Looking for Directions
#1 Members - Reputation: 105
Posted 29 April 2012 - 10:14 PM
I've also got a gridpaper notebook in which I've been filling level designs, mechanic tables, some rudimentary character art, and game concepts. I know I'm grasping the concepts, but I need more. Thank you for your help.
#2 Moderators - Reputation: 4848
Posted 29 April 2012 - 10:37 PM
About Game Design Documents: http://sloperama.com/advice/specs.htm
And some game design tips: http://sloperama.com/advice/lesson13.htm
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
#4 Staff - Reputation: 8926
Posted 01 May 2012 - 12:16 AM
Great! You would probably benefit from working on some complete (even if simple) game designs as well; you might consider creating board games, card games, or using Game Maker (or any similar software) to create simple PC games without programming. You might also consider giving your level design skills a work-out by using an editor provided with a commercial game you own to produce your own maps.I've also got a gridpaper notebook in which I've been filling level designs, mechanic tables, some rudimentary character art, and game concepts. I know I'm grasping the concepts, but I need more.
Reading about design -- especially from a variety of authoritative sources -- is great, but it's no substitute for practical experience.
Hope that's helpful!
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#6 Members - Reputation: 105
Posted 01 May 2012 - 04:39 PM
#7 Members - Reputation: 520
Posted 01 May 2012 - 05:34 PM
#8 Moderators - Reputation: 4848
Posted 01 May 2012 - 07:04 PM
That's awesome. Thanks for that. But I'm also wanting to expand my skill set with actual programming. Where's a good place to start there?
Now you have changed the topic. This forum is dedicated to discussions about game design, not programming. Go on the For Beginners forum and read the FAQs there, and read the other 10 posts that have asked this same question in the past few hours.
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
#9 Members - Reputation: 105
Posted 11 May 2012 - 01:49 PM
#10 Moderators - Reputation: 4848
Posted 11 May 2012 - 02:42 PM
1. I keep seeing different variations and attachment rules.
2. How simple should this be?
3. making it bare bones basic will make it easier to take out and demo with people, but they might not be the optimal rules.
4. Should I just iterate into these rules as I refine, or am I better off starting with the rules I know will make it more fun?
1. Where do you keep seeing these? Are your playtesters coming up with them, or do you mean you keep thinking up these things?
2. It may depend on your audience. Mass market demands simplicity. If you're targeting hardcore CCG players, then the market will bear some complexity.
3. So what you're saying is that you might want to demo the simple rules. Makes sense to me.
4. I don't understand the question. What I do is set up rule variations for beginners, intermediate, and advanced players.
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
#11 Staff - Reputation: 8926
Posted 11 May 2012 - 09:58 PM
As Tom says, also keep in mind the expectations of your target market.
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer






