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Post by cardigenette of corn spoon not on Oct 17, 2015 4:22:18 GMT
Is there anyone out there?
well, if you can hear me, I am asking a question about structuring a game. I'm curious as to how to actually approach making a game properly so it doesn't turn into a shitty mess, so if anyone has any points that would be helpful. More specifically I don't actually have a question to ask, but interested in discussion.
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Post by cardigenette of corn spoon not on Oct 17, 2015 4:23:45 GMT
draw the game on a paper. why is my character here in the world.
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Post by orange08 on Oct 17, 2015 16:55:09 GMT
for the most part i dont think you need to worry about it becoming a mess
unless you have a lot of objects and stuff without using folders I like to organize stuff into folders in GameMaker
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Post by crozier on Oct 17, 2015 18:29:22 GMT
So I'm taking an advanced game design course at uni and my situation may be a tad different than yours, but keeping an organized list of what to do and when to do it works pretty well. While our current project is a group project, we've spent some time writing up a to-do-list on trello, and that helps. Until now- most of my game projects have just been me bull shitting around in game maker, and doing stuff as I go, but having a list of art assets/ scripting/ music/ all that stuff keeps us at a steady pace. Deadlines, planning, discussions over coffee, creative talk, all that. I'm the sound & music designer/ video editor, so that's kinda cool.
But, the biggest thing is to have a unique idea that you want to stay motivated for.
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Post by cardigenette of corn spoon not on Oct 19, 2015 8:20:12 GMT
Thanks for the responses.
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Post by fawfulbeans on Oct 30, 2015 12:12:32 GMT
in my experience, I've thought about making a design document and record of things. I haven't done it much, but the idea is a good one as it lets you know exactly where you stand. However, you need to have a good idea of what you are doing, and sometimes you need to start making something before you have that figured out.
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Post by cardigenette of corn spoon not on Jun 17, 2016 3:59:44 GMT
I agree with you fawfulmp. I've been writing a word document about the game I'm making, trying to explain to myself why the world is the way it is and why the objects you see are there. It's been really helpful so far, because i get more of an understanding of where I want to go with the game and what should be added next.
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Post by orange08 on Jun 17, 2016 12:37:58 GMT
it helps greatly if you know where the game's destination is, for example, if it is an adventure, knowing how the adventure ends. That way you know exactly what you are working towards.
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Post by fawfulbeans on Jun 26, 2016 22:14:49 GMT
that's something that's been in the back of my mind bothering me. I've been working on a game but I don't have a clear idea yet about where I'm going with it, and I know that I should have the ending planned to inform the rest of the game. At the moment I've just been trying to feel it out, while thinking about the kind of general feelings and ideas I want to make. I know I want to make an adventure or journey through lots of different environments with separate characters and scenarios, but it's difficult to justify going through with all that before I know the start and end point, even though that's not as important to me as the world and the adventure. Knowing this can really kill the creativity so I have to be careful how I think about it.
I've been doing a bit of writing about it like Jake, but in as chaotic, occasional notes. Things mainly float around my head and gradually come together, which has been slowly working. But really I think I'll take your advice jake and try out writing more extensively about what i'm actually trying to achieve
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Post by cardigenette of corn spoon not on Jun 27, 2016 6:54:40 GMT
I want my games to feel improvised, odd, jarring at times, and want them to feel pretty random I guess. but there needs to be an underlying string of cohesion throughout the whole thing... which can be hard to make. I kind of like the world to feel 'staged' like theatre, and i think improvising a lot and keeping things technically simple can achieve that sort of feeling. I suppose having an idea for the start and finish can help, but i keep changing my mind about what should happen.... i cant really stick to a plan, or i can only follow it very loosely i think. and I really can't say anything about what I should do until i've started making something and I just mostly have to feel where the game is going itself rather than saying 'it must end like this'. e.g. the look of the player character can completely make me change my mind where the adventure should go, where the character comes from and where they are going. cos it is awkward if the char doesn't actually fit story of the plan you made, which makes me thingk 'no, it should go like this!' so I change my mind and don't stick to plan. but to get that cohesion i guess it's simply to refer to similar things throughout the adventure and make sure they all vaguely fit within some bigger unseen context
so it is probably good to write a document about why the world is like this and write what the bigger context is. then you have something to refer to.... then you can and should do whatever you feel like, whatever you think the game needs for possibly no explainable reason, and by only a few elements of the adventure bring it back to the plan in the document
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Post by fawfulbeans on Jul 1, 2016 16:02:01 GMT
I think there is a lot to be said for improvising or just seeing where the project takes you. Planning is ggood because it's nice to finish things that you start but a cool man once said you never make exactly what you set out to achieve and that is cool and tubular
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Post by cardigenette of corn spoon not on Mar 18, 2017 6:37:18 GMT
i think improvising is really good but you have to be ready to see your project as a 'failure'because I suppose there is a higher risk of it not working out how you'd like, but then it is interesting to try and look at failure as a good thing, and see the positives you get out that project turning out differently. I've been learning to try stop hating my work I don't like as much, and remember that a lot of good stuff came out of doing it rather than it being a waste of time
a funny thing often happens when I intend to do things badly i'm probably going to like the result, cos you get this magic confidence then, because in your mind you tell yourself 'it was meant to be bad' so then i can just laugh whatever the result lpl
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