Thought process and coming up with ideas for your games

Iyarashi

Newbie
Apr 4, 2021
18
17
Hello, it's me with yet another question and potential discussion!

Since I am creating my very first game, I am genuinely curious about the thought process and various ways you come up with ideas for your games! I wonder whether you wait with development until some ideas come up in your head or you're sitting silently in your room, staring at your monitor and work hard to come up with something. Also, how are you planning your games? Do you prepare your story's and character's outlines in advance or do you do it as you go?

In my case, I often walk around my room with some chill lo-fi music in the background and talk aloud to myself. This helps me create the whole image in my head. I like to act out some of my dialogues irl to see if it's how one could behave in a particular situation or if the dialogue sounds super weird or cheesy. I like to take notes, but they are pretty much chaotic in my case.
 

Deleted member 167032

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Toilet....

Yes when Im on it all the shit of the day disappear and my brain... well it becomes light and clear. I shit you not.
Mostly ideas pop up anytime. What i can say is leave some areas of your story open for "winging" it parts or parts that you have an idea on but not yet totally sure about. Some breathing room i guess it's called.

That is it.
 
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Iyarashi

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Apr 4, 2021
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I take it you are going to make a HS or Hentai type game?
Not sure what HS stands for but yeah, hentai game for sure. Zombie-themed, survival/management/adventure game. I am a huge fan of Zombies and played a bunch of such games and got some pretty neat ideas that weren't used in them. I always thought that the survival/management part in those games was pretty lacking. It was either too easy or you could just not care about collecting basic resources and still manage. I also thought there is not a lot of.. actual zombie x human scenes in general. Just "you saved me, you have big dick, let's fuck" type of a deal between MC and survivors. Those games were still pretty fun, though! There's not a lot of games in this genre, I think.
 

AstorethGames

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Game Developer
Mar 22, 2021
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Personally I just chill think of nothing in particular and then some idea comes up. I collect some of those ideas and try to piece them together
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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I wonder whether you wait with development until some ideas come up in your head or you're sitting silently in your room, staring at your monitor and work hard to come up with something.
It totally depend of the writer and his personality. Someone who tend to be rational will sit and start working on his story, making it appear while writing. At the opposite someone who's more artistic need to let the ideas come by themselves, and slowly grow in his mind, before he start seriously writing. And generally when you're one, the methods of the other tend to never works for you.


Also, how are you planning your games? Do you prepare your story's and character's outlines in advance or do you do it as you go?
Planning the game is the only effective way to go, at least if you want a coherent and consistent story. It don't necessarily need to be a whole plan that precisely describe the story, but you need to know the key point, because you'll have to anticipate them, to somehow show them coming.
Nothing come from nowhere. There's always clues regarding what will happen. In real life we generally don't see them, and have no way to goes back in time to look closer. But in a game it's possible, and therefore you need to include those clues.

Lets say that MC have no luck with girls. He start flirting with a girl, and she seem to like him. Then, after some time, she ghost him out of nowhere. And this happen every single time, with every single girl in his life since he's in college. He remember, Anna is the last girl who haven't ghosted him... Ah, Anna, everyone had a crush on her. And she was so nice, always polite and gentle with everyone, to the point that even a looser like Max thought he had a chance.
What the MC don't know, is that Max is the reason why girls act this way with him. He really thought he had a chance, and even years later is convinced that MC stealth his girl, surely using force and blackmail for this, because he's such a jerk, never a girl as innocent as Anna would have feeling for someone like him. Therefore Max now always have an eye on MC, and every time there's a new girl in his life, he start his scheme. He stalk the girl until he discover who's her best friend. Then he befriend the said best friend and start to talk about this guy he know, who's a rapist in disguise ; who's so depraved that more than once a girl he had sex with was found in a near to death condition. At one point the best friend understand that it's MC, and warn her friend, who then ghost the MC.

In terms of story, the player will soon have the impression that there's a guy who's often in the background, but that he seem to appear way less often each time the MC start to flirt with a new girl. This while, each time a new girl have ghosted the MC, this guy seem to be really happy.
At one point, the MC will also reflect about his love life, and he will surely remember that Anna was the last girl to not ghost him. If he isn't a too dumb MC, he should start to notice himself the guy in the background. Then he'll found himself thinking about Anna without real reason, until he understand that it's because of this guy. he look so much like Max, what make his mind drift to Anna... Wait, he don't just, "look like Max", he is Max ! Why is he here so often ? Oh, I remember, he did the same in college... This until Frank and I had to menace him, because he was spreading lies about me. Hmm, can it be that he continue doing this ? Could he be the reason why girls suddenly ghost me out of nowhere ?

But obviously, in order to do this, you need to know your story. If you just decide that girls ghost the MC without apparent reason, then only at the end decide that it's because of Max, and that Max did it because of Anna, there will be no clues in your game. The story will perhaps feel interesting, but once it will reach its end, and you'll make the culprit and his reason appear out of nowhere, all the good thoughts regarding your game will disappear.
When the MC will start to notice Max in the background, it will be the first time the player see him, and this will be weird ; the MC notice a guy that seem to follow him, but never ever in the X previous update we saw this guy ? What a lame writing.

And the same apply for less important points. As I said, nothing come from nowhere, and in order to anticipate what will happen, to make the story, and the characters behavior, tend in this direction, you need to know yourself that it will happen, and when it will happen.
 

khumak

Engaged Member
Oct 2, 2017
3,632
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I'm still in the early phases for a few different games right now, and so far my process is pretty messy. So far this is what I do.

1. Decide on the main theme for the game (what the main story focuses on).
2. Brainstorm. This is where I just come up with as many ideas as I can think of for characters, events, rivals, game mechanics, etc. I write everything down no matter how good or bad the idea.
3. Character development. This is where I focus on each individual major character's personality, starting with the main character. I want to make sure that I have a good handle on how each character thinks, what their motivations are, what their strengths and flaws are, etc. I also want to come up with a memorable way for each major character to meet the MC that will provoke some sort of emotion (good or bad). I also write a lot of dialog in this phase even though I know most of it will change.
4. Divide the story up into stages and decide what sorts of things I want to happen in each stage, preferably with things escalating at each stage. I also want to make sure that each stage has a reasonable number of major things happening for the MC to focus on. Not too many, and not too few. I tend to get carried away and have too much going on at once if I don't do this.
5. Start linking events together. Start deleting my bad ideas and redoing a lot of my good ones so they fit better.
 

Iyarashi

Newbie
Apr 4, 2021
18
17
It totally depend of the writer and his personality. Someone who tend to be rational will sit and start working on his story, making it appear while writing. At the opposite someone who's more artistic need to let the ideas come by themselves, and slowly grow in his mind, before he start seriously writing. And generally when you're one, the methods of the other tend to never works for you.




Planning the game is the only effective way to go, at least if you want a coherent and consistent story. It don't necessarily need to be a whole plan that precisely describe the story, but you need to know the key point, because you'll have to anticipate them, to somehow show them coming.
Nothing come from nowhere. There's always clues regarding what will happen. In real life we generally don't see them, and have no way to goes back in time to look closer. But in a game it's possible, and therefore you need to include those clues.

Lets say that MC have no luck with girls. He start flirting with a girl, and she seem to like him. Then, after some time, she ghost him out of nowhere. And this happen every single time, with every single girl in his life since he's in college. He remember, Anna is the last girl who haven't ghosted him... Ah, Anna, everyone had a crush on her. And she was so nice, always polite and gentle with everyone, to the point that even a looser like Max thought he had a chance.
What the MC don't know, is that Max is the reason why girls act this way with him. He really thought he had a chance, and even years later is convinced that MC stealth his girl, surely using force and blackmail for this, because he's such a jerk, never a girl as innocent as Anna would have feeling for someone like him. Therefore Max now always have an eye on MC, and every time there's a new girl in his life, he start his scheme. He stalk the girl until he discover who's her best friend. Then he befriend the said best friend and start to talk about this guy he know, who's a rapist in disguise ; who's so depraved that more than once a girl he had sex with was found in a near to death condition. At one point the best friend understand that it's MC, and warn her friend, who then ghost the MC.

In terms of story, the player will soon have the impression that there's a guy who's often in the background, but that he seem to appear way less often each time the MC start to flirt with a new girl. This while, each time a new girl have ghosted the MC, this guy seem to be really happy.
At one point, the MC will also reflect about his love life, and he will surely remember that Anna was the last girl to not ghost him. If he isn't a too dumb MC, he should start to notice himself the guy in the background. Then he'll found himself thinking about Anna without real reason, until he understand that it's because of this guy. he look so much like Max, what make his mind drift to Anna... Wait, he don't just, "look like Max", he is Max ! Why is he here so often ? Oh, I remember, he did the same in college... This until Frank and I had to menace him, because he was spreading lies about me. Hmm, can it be that he continue doing this ? Could he be the reason why girls suddenly ghost me out of nowhere ?

But obviously, in order to do this, you need to know your story. If you just decide that girls ghost the MC without apparent reason, then only at the end decide that it's because of Max, and that Max did it because of Anna, there will be no clues in your game. The story will perhaps feel interesting, but once it will reach its end, and you'll make the culprit and his reason appear out of nowhere, all the good thoughts regarding your game will disappear.
When the MC will start to notice Max in the background, it will be the first time the player see him, and this will be weird ; the MC notice a guy that seem to follow him, but never ever in the X previous update we saw this guy ? What a lame writing.

And the same apply for less important points. As I said, nothing come from nowhere, and in order to anticipate what will happen, to make the story, and the characters behavior, tend in this direction, you need to know yourself that it will happen, and when it will happen.
That's a great example, I like it a lot! On the whole, I do agree with what you said. However, I kinda mix that processes from time to time. For instance, I have a sudden idea: "Oh, I really want this to happen to X character right now!". Like you said - just doing it without any thought whatsoever is plainly wrong. That's when I start to ask myself a lot of questions: "Why do I want this to happen? What leads to it? Is there a reasonable reason within my game's world for it to take place? Will my solution be forced or natural?". Usually, I tend to prepare and write a story (or at the very least its most vital parts and events) beforehand, but sometimes I tend to go for some sudden idea, but I drop it if it's forced or doesn't have any reason to happen in my story.
 
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anne O'nymous

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[...] but sometimes I tend to go for some sudden idea, but I drop it if it's forced or doesn't have any reason to happen in my story.
Jumping on ideas that came after you started isn't necessarily bad. I don't have example that cross my mind, but almost all the successful book authors confessed that they are doing this time to time. What matter, you're already doing it, it's to not force it.
You've this sudden idea, you look back at what is already wrote, at how you can insert it, possibly how you can slowly change the outcome of something that already started, to make it fit with you idea. And if you can't, just keep the idea for another story.

By example, as long as the MC haven't named the guy in the background, you can easily jump from Max to an ex co-worker of the MC ; by example someone who expected to have the promotion that was gave to the MC.
The fact that the few girls that the MC tried to date between Anna and his promotion ghosted him being then just a coincidence. In college and few times until that, MC was a charming young guy, be was also so annoying that quickly his charm wasn't enough. And this guy target the girls because he was fired (didn't had the promotion because his works is so bad), and so can do the usual "I'll wreck your job" kind of revenge.
 
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desmosome

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Sep 5, 2018
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I think the most important thing is to really know your characters inside out. Write down everything about them. Their background, personality, intelligence, motivations, relationships, quirks, speech patterns, character flaws, etc etc.

Come up with an outline of the story and the major arcs and milestones. Place the characters in the story and adjust accordingly. The characters should behave and react to any situation in accordance to their characteristics. You can decide if you want a porny game or a more serious one. Porny games or fetish focused games can have some more leeway in forcing situations that might stretch the plausibility of these characters acting in certain ways, although trying to stay consistent is always a plus.

The entire plot should be story boarded before you begin writing the script. You can play around with the details and adjust the outline as you go along.
 
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Deleted member 1952336

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I use Scrivener to organize all my ideas, story pieces, character info, and world info. I'll have lots of ideas and stories I'm writing and then after a year or so, I pick my favorite to flesh out.

As far as how I come up with story pieces, I just sit silently in pitch black darkness away from my computer.
 

Carrera

Active Member
Jun 25, 2017
501
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Most Ideas I get just come randomly. Usually induced after watching a movie and I get a "what if" moment, same with games etc. It's almost always a "what if" after playing a game or watching a movie.
 

woody554

Well-Known Member
Jan 20, 2018
1,431
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Ideas come all the time, especially when I'm working on something else. so I write down everything, which also tends to sprout new ideas as I go. all ideas relevant to my current project I write down to an events documents per central character, and the unrelated ones like new game ideas I write to an ideas documents. basically I write down everything and I now have 40-50 documents just for one game. none of these are expanded to a full form yet, but usually just the shortest description of it. although some events were so tasty they ended up as 10+ page short stories. often when I think about something I really like it's impossible to stop.

when I start implementing them I start from rendering specific bits I want to see, get all worked up about it and write the dialog directly into renpy. I used to write them before implementation but when I got to rendering the images kept changing the tone and I ended up rewriting it anyway. so now I do them in parallel, both renders and text influencing each other.
 

Ratrio

Member
Aug 21, 2018
121
125
I haven't actually made a game but I've got a lot of scenarios that I could use in a game if I ever did make one and they just randomly pop up in my head sometimes for no real reason, other times inspired by something I've just seen or experienced and then I write them down for potential future use.
 

OsamiWorks

Member
May 24, 2020
196
204
I put on the sound of rain, burn incense, strip naked, cover myself in vaseline, and squirm around my room pretending I'm a slug. It's how I get my best ideas
 
Feb 16, 2022
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Inspiration can also come from other forms of art. Certain songs you hear can inspire as well, for example Dance Gavin Dance's "The Robot with Human Hair pt4" Kinda inspired some thoughts of a protagonist who rebels against a dictatorship and brings it crumbling down"

Maybe some Tim Burton films will inspire you to do some Gothic stuff for example.

Another example is video games themselves, for instance "Metal Slug" inspires myself to make a run and gun game one of these days.

Plenty of good classic games can inspire you as well. I recommend retro gaming via emulation such as Retroarch or Lakka OS, play some good classics and it might inspire your game making.

Examples:
Metal Slug X -- Neo Geo MVS arcade system (Run and Gun)
Summon Night Swordcraft Story 1/2 -- Gameboy Advance (AJRPG)
Survival Kids --Gameboy Color (survival game that looks like Legend of Zelda Link's Awakening)
Okage Shadow King --PS2 (Tim burton inspired aesthetics with JRPG)
Summon Night 5 -PSP (Strategy JRPG with multiple endings and possible love interest)
Crono Trigger -SNES (Classic JRPG with time travel theme and avoiding worlds destruction)
Silent Hill 1 and 2 (PS1 / PS2) Sillent HIll 2 as the best horror game with such an amazing dark atmosphere
 

Deleted member 229118

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Oct 3, 2017
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There are many random thoughts bugging me through the day but making the concept of a game isnt hard.
Working out the details is.

A simple guidline i suggest:
1: Come up with a concept.
2: Make the in universe rules.
3: Systematicly add those rules.
4: Fix the bugs.
5: Pull out hair because you can not find the bug.
6: Fix the bug and feel relieved.

For example:
You want to make a game about a summer camp.
Ok what kind of game?
Management?
Visual novel?
Walking simulator?

Lets say you settle for management.
Then the next question is:
What are the stats the player has to manage.

Lets say you come up with 4 bars on the top of the screen.
Money, Influence, Corruption and heat.
Money you use to buy new building's and upgrade's, pay your staff, etc.
Influence is ability to influence the media.(aka you pay influence to have them praise your summer camp or ignore some rumours)
Corruption: The collective control/perversion of your staff and visitors.
Heat: The risk of getting a game over as the police becomes aware of your crimes.

Alright now you got the basic's.
Next question would be:
Do i give everyone character there own stats or do i keep it general?
Do i create costum characters or have it randomized.
Lets say you good for randoms staff and visistors.
And each has 4 stats:
Health: How healthy the are.
The lower this gets the bigger the hit to heat when they leave.
And if they die its game over.
Health is increased by medication, food or sleeping.
Loyalty: How loyal they are too you.
It doesnt matter if you use blackmail, mind control, fear or good old fashion kindness this stat is what makes them obey you and keep there mouth shut.
Corruption: How selfish they are and how little they care for the suffering of others.
Perversion: How much they love sex.

Ok so you got the stats now how are we going to manage them.
Activeties and buildings.
Naked teeshirt contest raises perversion by 1.
Not a lot but it doesnt cause any heat so its a safe way to do it.
Rape barn.
A building where you tie up your victems and rape them into submission.
Extreemly high heat but 10 pervesion and 10 loyalt per day you rape them.
Or movie nights with the movies focused on how selfish people are happy and helping others only get you exploited.
Etc, etc.

You start with a concept then work your way down the list of how it would work and interact with eachother.

In cause of the summer camp idea one of the failure conditions is having a girl get pregnant.
As that raises way to many questions.
But to avoid pregancy you need a medical center and a doctor who doesnt ask why so many girls need abortions.
Or how you need to get staff that is willing to go along in your plans.

Many different factors each given there own serries of questions on how do i want it to work and how does it interact with the rest of the game.
And if it doesnt work or doesnt interact with the rest of the game.
Recject it and find something else.