A simple rule in making your game
Posted: Sun Oct 22, 2006 9:04 pm
Many people jump into creating a game the instant they have an application to get their hands dirty.
However, as much as they WANT to create a game, the creator has no idea of the game they want, no sprites or tiles nor even an idea as to what the game is going to be like (rpg, fighter, adventure, etc.)
Many people pull their hair out deciding on what to do and eventually give up and say "Maybe this wasn't the right path for me.."
The rule is simple. Do not overwhelm yourself with creating an industry standard game the second you try it, it will NOT work.
Instead, try little tests on creative ideas.
Take your favorite game and try events out in little steps to practice for later.
While it seems you are wasting your time creating these little events, you are benefiting yourself on learning new ideas and possible outcomes in a game you may have an idea for.
And who knows, behind all those creations, you creating a massive amount of events, you may even come up with a game from all of your learning
Another example is to take your favorite game and replicate it to have a learning curve over events and how the system works.
Maybe you want to create a new Mario Bros. game with your own ideas, graphics and so on, create it!
Another issue many developers fall into the trap of is making their graphics and so many details work that they end up getting frustrated anyways about GETTING it to work.
First of all, do not worry about details, we are more worried on making this game work and planning it
Every GREAT game was planned, thought out thoroughly and carefully crafted. Too many developers fall into the trap of creating details the second they get their hands on it.
Just lee-way into something else until you get help on that detail and work on your game's story and events before anything.
It doesn't matter if Link doesn't have a sword or specific animations right now, we are more worried about getting our game planned out and ready for details LATER down the road
If you carry details out later you will only benefit yourself.
Make your rooms a bit defined and take events and actions simply, do not make them complicated at first.
Make a road of rooms and so on and see what works from there, even write the text in your favorite text editing program if you cannot get it to work in this engine.
Do not worry about Nintendo knocking on your door and suing you, create to your heart's content, that's what industry professionals do!
We are not trying to avoid copyright infringement, you won't even be selling your first project
Create, create and create!
As long as you create, you will come up with ideas faster than you can think
Maybe you want to create a Zelda like game but you want your story to be different, kind of like what I am doing
Don't just jump into the game the second you fire up the program, instead experiment with events and actions, see what works and how things behave, gain an interest as to what happens when you do so and so.
This may seem like a "this is wasting my time", but remember that this is actually giving you an education as your first step into the industry of game creation
If you are determined and ready to make a game, you are ready to learn the curves and specific rules of creating games.
Games do not come with a blue-print or instant-ramen (joke), you need to mix the ingredients yourself, and if it tastes good, it will sell
Remember, the game is as good as you make it.
If you see a screenshot of another game with outstanding graphics and a horrible story-line (vice-versa), you may say "well this program sucks then."
DO NOT beat yourself down, Game Editor is only as good as you make it to be.
Like most commercial games, these games were created by expert programmers, artists and designers and have been in the industry for years.
You are just a novice or a hobbyist working your way up, or if more experienced, gaining more insight
But remember, your game is only as good as you make it.
Experiment with more than one thing, try out a variety of events and actions and even make your own graphics.
Good luck on your game creations
However, as much as they WANT to create a game, the creator has no idea of the game they want, no sprites or tiles nor even an idea as to what the game is going to be like (rpg, fighter, adventure, etc.)
Many people pull their hair out deciding on what to do and eventually give up and say "Maybe this wasn't the right path for me.."
The rule is simple. Do not overwhelm yourself with creating an industry standard game the second you try it, it will NOT work.
Instead, try little tests on creative ideas.
Take your favorite game and try events out in little steps to practice for later.
While it seems you are wasting your time creating these little events, you are benefiting yourself on learning new ideas and possible outcomes in a game you may have an idea for.
And who knows, behind all those creations, you creating a massive amount of events, you may even come up with a game from all of your learning
Another example is to take your favorite game and replicate it to have a learning curve over events and how the system works.
Maybe you want to create a new Mario Bros. game with your own ideas, graphics and so on, create it!
Another issue many developers fall into the trap of is making their graphics and so many details work that they end up getting frustrated anyways about GETTING it to work.
First of all, do not worry about details, we are more worried on making this game work and planning it
Every GREAT game was planned, thought out thoroughly and carefully crafted. Too many developers fall into the trap of creating details the second they get their hands on it.
Just lee-way into something else until you get help on that detail and work on your game's story and events before anything.
It doesn't matter if Link doesn't have a sword or specific animations right now, we are more worried about getting our game planned out and ready for details LATER down the road
If you carry details out later you will only benefit yourself.
Make your rooms a bit defined and take events and actions simply, do not make them complicated at first.
Make a road of rooms and so on and see what works from there, even write the text in your favorite text editing program if you cannot get it to work in this engine.
Do not worry about Nintendo knocking on your door and suing you, create to your heart's content, that's what industry professionals do!
We are not trying to avoid copyright infringement, you won't even be selling your first project
Create, create and create!
As long as you create, you will come up with ideas faster than you can think
Maybe you want to create a Zelda like game but you want your story to be different, kind of like what I am doing
Don't just jump into the game the second you fire up the program, instead experiment with events and actions, see what works and how things behave, gain an interest as to what happens when you do so and so.
This may seem like a "this is wasting my time", but remember that this is actually giving you an education as your first step into the industry of game creation
If you are determined and ready to make a game, you are ready to learn the curves and specific rules of creating games.
Games do not come with a blue-print or instant-ramen (joke), you need to mix the ingredients yourself, and if it tastes good, it will sell
Remember, the game is as good as you make it.
If you see a screenshot of another game with outstanding graphics and a horrible story-line (vice-versa), you may say "well this program sucks then."
DO NOT beat yourself down, Game Editor is only as good as you make it to be.
Like most commercial games, these games were created by expert programmers, artists and designers and have been in the industry for years.
You are just a novice or a hobbyist working your way up, or if more experienced, gaining more insight
But remember, your game is only as good as you make it.
Experiment with more than one thing, try out a variety of events and actions and even make your own graphics.
Good luck on your game creations