As far as getting a project started, start with a very simple, basic thing to simulate (like a very basic console based combat simulator). When you get the bare-bones stuff working correctly, try to think of a feature that would add a little spice to it. It doesn't really matter what it is, just so long as you can imagine it, plan it, and code it in. Then start to think about what you would enjoy doing as a player around the little framework you've made, and do the same for them.
Or you could think of a setting you like (from a TV show or movie, perhaps) and try to think of things that you would enjoy doing in that setting. Then start coding it up, like above, and you can have something at least game-like before too long.
And in all fairness, it doesn't sound like you can see yourself doing this in life either (at the moment). You can see yourself being successful at it, perhaps, or imagine a having a job nominally in one of those areas, but that isn't the same as seeing yourself doing the work. Doing the work involves experimenting, designing something that you maybe aren't super excited about but designing it as best you can just the same (better stick to very small projects if you aren't excited about them).
Don't get ahead of yourself. You listed several ideas in your first post-- why not pick one of them and try to design something that you would find interesting? What do you like or dislike about any of those game types, what have you always wanted to see in such games but haven't yet? Sketch something out, and go from there. Don't leave deciding for later and then skip ahead to plot, etc. An idea is the product of work, not the divine implantation of a fully formed idea by Calliope.
If you don't feel ready for that yet, play some games that you enjoy and imagine how you might model certain features based on coding skills that you've already got. Break them down into components and see how those components interact to form the game system, and so on. Even if you can't reverse engineer the design of a game fully, you can at least do so well enough to get some fuel for your own project.
But more important is that you do something. The overwhelming message that I get from these boards (I am not a professional game-anything) is that working in the industry involves applying your coding or design skills to an idea that you're assigned, not one that you create and totally love. The ability to come up with game ideas isn't going to get you an industry job anyhow. The ability to implement ideas will be your employable skill.
Does anyone have any advice when it comes to "starting" on a project?
But more important is that you do something. The overwhelming message that I get from these boards (I am not a professional game-anything) is that working in the industry involves applying your coding or design skills to an idea that you're assigned, not one that you create and totally love. The ability to come up with game ideas isn't going to get you an industry job anyhow. The ability to implement ideas will be your employable skill.
Well said.
I want to come up with an idea, but the thing is, I don't know what KIND of game I want it to be, car combat, fighting, etc.LOL. Toss a coin. I mean, really, there are limits on being indecisive.
I really don't have a choice. There is nothing else I can see myself doing in life.... Gamedesign is one of the few jobs you simply can't do unless you like it. And you are mistaken, you do have a choice, you can do something else.
Being too indecisive is the thing that stops you, I would start by learning how to make decisions ;)
Try this ->
http://www.rslvr.com
Try this ->
http://www.rslvr.com
Try this ->
http://www.rslvr.com
Looks suspiciously spammy; it won't work without you giving it all your Facebook friends.
GSG,
I'm suspicious of your motives here. A certain term that starts with "attention" and ends with "ore" and would get a smack from Tom Sloper comes to mind. You didn't do anything with what anyone wrote on the last thread. In any case, "I have no ideas or creativity" has never stopped anyone from writing or making games before.
I'll offer some advice once more. Star with a "thesis statement". It's what I do for everything and get a lot of mileage out of it.
e.g. "everyone would say a game where you iron pants would be lame, but I disagree."
Then you create a proof of that statement, by, for example, making a game where you iron pants and getting a good reception. "I played it for more than an hour of my own volition" counts as a good reception. Then you stew over why it went well or not well, and you put it behind you and make a new thing. The statement doesn't even have to be about game design. Just, anything you want to assert. Make some kind of assertion.
In any case, there really isn't a magic sauce or single right way. Just do something.
Also, as far as careers are concerned and what you see yourself doing, I would consider that it doesn't matter. I know you're told by society to find personal fulfillment in work, but you don't actually have to. If you don't care, there is no forcing it. The fact is, there's a million things that must be done in this society. If you get a job at all, you're contributing.
It also doesn't have to be sufficiently white collar. My brother works at Panera Bread and plays music in his spare time and his job gives a decent income and an employee stock program. The company's a winner, too. You don't need to be in an office beating your brains out trying to come up with game ideas.
I would advise you to consider looking for personal fulfillment outside of the career\work domain of your life, and seeing how that affects what kind of work you're looking for.
I'm suspicious of your motives here. A certain term that starts with "attention" and ends with "ore" and would get a smack from Tom Sloper comes to mind. You didn't do anything with what anyone wrote on the last thread. In any case, "I have no ideas or creativity" has never stopped anyone from writing or making games before.
I'll offer some advice once more. Star with a "thesis statement". It's what I do for everything and get a lot of mileage out of it.
e.g. "everyone would say a game where you iron pants would be lame, but I disagree."
Then you create a proof of that statement, by, for example, making a game where you iron pants and getting a good reception. "I played it for more than an hour of my own volition" counts as a good reception. Then you stew over why it went well or not well, and you put it behind you and make a new thing. The statement doesn't even have to be about game design. Just, anything you want to assert. Make some kind of assertion.
In any case, there really isn't a magic sauce or single right way. Just do something.
Also, as far as careers are concerned and what you see yourself doing, I would consider that it doesn't matter. I know you're told by society to find personal fulfillment in work, but you don't actually have to. If you don't care, there is no forcing it. The fact is, there's a million things that must be done in this society. If you get a job at all, you're contributing.
It also doesn't have to be sufficiently white collar. My brother works at Panera Bread and plays music in his spare time and his job gives a decent income and an employee stock program. The company's a winner, too. You don't need to be in an office beating your brains out trying to come up with game ideas.
I would advise you to consider looking for personal fulfillment outside of the career\work domain of your life, and seeing how that affects what kind of work you're looking for.
If it is your first time around, I'd try something to explore the workflow of design as a whole.
As an experiment, I sent out my team to design the most barebone Tic-Tac-Toe clone ever.
My initial requirement is that it should be as light a game as possible, with no innovation.
Just, tic-tac-toe in a GDD.
Guess what?
It obviously turned out into something completely different with added features, leaderboards, etc, and I must say even the gameplay was substancially changed.
Botom line, pick something incredibly simpler, try to reverse-engineer it, try to write it "exactly as is".
You will more than probably hit a few 'what if it didn't do that?' and you'll be going somewhere else.
By the time you finish your project, it will be an original take onto something else.
As an experiment, I sent out my team to design the most barebone Tic-Tac-Toe clone ever.
My initial requirement is that it should be as light a game as possible, with no innovation.
Just, tic-tac-toe in a GDD.
Guess what?
It obviously turned out into something completely different with added features, leaderboards, etc, and I must say even the gameplay was substancially changed.
Botom line, pick something incredibly simpler, try to reverse-engineer it, try to write it "exactly as is".
You will more than probably hit a few 'what if it didn't do that?' and you'll be going somewhere else.
By the time you finish your project, it will be an original take onto something else.
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