Author Topic: Game Dev Process  (Read 8554 times)

0 Members and 1 Guest are viewing this topic.

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: Game Dev Process
« Reply #15 on: August 07, 2012, 07:59:40 pm »
I should take some notes here... Because I WILL finish a project before the end of this year! :p

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: Game Dev Process
« Reply #16 on: August 07, 2012, 09:58:54 pm »
lol I see your signature... it seems you are a bit of a procrastinator :P

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Game Dev Process
« Reply #17 on: August 07, 2012, 10:45:53 pm »
It is also a good idea to not keep your browser open if you want to progress a lot on your project one day, unless you need help. Else you might end up procastinating.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline Scipi

  • Omni Kitten Meow~ =^ω^=
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1547
  • Rating: +192/-3
  • Meow :3
    • View Profile
    • ScipiSoftware
Re: Game Dev Process
« Reply #18 on: August 08, 2012, 12:43:22 am »
It is also a good idea to not keep your browser open if you want to progress a lot on your project one day, unless you need help. Else you might end up procastinating.

I probably need to do this :P I tend to want to work on a project, lose track of what needs be done/how to go about doing it, then find myself play testing MafiaBot with Sorunome or something XD

Imma Cat! =^_^= :3 (It's an emoticon now!)
Spoiler For Things I find interesting:
Spoiler For AI Programming:
Spoiler For Shameless advertising:

Spoiler For OldSig:





Spoiler For IMPORTANT NEWS!:
Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Game Dev Process
« Reply #19 on: August 08, 2012, 12:51:43 am »
What I do is really think through the project first. Is this something you'll have the time to finish to completion? Is it something that's creative and fun? These are often things people forget before the come out with a half-assed project, and I certainly made this mistake many times in my calc programming career.

Then, try programming out a simple engine. What does your game really revolve around? Is it possible given the limited capabilities of the system you're running it on? Do you have the expertise or access to help that can bring that engine to completion? Sadly, I've had quite a few projects that I just didn't know how to program.

Once you've got that down, the hardest part is imminent. Designing your game. Levels, storyline, etc. What I've done in the past is take a laboratory notebook with graphed paper and fill page after page with tilemaps. It's often much easier to plan out on paper, but you can program a level editor if you don't feel like doing that manually.

And then the easy part - optimizing and packing! Do some fine-tuning; make that creation really shine. Lots of games fail because they just don't have that spark. I try to put something interesting in my projects, whether it's the graphics or just some special particle effects. Share it with your friends, so they can tell you what sucks and what's good. Once you know people are definitely going to like your project, post your creation on the interwebs, and hopefully something will come of it!
« Last Edit: August 08, 2012, 12:51:55 am by leafy »
In-progress: Graviter (...)

Offline V1mes

  • LV3 Member (Next: 100)
  • ***
  • Posts: 83
  • Rating: +7/-0
  • Ma-Heki!
    • View Profile
Re: Game Dev Process
« Reply #20 on: August 08, 2012, 06:35:52 am »
Woah we could write a guide with all these different methods :P

At the moment, I find myself writing out each new feature (e.g. level generator) as a separate program and nailing that before moving on to the next big part of the game/engine...
Also for all of my ideas I always have a visualization of the final gameplay; I also play through any new ideas in my head before committing them to paper, and then before I start I run through them all as a check.
I suppose the key here is to get as much experience completing projects as possible.
Nom nom nom

Spoiler For Do a barrell roll:

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Game Dev Process
« Reply #21 on: August 08, 2012, 07:39:22 am »
As everyone is different, each person will have unique things that work better for themselves. I'd personally say that at least some degree of planning (and research) is good. That way it will be easier to reach your final destination. It also helps if you have a fairly clear idea of what you want to make when you set out.

I'd also go on to say do not under estimate the value of letting others test it as you go. It gives you the chance for someone outside of the project to give you feed back. Not only can the help finding bugs, but they can also let you know what doesn't work out gameplay wise or if something just isn't fun.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Game Dev Process
« Reply #22 on: August 08, 2012, 11:44:56 pm »
Another tip for on-calc, petit-computer and other similar projects where you code either on the device that runs it or another portable device such as a laptop:

-Please always keep an eye on your laptop/calc/etc! Never ever keep your calc in your pencil case on your school desk or in your backpack while it's on your back! Otherwise, don't be surprised if one day, it's gone due to somebody stealing it. The only safe way to bring a calc with you other than constantly keeping an eye on your calc or where it's in is having pants with deep pockets and putting it there (which is what I did).

A few cases of project demises and calc programming retirements in the TI community are stolen calcs.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)