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Learned game programming for 3 years, don't know how to program games.


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#21 fir   Members   -  Reputation: -441

Posted 24 September 2013 - 06:39 AM

I got exactly the same issues, and additionally I would add motivation slump on the top. I know how you feel.

 

I even pushed a bit further this crazyness: I made a very complex, really beautiful, and utterly boring game:

http://www.creatures-of-gaia.com

It was for a contest, so I tried to polish everything: I hired an artist, got some decent music, it was multiplayer and all that fluff ...it was everything except fun. And this fun factor really isn't easy. We all think our "ubber game idea" will be great and loads of fun, but when you actually play it, it can easely feel dull.

 

What do I want to say with this?

Being able to code a game, and being able to make it fun, are two completely different matters.

 

After that failure (which costed me money and I didn't earn a single dime), I needed a change of mind since I was down. I decided to make a damn simple game: a space shooter. Nothing easier right? Well, technically not, but again "content wise" it's a bit more tricky. I had to decide what were the enemy ships properties, where and when they appear... And somehow, all this arbitrary stuff collided with my analytical mind. Should I make the ships move faster? Or slower? Or more/fewer of them? And what should be the next wave? ...as silly as it sounds, I wasn't prepared to find difficulty in this. I'm also a bit perfectionist so I think it makes things tougher. In the end, I made a random generator making random looking ships with random properties appearing in random waves. It's nice and all, playable, but again quickly dull and repetitive. Here it is:

http://sss-demo.site11.com/

 

In other words, I have no recipy on how to make a game interesting, entertaining and fun. I even think this "fun factor" has no recipy, it's just harder than people expect. It's putting everything in the right mix and with the right twist. What I try to do now is to experiment along with "silly stuff" and if something "appears to be fun", which then, if it is, could be polished. Kind of a trial error process with tweaking on the fly and asking people what they think of it.

Good luck with it!

 

Well I could call the two posts here "loser stories" at least it is sympathetic to read so i think maybe there is some hope

to ya (to make some good game), I do not know

 

creatuires of gaia - very fine game, I am playing it now and feel quite good excitement to it - done about 8 stages but i found that I spend first 50 on unlocking large fly and probably this wasnt good choice so I am beginning yet again now

 

played more in it - about 80 % and become tired, game seem to has to stages - each three should be one or so,

also not to balanced after early game I chose three adzi

and three hedgehogs and it was killer for about whole game - but graphics are very high quality, music is ok, should be shortened and balanced - the good option would be imo make a different routes on the map to chose - short for

hard difficulty and long for easy difficulty 

 

---

then yet I finished it - 

 

it is sad that it is not finished - besides other things it is quite 

fine game to me, very good graphics as i said and quite adictive

to though gameplay could be far better 

 

I think it should be revritten to make it more strategic, at the longer stage it is not so hard to thing how to play so I just clicked it automatic like a bot - this is also to long then, It should be rebuilded to expect a strategic playing with also rising difficulty level, the gameplay should be probably then somewhat complicated becouse there many units seem to be close each 

other


Edited by fir, 30 September 2013 - 06:49 AM.


Sponsor:

#22 mochiler   Members   -  Reputation: 191

Posted 24 September 2013 - 08:15 AM

Edvinas Kilbauskas hi,

 

I think  Norman Barrows was partialy right, inspiration and imagination is just portion of the game design, it's the idea, but as said before not all ideas should be originals most

of them are the same ideas with modification (how many fighting games do you know for example...how many FPS...how many RPG... etc...).

 

the other problem is level design, Iterattion (as a coder you probably know the methods) is a thing that could work for some of your problems in level design.

I'll explain: let's take art4games.net  space shooter as an example(his got the idea - passing the 1st problem).

he donsn't know how many ships, to sapwn and where , what's the correct speed of the ships etc.

you make a level test it and modify the speed, where they spawn how they shoot.

let other people (your friends) play and give you feedback and maybe addtional ideas,gamers always love to say how they would have build the games, and what's missing for them in the game(testifying on myself as a gamer, so gamers don't be offended please :) ).

Interate again, until you are staisfied with the results.

regarding assets, you can use rough essests for the interation testing and polish after you complete.

 

Recently I heard a lecture by Jhon Romero on the creation of doom  and that's exactly what they did iterate and test, polish and shine .

 

Another good option is team up with other people and teamming up doesn't always say you make games other peolple invent or tell you what to do, sometime (and I think it's most of the time) brainstormming and synergy between several people gives great results, better then any of them would have done alone. (it's part of the human nature to my opinon).

It also brings the benefits of mutliple skills synergy to the team, artists, coders, sound designers etc.

 

And of course applause on your game released! a very nice achievement!!!



#23 latch   Members   -  Reputation: 634

Posted 29 September 2013 - 10:07 AM

I like it. I'm going to feature it.



#24 _greyfox()   Members   -  Reputation: 1128

Posted 30 September 2013 - 06:35 AM

I like it. I'm going to feature it.

I'm sorry, but what are you talking about?


“There are thousands and thousands of people out there leading lives of quiet, screaming desperation, where they work long, hard hours at jobs they hate to enable them to buy things they don't need to impress people they don't like.”― Nigel Marsh

#25 latch   Members   -  Reputation: 634

Posted 30 September 2013 - 09:08 AM

On my website in the first link in my signature.



#26 Tom Sloper   Moderators   -  Reputation: 8712

Posted 30 September 2013 - 12:34 PM

I like it. I'm going to feature it.

 

What is "it"?


-- Tom Sloper
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.

#27 Dwarf King   Crossbones+   -  Reputation: 1701

Posted 30 September 2013 - 03:14 PM

 

I like it. I'm going to feature it.

 

What is "it"?

 

 

The "it" novel by Stephen King perhaps?

 

See here


"The only thing that interferes with my learning is my education"

Albert Einstein

"It is a miracle that curiosity survives formal education"

Albert Einstein

 


#28 _greyfox()   Members   -  Reputation: 1128

Posted 30 September 2013 - 10:45 PM

On my website in the first link in my signature.

Oh, thank you very much for your support :)


“There are thousands and thousands of people out there leading lives of quiet, screaming desperation, where they work long, hard hours at jobs they hate to enable them to buy things they don't need to impress people they don't like.”― Nigel Marsh

#29 latch   Members   -  Reputation: 634

Posted 01 October 2013 - 12:10 AM

You're welcome! That's what I do. I also tweeted it and tumblr ed it and facebooked and google+ ed and gave it a 5 star review.

https://twitter.com/unkand

http://unkand.tumblr.com/

https://www.facebook.com/pages/UnkAndApps/501536553225598

https://plus.google.com/111553175760786412521/posts/A83WFStUzCB



#30 Dwarf King   Crossbones+   -  Reputation: 1701

Posted 01 October 2013 - 05:11 AM

You're welcome! That's what I do. I also tweeted it and tumblr ed it and facebooked and google+ ed and gave it a 5 star review.

https://twitter.com/unkand

http://unkand.tumblr.com/

https://www.facebook.com/pages/UnkAndApps/501536553225598

https://plus.google.com/111553175760786412521/posts/A83WFStUzCB

Now I get it :)

 

Awesome :)


"The only thing that interferes with my learning is my education"

Albert Einstein

"It is a miracle that curiosity survives formal education"

Albert Einstein

 


#31 rwtwm   Members   -  Reputation: 129

Posted 01 October 2013 - 05:35 AM


And somehow, all this arbitrary stuff collided with my analytical mind. Should I make the ships move faster? Or slower? Or more/fewer of them? And what should be the next wave?

 

This all day. It's amazing (and frustrating) how even the simplest concepts end up with so many different parameters. It takes a lot of will power and single-mindedness (which I all too often lack) to focus on completing the task at hand without being dragged down the 'what happens if' rabbit hole.

 


You should be able to envision the finished game in your mind before you even turn on the PC. that vision is what should make you want to build games, not because its a cool job / fun hobby.

 

I'll 100% agree with this too. When it comes to designing games, the aim should be in place before a single line of code is written. I have a txt file on my phone, that when ever I have an idea for a mechanic I think will work, I just add to the list. When I'm about to start a game I then trash the concept out a little further with the aid of a trusty paper and pencil. If it seems like the sort of thing I'd want to play, that's when I start thinking about how to code it.






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