It's important to pick a concept that interests you. If you set out to make a "small game" that doesn't excite you, it can feel like a chore.
If you're doing this for fun, just pick an idea that you think is fun. If that means a throwback adventure game, fine. Try to come up with a story, and then (this is the hard part) map out the story in Word or Excel. If there are branching plots, map out the branches. Then try to make a rough draft of the dialog. Then assign each scene or plot point to a location and get a sense of how many locations the game has. Then assume that each location will take about a month to implement.
You might find yourself working backward to design a small part of your original idea. Or you might find that your original idea is just the right size. Or (most likely) you'll discover that your idea is way too big a deal try to tackle it anyway.
I doubt anyone finishes the first game they attempt. My first few games had too many characters, too many locations, and (MOST IMPORTANT) weren't planned in advance. To be fair, I learned a lot about scripting and planning from those failed attempts, which is ultimately what I enjoy about this hobby.
However you get started, the first step is just to start. Most of the other steps involve pre planning and the AGS technical forums.
Also, don't attempt anything higher than 320p resolution on the first go round. Unless you are an incredibly experienced and prolific graphic designer, there is no way for a solo developer to make a hi res game.
If you're doing this for fun, just pick an idea that you think is fun. If that means a throwback adventure game, fine. Try to come up with a story, and then (this is the hard part) map out the story in Word or Excel. If there are branching plots, map out the branches. Then try to make a rough draft of the dialog. Then assign each scene or plot point to a location and get a sense of how many locations the game has. Then assume that each location will take about a month to implement.
You might find yourself working backward to design a small part of your original idea. Or you might find that your original idea is just the right size. Or (most likely) you'll discover that your idea is way too big a deal try to tackle it anyway.
I doubt anyone finishes the first game they attempt. My first few games had too many characters, too many locations, and (MOST IMPORTANT) weren't planned in advance. To be fair, I learned a lot about scripting and planning from those failed attempts, which is ultimately what I enjoy about this hobby.
However you get started, the first step is just to start. Most of the other steps involve pre planning and the AGS technical forums.
Also, don't attempt anything higher than 320p resolution on the first go round. Unless you are an incredibly experienced and prolific graphic designer, there is no way for a solo developer to make a hi res game.