Developing the games

Started by UP, Wed 01/12/2004 14:25:35

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UP

What do you do after you have the "big idea" to your game and you need to start creating the "game itself". Do you then start developing the story or backgrounds or certain puzzles you want to have in the game or what? And how do you go on from there? You can go in as deep as you want, just tell something...

Also, when you're developing the story, do you, after having the main plot, start deepening it step-by-step, or make the thing ready the first time, with all the discussions and all.

I hope I'm making any sense here...Ã,  :P

Rui 'Trovatore' Pires

Heh. Ask 300 people and you'll get 300 different methods, and yours is probably going to be the 301st. Meaning, there are some basic rules, I guess, but what you really have to do is experiment until you find a method you're comfortable with. Of course this trial-and-error can (and WILL) be painful at times, but will help you decide exactly what to do. Example - The Uncertainty Machine, as I understand, was made on-the-fly - meaning, the plot just appeared while RatRacer was making it (at least I think so, if not I'm sure there are more games like that around). This is a practice many people positively abhor, because they *prefer* having a nice map and layout and everything done BEFORE they even turn on AGS.

Me, I'd say the order is CONCEPT, STORY, PUZZLES, GAMEPLAY, GRAPHICS, SCRIPTING, MUSIC, SOUND EFFECTS. But this is only my opinion, and since I've only made a remake so far (since everything is already DONE, the rules are different), it's definitely up for grabs.
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Anarcho

First of all, check out Al Lowe's site, particularly the download section.  He's got examples of design documents that he used for Leisure Suit Larry.  Read them over to get a feel for how much planning should be involved.

If you've already got a big idea, start writing a story.  Your puzzles and plot twists may develop organically.  But seriously, to save yourself big headaches later on, use this time to organize your game BEFORE you start creating graphics and animation.

Oh, this is where you can get those docs:

http://www.allowe.com/More/download.htm


DragonRose

My method has been basically this:

Concept, basic outline art music and programming all at the same time, cursing, starting over, basic outline, art, swearing, starting over, story, saying bad words, starting over, story, art... that's as far as I've gotten.

From this method, I've learned that game making would be a lot easier if I cut out the swearing and starting over, but it seems to flow naturally from the design process.
Sssshhhh!!! No sex please, we're British!!- Pumaman

Mr Flibble

I've yet to finish a game, so don't put too much faith in the reliability of my methods.
I like to get the start, and the end of the game fixed in my mind. I then do the graphics, filling in the actual game details as I go along.
Then I open AGS to build the game, then I add music.
Ah! There is no emoticon for what I'm feeling!

Blade

I haven't finished my game yet, but I try something close to this: Concept, developing the story, starting graphics, getting puzzles and slightly changing the story, making all graphics and programming, making/adding music, adding sound effects.
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Darth Mandarb

I plan out EVERYTHING before I ever get into AGS.

I work on the story first.Ã,  Developing characters, plot, direction, etc.Ã,  I think about possible puzzles during this period, but don't focus on them.Ã,  Then I develop character art.Ã,  I always start with characters first ... it helps me get a feel for the environments I will create later.Ã,  When I have settled on the story and have started creating the character art, I start thinking about the puzzles and where they'll be in the game and how to make them seem 'realistic' in-game.Ã,  Backgrounds come next.Ã,  When I have the backgrounds done, then and only then, do I open AGS and start putting it together.

I have found that no matter how much I work on BGs and characters, once I get into AGS, I start finding things I've forgotten, or I refine things I thought were done.Ã,  I suppose that's just the nature of it.

I too, like Dragonrose, spent a lot of time cursing ... which is why I stayed out of AGS until I [thought I] was ready for it.Ã,  Now I've discovered I still spend a lot of time cursing while developing.Ã,  Must just be part of making games I guess :)

RickJ

#7
Most people make the mistake of underestimating the amount of effort required and end up taking on somthing too ambitious for their first project.  Consequently many never finish anything.  So my first advice is to make a very small project so you can finish it.  At the end of it you will be familiar with AGS, some pitfalls of game making, more aware of your own limitations,  and will have answered your own question which is the subject of this thread.   Here is hoiw I have answered this question for myself:

  • Concept[/b]This would be your "BIG IDEA" expressed in the form of a single paragraph.

    • Character Development[/b]For me this is the single most important step.  Usually good  adventure games tell interesting stories.  Interesting stories are interesting because we come to know and care about what happens to the characters.   I write out a one or more page biography, for each character, that includes not only the character's appearance and personality traits but also the character's history, family history, education, work experience, etc.   The more detail the better.  Not everything will be used explicitly used in the game but every detail will have it's impact on the final result.  I have found that with a group of well developed characters the stories tend to write themselves. 

      • Storyboard[/b]This is an overview of the game or story that simply paragraph,  the overall plot and objective of the player character.  It gives an idea of what, when, and where stuff happens.  Include sketches if you like.   Start with a high level and then add details.  Typically yould nd up with a one paragraph description and sketch for each location and the overview.

        • Puzzle Design[/b]Start by categorizing the types of puzzles that this project lends itself to or that are desired.  In each category define a suite of puzzles starting with the simple and progressively becomming more difficult.  Ideally the more complex puzzles can be solved by taking lessons from the solution of easier ones of the same category.  The idea here being to introduce the easiest puzzles at the beginning of the game and the most complex near the end.   

          • Technical Specifications[/b]This is a list of requirements to which all work will adhere to ensure compatibility and consistency.  Deciding on these things at the beginning saves time and eliminates wasted effort throughout the development process.  Here is a partial list of  specifications.

            Artwork -  This includes the color depth and resolution of the game, the pixel scaling of the characters (I use 20px/ft for 320x400 and 40px/ft for 640x800 games), methodologies, artistic style,  and deliverables (i.e. what files will be produced for import into AGS).   

            Interface - The interface determines how the player interacts with the game and so effects what kinds things are possible and how well they will be percieved by the player.   The interface description should include a style/type (i.e. Classic Sierra), cursor modes, mouse functinality, text parser, inventory management, etc..

            Programming Practices - The easiest way to identify programming errors or to eliminate them entirely is to simply not have them in the first place.  This is acomplished through good and consistent programming practices that would include naming conventions, #define usage, documentation, comments, and style or visual appearance.

            Workspace Organization -  Defines how will the project files will be organized; everything in one big directory ::) or a sub-directory structure where everything has a place and there's a place for everything. 

            Library of Resources - Defines where resources, such as fonts, sounds, etc,  that are to be imported into one or more games are located.   

            Archival and Version Control - How and when will backups of the game files be created and how will they be identified.  Typically a zip file is created where the file name contains a version number. 

            unknown developer - "Head my warning newbie ... for WOE are those who fail to religiously backup lest they be utterely humbled and their works corrupted and lost to eternity."   ;)

            • Character Production[/b]For many this is the most challanging part of a game project and is a common obstacle to completing a project.  This process should begin as soon as practical.  This is somewhat related the Character Development discussion above. 
              It is not necessary for all characters to be completed before starting other aspects of the production process but ideally the main character should be complete (or an initial version) before doing anything else.  A properly sized main character will be needed to setup and test backgrounds/rooms as they are produced. 

              • Interface Production[/b]
                This is definately not for beginners and non-programmers.  The easiest thing to do is use the default AGS interface.  The next best thing to do is to use one of the many game templates many AGSers have made and shared with the community.   Decide on a game template, create a blank game, or creat your own template (containing your own interface of course).  Import the main character into the game and CAREFULLY remove unused graphics, views, etc.  Cut and paste your standard header into the Global Script, Script Header, and the introduction Room Script (i.e. room-0 or intro.crm ).  Select the desired options on the Game Options page in the AGS Editor.

                • Room Production[/b]As background art is completed it should be imported into AGS so that walkable areas, scaling, lighting, etc  can be setup and tested with the main character.  Add objects and hotspots, such as doors, that lead to other rooms.  Add the interactions that initiate transitions to these other rooms.  The idea is that the player can walk around the game world from one room to the other.  Complete  each room to this level of detail before starting on the next one.   

                  • Object Production[/b]The next step is to add the remaining objects to each of the rooms.  This includes inventory iitems as well.  For each room, interactions, look, talk, use, pickup, etc with every object and hotspot, contained in the room, are appropiately defined.   

                    At this point the game should be a fully functioning 2D world where the player can walk around look at the things he finds.  He can pickup inventory items or use/operate other items.  There are no challenges but everything works and is easily testable.   

                    • Game Logic[/b]This is where restrictions are imposed upon the player character per the plot and storyboard.  It includes dialog and interaction with other characters, solving puzzles, and progressing through the plot of the story.  This is done one room at a time, usually in game chronological order. NPCs are added toi the game as they are encountered. 
                       
                      • Testing[/b]People are recruited to play the game and report any problems they are having.

                        • Publication Distribution[/b]Upload a ZIP file to a place from where people can download it.  Setup a website advertising the game and the download link.  Make an announcement in the completed games forum.  Make an entry in the AGS games page advertising the game.  Sit back and wait for accolades.




                          That's the general idea anyway of how I approach things.  There is sure to be g'zillion other equally valid ways as well.    Good luck with your project...

Pelican

I think the general consensus is to concentrate first on the story - even just getting a vague outline. Decide on how the story will start and how it will end, and then refine the bits in between. Other than that, the best strategy is just to do what you feel like at the time. If you feel like working on your artwork, do so. If you feel like writing some dialogue, do that. I mean, for most people, this is a hobbie - you're meant to enjoy it! So, approach it that way!

Hollister Man

Thanks Anarcho!  I DLed the Torin's Passage Development paper, I think I'm gonna follow the design for my own game.  :)
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