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Posted 27 February 2012 - 12:40 PM
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Posted 28 February 2012 - 05:06 AM
It's very simple. You either desire to finish games or you don't. I'm all for small projects and such, but if your limit is 2 days then it is not a question about game design tricks, it is simply a short attention span. At the very minimum aim to make a game in one month (but no less). You start working on it and take on no new projects until you finish it (or the deadline is reached and you have to admit a failure).
this results in me often not finishing projects simply because I've lost my strand of thought, found some new interest and in general just can't seem to get motivated in the project again.
Posted 28 February 2012 - 08:11 AM
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Posted 29 February 2012 - 02:30 PM
Recently I made a small "visual poem" which approached designing from the other side, I started with the art, sounds and music, made the product look good before I started working on the gameplay.
I do have a sort of deadline: I want to put up a website with some games before I head off to college next year.
Posted 01 March 2012 - 12:13 AM
I like this advice. Like I said, if I try only to entertain myself, I'll go on for years and I know it. It'll drag out and I'm never totally satisfied with it (which is ironic).
Tip: Making a game only for your onw enjoyment never works. If you want to finish it make it for other people to play and enjoy (or for money or for whatever other external reason not directly related to you). In a long run sitting in front of TV is more enjoyable all the time, while making games has also the dark hours sometimes you have to survive, if you are doing it just for entertainment then of course you will always quit in the middle when you encounter the first obstacle.
Posted 01 March 2012 - 09:04 PM
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Posted 07 March 2012 - 03:03 AM
Posted 10 March 2012 - 08:02 PM
While I will not answer your ultimate question, I may be able to help you with your problem. If you are getting lost in your code you should think about implementing a more modular game engine. For example in my java game engine each game state is represented with a separate class, as well as each object that requires drawing such as a tile, block, wall, character etc. Sometime I find myself doing too much in one class and the code becomes very hard to read. I don't really think that making small games is a satisfactory solution because even games that most would consider small require an amount of persistance on the part of the programmer.
Programming/game designing as a hobby is proving rather tricky. All too often things in my life get in the way of my time to program, this results in me often not finishing projects simply because I've lost my strand of thought, found some new interest and in general just can't seem to get motivated in the project again.
While I've been able to reduce this a bit by properly commenting my code so that I know how everything works and what I was doing it really isn't enough. At the same time I find that the bigger the project the harder it will be to make and the more my own limited capabilities will get in the way. This all results in my getting almost nothing truly finished. Though I know this is normal to a limit, I think I've reached that limit.
The obviouse solution, for me, seems to be to design and program really small games. Things that would take me one, or at most two, days to complete and would be fun and addictive but not truly mind blowing. Five minute games basically.
Problem is, try as I might, I can not seem to come up with any. I know the general idea of what a small game should be like, but whenever I try to sit down and design one the game either ends up being uninteresting or too 'big'. Very quickly I notice I'm adding extra 'small', fun features left and right. These 'small' features quickly accumulate though, the project gets too big, then somewhere along the line I realize that the original idea, while probably a good one, is in itself too big and I scrap the entire thing. Its like feature creep at the design process, on crack.
So I'm seeking some tips from you guys. How do you design a small, quick game and get about making it without it turning into a major project?
Posted 11 March 2012 - 08:29 AM