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User_17502
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I realized there are a lot of budding developers that don't know exactly where to start but have caught the Development Bug. I thought it would be helpful to create a thread for them to find the most common advice as well as a place for people to discuss how to get the ball rolling on their own part.
I will start with my own advice. Feel free to disagree with me but make sure to substantiate your points so people can understand what you are thinking. We all want to enjoy some great games and the only way to do that is for people to learn how to make them.
Side Note: Any Admins reading this, I didn’t know where else this would fit but if there is somewhere else that this would be more useful please move it there.
These are my rules to Game Development.
DO NOT
I will start with my own advice. Feel free to disagree with me but make sure to substantiate your points so people can understand what you are thinking. We all want to enjoy some great games and the only way to do that is for people to learn how to make them.
Side Note: Any Admins reading this, I didn’t know where else this would fit but if there is somewhere else that this would be more useful please move it there.
These are my rules to Game Development.
- Just start. It doesn't matter if you are just starting with no knowledge about anything. If you keep procrastinating then you will never find the strength to push the ball and get the whole process going.
- Do what you want to do and enjoy it. If you don't enjoy what you are doing then don't do it. People can tell if the Dev hates their game or loves it more than life itself. Not all of Game development is fun. But if you hate doing it more than you like it then maybe you should stop torturing yourself.
- Have some good art assets already in stock before you push out a demo of your game.
- The first thing that people see is the art. The game could have an amazing story and a fantastic code but if your first image looks like a half assed piece of shit. Then no one is going to give a damn to play the game. (some people might but most wont.)
- If you suck at art then find someone else to do the art for you. I am absolute shit at art but instead I am doing all the coding and dialogue for my game. I won't release anything till I finish that end and get an artist on board that will complement my strengths.
- The first thing that people see is the art. The game could have an amazing story and a fantastic code but if your first image looks like a half assed piece of shit. Then no one is going to give a damn to play the game. (some people might but most wont.)
- Know the nature/goal of your game. Do you want to make it hard or easy for the player to get what they want. The best example of this is Big Brother. The game teases you for so long with your MC not getting in on the action however it allows the player to see scenes without the MC. This causes the player to keep playing because they are getting a taste of what they want but at the same time not able to do anything because they haven't progressed enough. If you do something like Summertime Saga then you will be constantly teasing the player with the women around the MC but he never gets any sex for awhile. Maybe he can see scenes of sex or he can see the women naked but he doesn't get to do anything in the beginning.
- You are telling a story through a game. If the story sucks then the game might suck too. People know that they are getting into when they download the game. They aren’t expecting the next bestseller but they are expecting not to get bored to death. Try and make the dialogue and plot interesting enough that people are willing to follow along till their next morsel of action. Nothing needs to be perfect but it should be coherent enough for people to enjoy without typos constantly making them second guess themselves.
- Make sure that your game is your own. Do what you want and not what the patrons want. Everyone cries "do it this way, I don't want that, I'm not paying for this anymore" but in the end whatever your fetish is people will pay for it so long as you deliver on promises and work hard on your game.
- Have a publically available schedule for everyone to see and you stick to it consistently people will keep coming back over and over because they trust that they are getting their money's worth.
- The demo is just a demo. It should give the player a taste of the game and the desire to see the rest of what you can do. This is your first chance to make an impact so make the demo free and then you can decide the rest for yourself after you see the response.
DO NOT
- Release a shitty demo of the game with bad art - release a super small day one with good art but not much to do and people will be hooked.
- Don't become a person that misses deadlines. if you need to change a date then do it but don't make it a regular thing. Excuses can only get you so far before people start ignoring them.
- Don't expect to be a success over night. It takes time for anything to become big so don't shill it everywhere just put your effort in and make sure that people know where to get it.