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Tom Sloper

Member Since 20 Jan 2006
Online Last Active Today, 08:50 AM

Posts I've Made

In Topic: How do desginer design their game to be fun?

Today, 06:44 AM

1. While doing my platformer game, I realise that the game isnt fun. It was fun when I was thinking it but on actual game its just boring. Right now I cant design anything that is fun at all.
2. Say for example, if I want to design a puzzle game, do the designer anticipate every move a player can do?
3. Do the designer have to know every posible solution on the puzzle?
4. For a platformer, does every placing of platform means something?
5. or does the designer randomly place such things?
6. How do you design a fun and engaging game yet the mechanics are simple? As a designer how can you limit your game in your desired scope yet make it fun?
7. How to make the game move from easy to hard for example level 1 is easy yet still fun to play until level 20 hard, challenging and fun.

8. I guess this is the hardest part of game development. Its making the game fun.
9. I dont have anyone to play test my game not because I dont have friend but because most of them doesnt even enjoy playing computer games.
10. And im pretty sure if you are the one developing your game you dont find it fun. Same like when you are drawing something you think its not good

1. Don't kick yourself like that. Don't exaggerate so much. You took one small failure and horriblized it to "I am such a failure." That's no way to live life.
2. You should try to anticipate those moves, yes. But people will surprise you.
3. You should know every correct solution, so you don't unfairly prevent a player from completing the puzzle.
4. Yes. There should be a reason for placing each platform. Put some thought into the player's experience. Some platforms should be easy to reach, some platforms could serve to mislead the player (not lead the player to the goal), and platforms that lead to bonus items should be harder to reach but attainable. It's called "level design."
5. No, random placement shows that the designer is not putting work into the design, and is not being considerate of the player or the player's enjoyment.
6. Most beginner designers are guilty of the opposite of simple - adding unnecessary complications. Simple is best. Imagine players playing it. Play it yourself.
7. Layer on the difficulty while making the goal attainable.
8. Yes, and this is why a professional team is very picky about who they trust to design the game.
9. You shouldn't use friends as playtesters anyway. You should recruit strangers to playtest your game.
10. Not true. Not all artists think all their work sucks. Not all musicians think all their original music sucks. One of the greatest joys for a game designer is to get the chance to play his or her design for the first time, to discover what works and doesn't from his/her perspective.

In Topic: How do desginer design their game to be fun?

Yesterday, 07:16 PM

Moving to Game Design.

In Topic: I am alone

Yesterday, 08:21 AM

So, here is the designer question. How do I get affiliated with good connections in the game
designing world?

The way most do it is by long experience working in games, developing trust over time by persistently earning it.

I can draw anything I see perfectly. I can write down all the game ideas. these are 2
major parts to game making, right?

The writing is one major part of designing games. Illustrating one's designs is a small part of designing games. Creating art for use by programmers is a major part of game making.

how do I pair up with a programmer for my designs? The only plan I have is to kick start
the ideas and pay the programmer. You have other ideas?

If you pay the programmer, you're the business owner. If you're the business owner, you're not merely the designer but someone with a lot more to deal beyond just designing a game (and this therefore would not be a Game Design question but rather a Business question, and should be asked in the Business forum). Attracting talent for your project is hard, and it's a lot harder in the indie world, and it's even harder if you don't have a track record of successful published games to point to.

In Topic: Welcome to the Production and Management forum (read before posting)

27 September 2016 - 10:37 AM

The Penny Arcade video has moved to YouTube, and is now branded Extra Credits instead of Penny Arcade:

In Topic: Welcome to the Production and Management forum (read before posting)

27 September 2016 - 10:35 AM

GameDev.net Posting Guidelines (please read before posting)

Welcome to the Production and Management forum. This is the place to discuss issues related to game project management.

If you have questions about how to become a game producer or what education to get for producing, ask in the Breaking In forum and not here.

If you have questions about monetizing a game or funding or marketing, those questions belong in the Business forum and not here.

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