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Game Design > Umm... how to start

#11465 - dagamer34 - Wed Oct 08, 2003 12:37 am

The topic says it all.
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Little kids and Playstation 2's don't mix. :(

#11471 - poslundc - Wed Oct 08, 2003 4:45 am

Do you have an idea?

Dan.

#11478 - Daikath - Wed Oct 08, 2003 9:11 am

And if you don't have an idea, what games do you like best?

Do you think you can add anything to that? If yo can't come up with idea's of your own can you think of ways to integrate stuff from other games you like into it?
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?There are no stupid questions but there are a LOT of inquisitive idiots.?

#13781 - AcidGame - Mon Dec 22, 2003 7:18 pm

like they all say.. 1 great idea to rule them all, millions of others to copy them and change them...

Thats actually why theres so many games today.. competition. Anywhoz, thing of your favorite game, and use the idea of that one to create your own.

#13893 - haduken - Wed Dec 24, 2003 6:03 pm

You should look for something that hasn't been done a thousand times before. That's how most great games start.
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There were worms, lots of worms, worms that made me crazy,..

#13898 - poslundc - Wed Dec 24, 2003 6:08 pm

haduken wrote:
You should look for something that hasn't been done a thousand times before. That's how most great games start.


That may be where "killer apps" come from, but many great games simply expand on or reinvent old ideas.

The chances of having a "killer app" for the GBA are relatively slim, since it is already an aging platform and even a completely revolutionary piece of software for it is unlikely to revolutionize the gaming industry itself.

Dan.

#14005 - sgeos - Sat Dec 27, 2003 6:36 am

haduken wrote:
You should look for something that hasn't been done a thousand times before. That's how most great games start.


I disagree. You probably want to start by writing a design for tic-tac-toe, and then something like connect four. Write designs for more and more complex games as you go along. Play board games. Most important of all: read instruction manuals, or at least have a few to refer to!

-Brendan

#14109 - dagamer34 - Tue Dec 30, 2003 3:54 am

Tic-Tac-Toe.... yeah, I did that.

But where do you go from there? I don't think programming a board game is fun as i know the basics. What's next? Super Mario?

Or do you just create a bunch of tiny demos that are in a game? Like one for Mario jumping and another for collision detection and another for killing enemies?

Is that how most people start?
_________________
Little kids and Playstation 2's don't mix. :(

#14110 - sgeos - Tue Dec 30, 2003 5:47 am

dagamer34 wrote:
Tic-Tac-Toe.... yeah, I did that.


So you have started.

dagamer34 wrote:
But where do you go from there?


Where do you want to go next? I suggest that you pick a direction and head down it.

dagamer34 wrote:
What's next? Super Mario?


You could do that. If you want to do a platformer, you could try making something with say four types of power ups and ten stages. Include a title screen, a game clear screen and the credits. Don't use more buttons than you have to.

dagamer34 wrote:
Or do you just create a bunch of tiny demos that are in a game? Like one for Mario jumping and another for collision detection and another for killing enemies?


It really depends on your goals, time constraints and ability to finish projects. I recommend that you work on the largest project you can finish given your time constraints. If you can complete a large project and you don't want to be working on the same thing for the next couple of years, then work on something smaller.

dagamer34 wrote:
Is that how most people start?


I can't speak for most people. I've completed a few small demos. I've strated more things than I've finished for lack of time and a somewhat geographically unstable lifestyle.

I think that one should be very careful not to start something that they will not be able to finish. One certainly never wants to start something that can not be learned from, although sometimes one ends up learning funny things they never intended to know.

-Brendan