Hello
I'm actually working on my project but I see that there is more things that I thought so I'm a bit lost .
This is why I ask you the question : what do you make first when you want to create a game ? Do you draw some artworks, screens ? Do you make detailed plans of each function ? Do you make code to find some usefulness later ? How long do you do this ?
I'm listening to the voice of experience
Need voice of experience.
Need voice of experience.
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Re: Need voice of experience.
What I usually do first is a prototype. The graphics don't really matter at this point, neither does the code. First, I have to know if the gameplay is any good. A fun game should be playable with no to very little art at all. A prototype shows you if investing more effort into your idea is worth it.
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Re: Need voice of experience.
I usually start with a text document outlining where I want to go with the project. I plot out basic characters, setting, game mechanic, controls, etc. Depending on the genre of the project, I may do some sketches (draw the main character, adventure games usually get maps, that kinda stuff). Then I make a basic prototype with as little art and other distractions as I can get away with. Fighting game? Make a stack of punchable squares. Platformer? Make a circle that can jump around. You get the idea: don't worry at first about menus or alternate control schemes, just get a game mechanic put together.
Usually it takes a few weeks before the game is worth really talking about. I try not to get too bogged down in planning because that usually leads to bigger and bigger plans that never come to fruition. Just do enough to identify hurdles before the come up and generally have realistic goals.
Sorry I can't give you anything more specific, but it's a very individual thing. Each person, and each of their projects, is going to be different.
Usually it takes a few weeks before the game is worth really talking about. I try not to get too bogged down in planning because that usually leads to bigger and bigger plans that never come to fruition. Just do enough to identify hurdles before the come up and generally have realistic goals.
Sorry I can't give you anything more specific, but it's a very individual thing. Each person, and each of their projects, is going to be different.
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Re: Need voice of experience.
This.tentus wrote:Sorry I can't give you anything more specific, but it's a very individual thing. Each person, and each of their projects, is going to be different.
I would, however, recommend prototyping. LÖVE is especially a good prototyping engine, so why not take advantage of it?
Help us help you: attach a .love.
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Re: Need voice of experience.
I think I've gone overboard with prototyping personally, but it works so I stick with it. I put almost everything in a prototype. Even prototypes in prototypes. But it keeps me more organized. Kind of. I guess.
Re: Need voice of experience.
I'd first try and prototype a game, if you're thinking of a zelda based game just go with the zelda formula and you can find zelda sprites and tiles everywhere..
Think of a game type first as do you want something like mario or something fast paced like sonic, it's like with a-rpgs do you want something slow like zelda(the 2d games were slow) or fast like the mana games?
But since love2d doesn't have any editor I'd first work on getting to know how to control maps, make your character move around, creating events/npcs for a room etc.
Think of a game type first as do you want something like mario or something fast paced like sonic, it's like with a-rpgs do you want something slow like zelda(the 2d games were slow) or fast like the mana games?
But since love2d doesn't have any editor I'd first work on getting to know how to control maps, make your character move around, creating events/npcs for a room etc.
Re: Need voice of experience.
I usually open GIMP and start drawing more or less randomly. Nothing that I'll use in game, I guess you could call it artwork. It should sort of set the tone of the game you want to make. But that's just me. After that, I do whatever I think is most fun (which is usually programming or sprite drawing).
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Need voice of experience.
Yes, I think this is what I missed. I shoudn't take care about details in first time and make minimal tileset and map to start. (I want to make a RPG)tentus wrote:I usually start with a text document outlining where I want to go with the project. I plot out basic characters, setting, game mechanic, controls, etc. [...] don't worry at first about menus or alternate control schemes, just get a game mechanic put together.
I working on this part : should I make one file per function ? I'm not well organised ...Rukiri wrote:But since love2d doesn't have any editor I'd first work on getting to know how to control maps, make your character move around, creating events/npcs for a room etc.
I write how I see my game on a copybook but I have always more and more ideas I should stop writingT-Bone wrote:I usually open GIMP and start drawing more or less randomly. Nothing that I'll use in game, I guess you could call it artwork. It should sort of set the tone of the game you want to make. But that's just me. After that, I do whatever I think is most fun (which is usually programming or sprite drawing).
Thanks for your good advices, it is more difficult that I expected but I will not give up.
( Little technic question : are always the variables global or only when put in love.load ? )
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- Trappingnoobs
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Re: Need voice of experience.
I wouldn't do one per function, but use as many files as you like. I usualy group mine into categories; such as map functions; classes (I use an OOP implementation I made), etcschael wrote:I working on this part : should I make one file per function ? I'm not well organised ...Rukiri wrote:But since love2d doesn't have any editor I'd first work on getting to know how to control maps, make your character move around, creating events/npcs for a room etc.
Re: Need voice of experience.
I now understand why I don't understand OOP with LUATrappingnoobs wrote:I use an OOP implementation I made
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