player repetitively test playing it and seeing what I want to add next. It helps me improve my abilities and my mapping.. experience is the best teacher.
I just work... Talking and planning wastes time for something that no one will remember.
I have come up with 200 page scripts for games only to not actually make the game. I've had 30 pages of a script and a 1 hour game that was stellar, but there were technical errors that I couldn't fix that caused the game to crash at random parts of the game.
Planning and talk is fun, but I work, then plan and talk. Anything else is just unproductive for something that no one will remember.
I have come up with 200 page scripts for games only to not actually make the game. I've had 30 pages of a script and a 1 hour game that was stellar, but there were technical errors that I couldn't fix that caused the game to crash at random parts of the game.
Planning and talk is fun, but I work, then plan and talk. Anything else is just unproductive for something that no one will remember.
I never do any "paper-planning". I do pre-plan, of course, but 100% of it is in my head. Basically, the key to my current game development process is skipping around between different things so I don't get bored. For instance, on my brand new project, which I just started two days ago, I have already done all the following, in roughly this order:
*Imported some resources
*Made one map
*Imported more resources
*Made another map
*Imported more resources
*Made the main characters in the database.
*Created, scripted and playtested a few custom skills
*Made the hero's starting equipment
*Made another map
*Made the title screen
*Made the items in the database
*Imported more resources
*Created the heros' starting skills in the database.
*Created an enemy.
*Created another custom skill, and playtested.
And now I plan on making some maps.
You get the idea. In generally, I skip around as much as possible to keep myself interested. It worked fine for mage duel, only problem is...I skipped right onto another project, which is another thing I do way too often. (Besides Mage Duel and new mystery project, I have....say, at least four high profile game projects that have been advertised, demo-released, and never completed, and another four unfinished games that have never been released in any form. Some of them are canceled, some are canceled by default, and some are just in development limbo because I lost interest. And that's just counting projects I started in the last four years.)
So my development process we have determined is clearly somewhat scatterbrained.
Oh, and as a final note...my LEAST favorite part of game development is mapping, although I'm no longer terrible about it. SOOOO tedious. I would love to hook up with a partner to do all the mapping one day.
*Imported some resources
*Made one map
*Imported more resources
*Made another map
*Imported more resources
*Made the main characters in the database.
*Created, scripted and playtested a few custom skills
*Made the hero's starting equipment
*Made another map
*Made the title screen
*Made the items in the database
*Imported more resources
*Created the heros' starting skills in the database.
*Created an enemy.
*Created another custom skill, and playtested.
And now I plan on making some maps.
You get the idea. In generally, I skip around as much as possible to keep myself interested. It worked fine for mage duel, only problem is...I skipped right onto another project, which is another thing I do way too often. (Besides Mage Duel and new mystery project, I have....say, at least four high profile game projects that have been advertised, demo-released, and never completed, and another four unfinished games that have never been released in any form. Some of them are canceled, some are canceled by default, and some are just in development limbo because I lost interest. And that's just counting projects I started in the last four years.)
So my development process we have determined is clearly somewhat scatterbrained.
Oh, and as a final note...my LEAST favorite part of game development is mapping, although I'm no longer terrible about it. SOOOO tedious. I would love to hook up with a partner to do all the mapping one day.
There is value in the planning process, and that value increases proportionally to the amount of people who are involved with your project. It is also a necessity if your project is commercial.
I am working with Craze on a project and planning is essential to the process. What would happen if Craze and I started working on the same location or same section of the database? One of us will be losing the work we did PLUS wasting time that could have been spent on something that would have been used.
For a one-man rm* game, though, it is not really essential to plan much of anything since no one's job is conflicting and it is a fundamentally personal thing. Having said that, I disagree with maia on plans having no meaning - this is blatantly untrue in my opinion. Having a plan makes your project more cohesive and allows you to structure stuff around what you will be working on in the future. This is not saying its necessary - but that it can be helpful and have an impact on one's project.
That about sums it up.
I am working with Craze on a project and planning is essential to the process. What would happen if Craze and I started working on the same location or same section of the database? One of us will be losing the work we did PLUS wasting time that could have been spent on something that would have been used.
For a one-man rm* game, though, it is not really essential to plan much of anything since no one's job is conflicting and it is a fundamentally personal thing. Having said that, I disagree with maia on plans having no meaning - this is blatantly untrue in my opinion. Having a plan makes your project more cohesive and allows you to structure stuff around what you will be working on in the future. This is not saying its necessary - but that it can be helpful and have an impact on one's project.
That about sums it up.
I've individually developed my RM* game for six years now, so my style has evolved a bit over the years.
In general, though, A broad vision of how I want my RPG to play out is in my head. Specific characters, events, locations, and timelines I think of are all documented and revised as progress continues. In this way, detail just comes with time.
Then there's a specific idea in mind for the next few dungeons, towns, events, and so forth. I typically just bring a notepad with me to class and start writing dialogue for events while simultaneously creating and finding the resources I need.
After that, I create the maps and bring everything together with the events. Once I release something, I get some feedback and revise whatever needs to be then I repeat the process.
In general, though, A broad vision of how I want my RPG to play out is in my head. Specific characters, events, locations, and timelines I think of are all documented and revised as progress continues. In this way, detail just comes with time.
Then there's a specific idea in mind for the next few dungeons, towns, events, and so forth. I typically just bring a notepad with me to class and start writing dialogue for events while simultaneously creating and finding the resources I need.
After that, I create the maps and bring everything together with the events. Once I release something, I get some feedback and revise whatever needs to be then I repeat the process.
Planning is pretty essential for me. It makes me remember what the overarching goal/theme/point of the game is. If I don't have things drafted and planned out, I'll get lost in all the nitty gritty details such as making maps or doing other random features.
Other people probably don't have this problem, but it works well for me, and it might work well for others.
Other people probably don't have this problem, but it works well for me, and it might work well for others.
author=dragonheartman link=topic=1965.msg32389#msg32389 date=1221699633
In general, though, A broad vision of how I want my RPG to play out is in my head. Specific characters, events, locations, and timelines I think of are all documented and revised as progress continues. In this way, detail just comes with time.
That, usually.
This time I'm trying to actually be thorough and write something decent. It's a lot more difficult. For the first time I have a file on my computer actually outlining what needs to be done (including future designs, ideas and how complete it is). Also, if I think of something while I'm out or at school, I just save it on my phone and then update it later.
I would like to amend my previous post to the following:
I dread mapping. I do every other thing possible first to procrastinate mapping. I try and make games with as few maps as possible (see MAGE DUEl) to try and avoid mapping entirely, and when I do map, I approach it with the enthusiasm of a trip to the dentist's.
I dread mapping. I do every other thing possible first to procrastinate mapping. I try and make games with as few maps as possible (see MAGE DUEl) to try and avoid mapping entirely, and when I do map, I approach it with the enthusiasm of a trip to the dentist's.
That's no good, man. For your sake, try to get better at it so you can have a better attitude towards something that's more or less necessary for most of the game making process.
Well, actually, my attitude is better than it used to be.
My attitude at one point was "well, I hate mapping, so I'm just going to spend no time on it and do a crappy job." Now it's changed to "I hate mapping, but since mapping is all most people care about, I need to spend enough time on it to have good looking maps".
Anyway, in spite of my hatred for it, I've made three complete games in my indie game making "career", so, that amounts to having made more maps in RPG Maker than just about anybody but like, iishenron or harmonic. I guess it's more that I'm damn tired of it than that I just abhor it. Gameplay, story, etc. these things hold some interest for me still, but I feel like I've already derived all the pleasure I was ever going to derive out of mapping.
My attitude at one point was "well, I hate mapping, so I'm just going to spend no time on it and do a crappy job." Now it's changed to "I hate mapping, but since mapping is all most people care about, I need to spend enough time on it to have good looking maps".
Anyway, in spite of my hatred for it, I've made three complete games in my indie game making "career", so, that amounts to having made more maps in RPG Maker than just about anybody but like, iishenron or harmonic. I guess it's more that I'm damn tired of it than that I just abhor it. Gameplay, story, etc. these things hold some interest for me still, but I feel like I've already derived all the pleasure I was ever going to derive out of mapping.
Only have one project to speak of. Story came first, with the fundamentals locked down before development. Then, I work on the battle system. That's where I'm at now. I wish I was done with it, I'm kinda tired of coding at the moment. Once I get that out of the way, I feel that the way will be finally open to start making the game proper; mapping, enemies, scenes, all that fun stuff. I'll just need to tough it out and finish up that coding. It's getting there; bit by bit, and if I keep at it every day, it'll be done before I know it.
I really enjoy coming up with user interfaces also, so I'll have fun designing my menus when I get to that point as well. There's lots to do =)
I really enjoy coming up with user interfaces also, so I'll have fun designing my menus when I get to that point as well. There's lots to do =)
My process with making a game is making high expectations, getting hyped up, then losing all motivation about 5 maps in, trash the project, start over with the good ideas in the previous project, rinse, repeat. Thus I have never completed a project.
i tend to just think of something i think is cool, something from an anime, or book, or game, or whatever. then i take that idea and i mold it a plot, then i start the prep work, and then start working.
the only thing that annoys me is my own procrastination, i never work on games, even when i want to.
the only thing that annoys me is my own procrastination, i never work on games, even when i want to.
I dunno, I'm a bit of a nerd :P. Before I start any project I plan out basic Character Plot lines as well as a Background upon which I can build. Rather than going straight to the Engine, I then start Scripting. I like my games to act as if they can be read as a Manga or watched as an anime, thus Scripts contain heavy emphasis on Character Personalities, and actions which are reserved for Characters possessing certain personalities and values. After 1 or 2 Chapters have been established, that is when I start up RM2k3. I never complete my Character List, merely I create Characters that are present in my games current lenght (Usually 3-4). With this completed I begin work on Sprites as well as Animations. Since I am a simple man, the majority of my Resources are RTP, Custom, or Heavily Edited. The Resource creation is essential for me, and it is often edited based on the information I think up and add to my scripts. With the information I have edited on my Characters, I begin the Character Creation process. The rest of the Games Database then follows and I move on to mapping. Once completed Scripts and dialogue are added and each Chapter is constructed 1 by 1.
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