I see these tools as a way to :
- Make games in an efficient way
- Organize and keep track of my ideas
- Get (visual) results as soon as possible
- Easily test a game
What do you think about my ideas ?
What (other) tools do you use and how do you use them ?
Posted 15 November 2012 - 02:11 AM
From my blog :
Dev Logs : Codename : Top-down Action
Posted 15 November 2012 - 02:27 AM
Well, here are my two centsWhat do you think about my ideas ?
Posted 15 November 2012 - 03:07 AM
1. GDDs are really overrated ! They are a good way for unexperienced designers to get their mind right, or to write down the basic game play for larger productions, but most of the final game will be developed during ..well.. development time.
4. Cheats: they are necessary, but they are really dangereous. Using cheats is a way to avoid certain game play, the danger is, that you start testing the end-game only and negclet the start of a game. But the start of the game is the most critical part for new players.
From my blog :
Dev Logs : Codename : Top-down Action
Posted 15 November 2012 - 07:07 AM
Posted 15 November 2012 - 06:09 PM
Posted 15 November 2012 - 06:14 PM
I Create Games to Help Tell Stories | Writing Blog
Posted 17 November 2012 - 04:51 PM
"Cuando se es peon, la unica salida es la revolución"
Posted 17 November 2012 - 06:29 PM
Daniel Cook (Spry Fox) recommends "Design Logs" to document decisions during an iterative design process.GDDs are really overrated !
- 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
Posted 24 November 2012 - 12:53 AM
1. GDDs are really overrated ! They are a good way for unexperienced designers to get their mind right, or to write down the basic game play for larger productions, but most of the final game will be developed during ..well.. development time.
2. Journal: very similar to the first part, it helps to write down your mind.
3. Prototyping: yes, this is a good idea
4. Cheats: they are necessary, but they are really dangereous. Using cheats is a way to avoid certain game play, the danger is, that you start testing the end-game only and negclet the start of a game. But the start of the game is the most critical part for new players.
Posted 24 November 2012 - 01:37 AM
Cheats can be a useful tool, not necessarily for the benefit of players, but during testing and balancing of your game. Say for example you want to test that a certain trigger is working correctly, but it's in an area with a lot of powerful enemies -- rather than having to deal with the enemies you simply activate God mode and perform your test.This I have to disagree with to an extent. While some cheats can be fun to play with if you just want a relaxing playthrough where you mercilessly slaughter everything in your path (God-mode) or you type in a few keystokes to earn unlimited money to build your dream city in a simulation, cheats that are put in to obviously cover up bad design should be frowned upon.
- 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