Hello.
I think I get how AGS works, at least the basics.
I'm serious about making games with AGS, but theres so much to do! I keep getting overwhelmed.
Is there a logical sequence that should be followed?
Is there a 'best practice' for making a game from start to finish?
regards
MDC
I think you'll get different answers from pretty much anyone you ask. Prototyping in adventure games is possible but sometimes harder than in other genres.
Here's my take:
First, theory- game plot, puzzles, and whatever else is written down for future reference, but I usually do NOT make huge GameDocs.
I tend to start with scripting the interface (or use a template). That's personal preference, though.
Then I start making sprites for interface and main character (only basic ones, no animations). I also use a lot of "quick concept art" for rooms.
Then I lay out the game's rooms, set up rough walkable areas, place objects that are critical to the plot.
Then I focus on single puzzles and do the basic scripting for them. As these are created, better sprites and backgrounds are made.
After that, puzzles that overlap or lead to each other are connected.
Once the game is playable, graphics are refined, and then animations are added.
Sounds and music are added.
Beta testing starts- usually I tweak and polish sprites during that time, since animations rarely break your game.
Final testing, then release.
[edit]
Another tip- if you want to get a feeling for game making, there's no better way than making games! So a good start is to make small, single room games with basic puzzles (locked door without key, and what have you). Once you get more confident about your skills, make larger games or more complicated puzzles.
Thank you Ghost,
that gives me something to go on.
I bought a writer's workbook. It's designed for people writing their first novel; but I think it's going to be my step one.
Then I'll try storyboarding, and (in April) do something like your take.
Regards,
MDC