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Stormynature

Your first game idea - What happened to it?

34 posts in this topic

So I am interested in knowing about people's first game design idea.[list]
[*]What was the idea.
[*]How far did you get with it.
[*]How did that game idea evolve as it transitioned into reality or fell short of being completed.
[*]What lessons did you learn on the way.
[*]What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge.
[/list]

any sort of documentation showing the game design, ideas, artwork etc would also be interesting :)
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My first game idea was horribly derivative and flawed. Many of my early game ideas were. Mostly they were melds of whatever I was playing at the time and/or whatever I most recently saw on TV.

Thus games such as:
[list]
[*]TMNT RPG
[*]Transformers RPG
[*]Underwater sub-combat combining Space Invaders with Combat
[*]A Wizardry Clone but outdoors instead of in a dungeon
[/list]

...were born.
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Mine was a pizza delivery game called PizzaRush. I did finish it after about eight months of work, even sold a few copies. I was learning C, Mac programming, and a sprite toolkit all while making the game, so I can't believe it was ever finished.

One thing I [i]should have [/i]learned was keep it simple. I was more or less forced into that because of my limited knowledge at the time, and as a result the game got completed. It seems too often I get grand ideas that are just too much and I end up not completing anything.

I've actually thought about revisiting the the game again. It was written seventeen years ago and was Mac-only, meaning it won't run today unless you're using a really old computer. Nowadays it would get the level editor and other goodies that were rumored to be coming in the third version (I just remembered...I actually completed a 2.0 version of it!)
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[list]
[*]What was the idea.
[/list]
A zombie/horror game, mixed with Tom Clancy's Rainbow Six

[list]
[*]How far did you get with it.
[/list]
My friends and I came up with several character sketches for the player and the enemies

[list]
[*]How did that game idea evolve as it transitioned into reality or fell short of being completed.
[/list]
I was the only one who had programmed anything before (though I had only just begun). As I realized I wasn't good enough to program it, and as we all got distracted with normal 13-year old stuff, it just died.

[list]
[*]What lessons did you learn on the way.
[/list]
a) I'm not as good as I think I am [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] b) making games isn't actually that easy and c) people with ideas only and no programming, art, business, etc experience are useless when it comes to making a game.

[list]
[*]What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge.
[/list]
Probably something like Left 4 Dead Edited by Cornstalks
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1. A Space Warfare RTS called "Chronicles of Time".

2. I was 12 at the time, and it was inspired by my favorite game of the day, Starcraft. I still have all the notebooks full of concepts in my personal bookshelf.

3. It fell short because I had ideas faster than I could develop them, and when I discovered MMOs (a la Runescape) I could hardly think of anything else :)

4. (should have learned) to Focus and keep it simple. Sometimes I get too theoretical and idealistic, but there is beauty in making something a elegant compromise.
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My first game was some simple text-based RPG combat system on the C64, so that's hardly interesting. My first modern game(with graphics and stuff) after the C64 era was a mix between a top down space shooter and an economic simulation. The idea was to be a corporation providing services (military, production, transport, etc) to other corporations and the empire busy pushing back an alien invasion. The concept was to have the player be in competition with other corporations while cooperating with them to save humanity. It died because of the AI requirements and the required scale to have a decent economy without cheating. Some poor architectural choices also helped dig its early grave.

Lesson learned was that adding gameplay elements from various genre increases complexity and not necessarily game quality.

I revisit the design every now and then. Its latest iteration looks more like a mix between Civilization and Majesty with a strong emphasis on the economy. There isn't much that survived from the original design, not even the setting.
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My first game idea that takes me back.

I did a text based space mining colony game in qbasic. You bought mines, farms, houses and food, and had balance them with fluctuating crop yields and ore prices. The goal was keep your workers alive and colony running in the black.

The next game I did was again in qbasic and it was a simple texted based hack and slash rpg inspired by the old bbs game “the pit”. The game was had different classes of monsters from goblin to gods I think. With different monsters in each group with variable stats monster even had common and rare drops. There was also randomly generated magic items that could be bought at the store. I think there were 3 stats attack, defence, and hp.

After that I went more into a pen and paper type games.

I made a simple space exploration game. There were as 2d6 encounter table and you rolled dice to determine which random area you jumped to. Then rolled on the encounter table to see what was there. You might find a port to trade at and possibly upgrade your ship, or buy more shields. You lost 1 shield each time you where it combat and died if you got hit without shields.

It was fun little game that just required paper, pen, and a die, and could be played anywhere.

Then I made a board game called Underworld Dreams inspired by a dream I had. Each player created their own Prince of Hell using a starting pool of 100 character points and spent them in a number of different areas. The game consisted of acquiring territory, artefacts, building a demonic army, and trying to conquer the castles of the other princes. If a prince was killed either though random event or battle they resurrected back at their castle with half your previous stats. So if you lost your castle it was game over. There were a couple of other victory conditions as well including find 3 rare artefacts and bringing them to the well of souls. Or conquering a sufficiently large portion of the map.

I played it a few times with friends and even started working on an advanced version of the ruleset and better board before I lost interest in it.


That was probably my last finished product. After that I toyed and fleshed out many different ideas some video games other pen paper table games but haven’t really finished anything. Below is partial list:[list]
[*]Medieval table top war game about warring feudal lords vying to become king. City building, research, Army building, strategic, and tactical battles.
[*]A Post-apocalyptic survival skirmish table top game similar in play style to Necromunda. You could choose to play either a lone mad max style wander or control entire gang or town.
[*]An RTS/4X game where the uneasy truce between the techno industrial faction of humans and psionic humans who control living plastic is broken by the secret invasion of race of parasitic aliens.
[*]4X game inspired like MOO2 but bigger! It was MOO2 with different styles of technology to purse such as whole tech tree around physic weapons and defences. As well as intergalactic weapons of mass destruction so you’d be able launch star destroying missiles. Colony control was going to be more involved and allow for partial control of colonies. Strategic resources where somehow going to be involved. And information and communication ranges were going to be more important. So that you had the ability to raid enemy colonies without them knowing they were under until later, you could get away without them knowing who attacked them. Distant colonies might just give the player message that colony X has gone dark, and you’d need to send a scout ship to find out what happened.
[*]A table top RPG based on warhammer 40K
[*]An Intergalactic Megaman RPG
[*]A Steampunk RPG with 4 characters one of which wasn’t unlocked until you’d won it as the other 3 each with a very different play style, experience, and intermingled story line.
[*]An rpg/city builder/war game. It started out as an standard SNES/PS1 style rpg but you buy property and land, which you then developed into your castle or city. There was a host of different NPC that you could find throughout the world and assign to either your party or base. They’d grow it in different ways and evolve it. They’d also ask you to due quests on their behalf that would help them level up their town persona. For example the alchemists needs you to track down rare components to level up from apprentice to grand master doing so increases the different goods he has to offer and could improve other parts of the town. The end game consisted of raising an army to take on the corrupt Queen who ruled the land.
[*]A Cyberpunk RPG with complex tactical battles. There where a small number of battles each being significant instead of having lots of random ones.
[*]An Espionage RPG
[*]A RPG set in feudal japan style country.
[*]An adventurer game where you tried how many great quests you complete in your lifetime before you died of old age or retired.
[/list]


More Recently:[list]
[*]A Trading puzzle game for android. Cancelled because the prototype wasn’t fun enough.
[*]A run and jump style platformer for android – Cancelled for technical reasons involving an inability to parse meaningful data in real time out of a certain set of data sources.
[/list] Edited by TechnoGoth
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Like Tiblanc, my first games were mostly simple text things on a C64 or Apple2e. I remember a sort of buy low sell high kind of game where the prices of some things continuously went up or down randomly and I'm pretty sure I did some sort of get through the maze thing.

Many years later I finally got a PC and learned how to get bitmaps up in windows. I took a stab at an RPG (The Great Toaster Shortage of '94) that was supposed to be set in an alternate world where nuclear war broke out in the 90s (somehow due to a toaster shortage), a bunch of Canadians decided to terraform Venus and go live there, and the society that evolved a couple hundred years later. If I recall correctly, I had a top down (FF6 perspective) tile based (programmer art) thing going and I remember having it so that for the area that you were in, a file would be read and books would be placed in the area that had a of text you could read. And also a good start on an NPC conversation tree kind of thing which just needed to somehow be aware of tasks the player has accomplished.

And I curse the fact that I have no idea what happened to the code! I don't know if I got a virus at some point and it was destroyed or if I accidentally deleted it or what but I can't find it anymore. I remember it was really simple beginner type stuff that didn't take me that long to get to the point that I was at. It was probably buggy as hell but I've yet to write any sort of parser to take the place of what I had or do anything that resembles what I used to have. It feels like I was so much further ahead back then than I am now.

Lesson: Back up your bloody code, people. Again and again to multiple places. You never know when you'll want something you did from way back when.

The Toaster Shortage idea had a few story tangents that I still remember that I wouldn't mind realizing in some way eventually. No immediate plans though. Maybe something with what happened to the Russian astronauts that were sucked into a space-time vortex when the war broke out. That was a more interesting and plausible story anyways. Edited by kseh
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Aside from stuff I tried to do when I was seriously young, the first game-like thing I remember completing was a wireframe 3D maze program written in BASIC on an Apple II+. I finished it but it wasn't really a game. It had an editor where you could layout a maze with walls and doors and then go through it in 3D, sort of in the style of graphics as Wizardy or another game at the time, Death Maze 5000. I think I was in 9th grade when I wrote that,

The thing that I remember doing that I considered to be a game and was serious about was a cross between Lode Runner and Pengo written to an Apple IIgs in assembly. I never finished it because I had to go away to college and by the time I was done with college the Apple II era was over. I think I got it to the point where you could move the little guy around and climb ladders but no enemies. I still think that that game was a good idea...
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Hmm, what [i]was[/i] my first game design? I remember that the game I played that made me want to help make one was FF7, and I would have played that probably in late '98 or early '99. That was the game that made me realize a game could really tell a deep story and be artistic while doing so, which is what makes game design a worthwhile pursuit in my eyes. Also why I have great difficulty ever designing anything simple or small. FF7 had a vestigial dating sim system in it which I think was the first such thing I'd seen, and investigating that led me to discover the possibility of erotic games. I also had played Myst and several other adventure games in the years before that, and they had left me with a lot of respect and fondness for that genre. At any rate I didn't initially have the ambition to create a design by myself, instead I wanted to join an existing project to make an adventure or ren'ai game. I participated in several projects as a concept artist or a writer. What happened to those games? I don't think one of them got past the concept art phase, except the one which was funded up until the lead designer lost his job and defaulted on all payments, pissing off the team in the process. Even that one was pre-alpha though.

The first game design idea that was all mine might have been Date With Destiny. It went through two completely different versions. First was straight from a dream - Destiny was a city, probably inspired by sim city, but it was a first person adventure game with a lot of relationship-building elements. The game itself was rather like the movie groundhog day - the player's main ability was time manipulation, they could at any point pause the game world or rewind it as much as they wanted. There was probably some inspiration from Vagrant Story and Chrono Trigger's "new game+" features there too, that has made it into nearly all my game designs. There wasn't a set goal because I hadn't learned that lesson yet. Or maybe I can't call it a lesson, since there are people who prefer games without set goals, like the Sims series. But I've since learned that I personally have a strong preference for games with clear goals. But at any rate the player was supposed to interfere with the city's default path until the player was satisfied with the results.

A few months later I heavily revised this concept to make it something more concrete, smaller-scale, and easier to implement. Destiny became a small space station in a remote place, orbiting a sun. A natural accident (forget whether I decided on solar flare or asteroid) damages the station, taking out its long-range radio and the course-correction jets keeping it in orbit. From this point everyone on the station knew it was inevitable that the station would slowly lose altitude, and after 6 months it would be destroyed from getting too close to the sun. So this time there was a set goal - you the player received the "vocation" (spiritual task of some non-religion-specific kind) that your job was to keep everyone else on the station as happy as possible until the inevitable end. Yeah, you were all going to die, but you could single-handedly turn it from tragic to not-so-tragic by ensuring that everyone died content and no one went axe-crazy and terrorized the others. The dating sim elements were clarified and strengthened - rather than just flirting with people for your own amusement in the first version, in the second version seducing people and making them fall in love with you was one of the main ways you could try to make them happy. The game+ concept was still there, this time with more of a metroid approach; you could not earn the best ending on the first play-through, but if you replayed the game you started with bonuses and knowledge that made it easier, so the best ending was possible to attain on the second playthrough, after which the player could fully consider themselves to have succeeded at the game. The second version also changed from first-person 3D to 3rd person 2D anime-style art, as I realized that with the technological limitations of that time period and an indie team I could get way closer to the quality of an anime movie than of movie-quality 3D animation of NPCs' facial expressions, etc. And I had learned that I just generally preferred 3rd person to 1st person views.

This second concept was judged generally to be too depressing for an erotic romance game, and too romance-focused for a sci-fi game, so no one in either group thought it was the best choice of a game to spend their time developing. So the concept never went beyond that point, I didn't even bother with concept art, I just moved on, because the main thing I was interested in learning at that point was how to attract programmers to develop one of my ideas.

The other game idea that I'm not 100% sure whether it came before or after Date With Destiny was a blend of EVO, Golden Axe, and maybe a bit of Mortal Kombat. It didn't have a name, and in retrospect the concept doesn't interest me because it had no story. But it's where I first tackled the concept of a character customization system using interchangeable parts. This concept went on to become the combat system for Gimmie Those Wings!, the first design I came up with where I managed to actually assemble a team (with some help). GTW! was definitely after DWD, though, so it's beyond the scope of "first game design". Edited by sunandshadow
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[quote name='kseh' timestamp='1338489727' post='4945057']
Lesson: Back up your bloody code, people. Again and again to multiple places. You never know when you'll want something you did from way back when.[/quote]
Always a good lesson, and applies just as much to art and writing. Two of the most interesting pieces of digital art I've ever done no longer exist because that class was held in a mac lab with zip discs, and I didn't make the effort to figure out how to convert the files to a windows format on normal discs before I lost access to the lab and none of the other labs had zip disc drives. Similarly a friend wrote some chapters of novel using a word-processing program that died out shortly after that, and on top of that he encrypted it, ending up with a file that couldn't be read by anything, and while hacking weird or corrupted word processing documents will often get some words out, due to the encryption we couldn't get anything but nonsense.
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[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]What was the idea:[/background][/left][/size][/font][/color]
The Idea was to create a RPG / hack n slash game with a fully customisable weapon system as well as "tons of enemies and combos"

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]How far did you get with it:[/background][/left][/size][/font][/color]
Created a bunch of enemies, created ~10 different weapons, and wrote an extensible XML based language to edit and create levels ,weapons, and even create new varieties of enemies. It was a kludgy mess since I'd just begun game programming at that time. Still, the (programmer) art was cute and the game was definitely playable.

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]How did that game idea evolve as it transitioned into reality or fell short of being completed.[/background][/left][/size][/font][/color]
the original ideas were still there, but I scaled down the system since I didn't have the programming skill to actually create a complete weapon modification system. Rather, It was changed to facilitate dual weapons and weapon upgrades.

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]What lessons did you learn on the way.[/background][/left][/size][/font][/color]
1)Making a game is hard 2) A physics engine does not magically solve all your problems 3) SDL is slow, so go with openGL aaaaand 4) C++ is slightly overrated as to "reducing complexity"

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge.:[/background][/left][/size][/font][/color]
[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(247, 247, 247)]The game would probably be the same. except with smoother animation and [/background][/left][/size][/font][/color] a fully customisable weapon system. The XML thing would probably have been toned down, since the system I'd built was overkill.
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My first game idea was quite an idiot one.
A realistic car driving game. You drive a car, you can take a cigarette, playing with the radio, pfffff I can't think f how many "realistic" features it would have had. Probably it would have needed a 1000 key keyboard with 5 mice and 8 joysticks. There was no race, no goal, you just would have had to drive like a regular person driving to shop and do all the regular stuff, like scratching head or blowing nose.

The only excuse for this totally utterly idiot idea is that I was 10 when I thought of it.


Anyway, since I've played with C&C I have been always dreaming of a survival sci-fi RTS game with a very strong atmosphere, where the main goal is to survive and grow undetected from some world destroying invasion (probably alien). A game that has a very long campaign with huge levels with tons of choices, where being almost totally destroyed and need to be very creative to rebuild your community/base in a hidden/distant part of the map, is usual in a mission.
I sometimes actually dream of this game.

I can see some fundamental flaws in this idea, maybe if I put this to some non-technological, fantasy world it would work.
Anyway, I did absolutely no steps in the direction of making this game, as I was always aware of the limitations I had and the scope of such a project.


(shit, I should really learn some English) Edited by szecs
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Ideas are cheap. I came up with a better one, and then another one, ect. ect.
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[quote name='aattss' timestamp='1338554595' post='4945283']
Ideas are cheap. I came up with a better one, and then another one, ect. ect.
[/quote]

I think sir you miss the entire point of my opening post. Please don't sidetrack the thread into another focus i.e. the validity of ideas.


Unless of course that was your actual answer to the original post. In which case I would at the least ask you to use the intial format as above simply to show what your initial idea was, what happened etc. Edited by Stormynature
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Oh, I forgot the part about "What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge." I guess because the problem then wasn't really ability or knowledge, the second version of the DWD design could have been produced and sold, the problem it was lack of funding or sufficient popularity among developers to overcome that lack of funding. What did I learn over the intervening 10 years? That it's non-functional to try to gather up a team to develop a game when no budget is available, and I have no interest in attempting to fund-raise on my own, and moreover I am not a good project lead because I'm an absent-minded introvert who sucks at maintaining team communication and a schedule. On the other hand, I've at least gotten much better at working out the details of a design and getting them all into a design document since then.
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[b]I bit off more than I could chew for my first project.[/b]

[quote]What was it? [/quote]
3d aim-to-hit, multiplayer RPG combining Ultima online progression, Darkfall online character controller/gameplay, and League of Legends style multiplayer matching system. Both FPS and 3rd person camera angles. This would be 9 or 12 player co-op where 3-4 teams of 3 spawn at a different holdings, kill surrounding monsters nearby to acquire gear and skill up. At any point they could try to rush another team, or skill up and spend more time preparing ahead of time. I really wanted to add chariots with a driver and teammates could ride along and shoot bows/spells.

At the char creation screen the player gets 200 points they can put into skills/stats, then in game based on what they use it raises the relevant skill, and monsters drop items related to their type, but the player is free to do whatever mix of skills they want. If you want to train magic, hunt magic monsters as they drop reagents and mage staffs/armor. Similar if you want to raise archery, fight rangers who will drop arrows and good bows/armor for rangers. I made stats affect armor as well, so mage armor was magnified by intelligence, ranger armor was modified by dexterity, and heavy warrior armor was utilized better by high strength values.

I roughed out mechanics for mounts, even could ride a pig:
[media]http://www.youtube.com/watch?feature=player_detailpage&v=pXkrPGyN21E[/media]
hahaha sorry it's a really short clipping plane on the camera I should have changed it before making that video. Also gave the pig a huge jump modifier so he can fly. The mounting is buggy, you have to run into the pig and it just childs the player to it, needed build a seat and mount the player to the seat.

[quote]How did that game idea evolve as it transitioned into reality or fell short of being completed.[/quote]
I eventually realized the networking was over my head, especially at that time, and stopped developing.

[quote]What lessons did you learn on the way.[/quote]
I learned a ton along the way, state machines, singletons, coroutines, as well as performance/optimization related concepts for both design and assets. Also to start smaller with a game I'm more likely to finish.

[quote]What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge.[/quote]

Well, the networking options have become better documented, easier to use, etc for the engine I'm using. If I were to do it again, I would start with a fully networked example as a base, and work from there. Also I learned to use triggers instead of spawning every NPC/monster in the world on start, so as you move around it spawns/despawns models at spawn points.

As I had it, you could login multiple players, but I was stuck synchronizing animations, projectiles, and just moving my working code to a server instead of being processed on the client. I assume I use RPC calls to communicate input but never was able to build a framework between the client/server other than instantiating the players in the world and updating transform positions. I made the mistake of building the game, then trying to network all the components from scratch and it killed morale big time.

This was an early example of some basics:
[media]http://www.youtube.com/watch?feature=player_detailpage&v=GtJkTO1fuEI[/media]

This is another example in the browser:
[media]http://www.youtube.com/watch?feature=player_detailpage&v=ZtYc1I83L2s[/media]

Luckily I've been able to use the code in other games/prototypes after the first one [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Now I'm making a mobile, hack n slash, single player, RPG as my first mobile game, it's full of learning experiences. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Edited by lmbarns
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[b]What was the idea[/b]
I don't remember my first few but the one I do remember was called Dagger. The idea was simply to run around in an top-down RPG world throwing daggers at monsters, killing them.

[b]How far did you get with it[/b]
The game had the main character sliding around (because he wasn't animated) and throwing daggers at purple blobs, which simply disappeared when killed. I think I had a version where the blobs popped in a very satisfying 3-frame animation. I forget if it had health or death for the main player. Pretty sure it didn't though.

[b]How did that game idea evolve as it transitioned into reality or fell short of being completed[/b]
The goal was to have multiple levels with varying amounts and types of monsters but I kept the idea suprisingly modest, for what little that helped. There was going to be a few powerups and I think dagger pickups, as the throwing daggers were going to be limited, I think.

[b]What lessons did you learn on the way[/b]
Keep things simple because even "simple" games are harder than they seem. And that my skills were far below the needed skills to implement my dreams.

[b]What would the game be, if you revisited the original idea now and built the game with your current ability/knowledge[/b]
I actually restarted this game in 3D (with [url="http://www.leadwerks.com/werkspace/page/Products/le2"]Leadwerks[/url]). It's much easier now than so many years ago, when one of my greatest headaches was how to display 2D trees, enemies and monsters in the right order so they display correctly.
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[quote name='Stormynature' timestamp='1338558619' post='4945302']
[quote name='aattss' timestamp='1338554595' post='4945283']
Ideas are cheap. I came up with a better one, and then another one, ect. ect.
[/quote]

I think sir you miss the entire point of my opening post. Please don't sidetrack the thread into another focus i.e. the validity of ideas.


Unless of course that was your actual answer to the original post. In which case I would at the least ask you to use the intial format as above simply to show what your initial idea was, what happened etc.
[/quote]

Actually, that was the answer. As you see, I forgot about what the idea was. As I was, like, 8 at the time, and made 0 progress because I didn't know how to program or anything. Anyway, one thing I suspect is that, as I had little grasp on games back then (I was 8), my idea was not innovative. In retrospect, a possible lesson would be that an idea is nothing if you don't work to make it a reality.
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I was much into early GTA-style open world games, and I thought it'd be cool to create something similar myself. After having been learning c++ for a short period and some basic game -related things such as main loop I created a few prototypes of the game using console graphics.

Here's a screenshot of the final version:
[attachment=9212:con_.png]
[i]An intense firefight in some hotel hall. The map scrolled as the player moved around.[/i]

Pretty much everything was hardcoded (enemies, weapons and objects), except the maps which also supported primitive events (walk somewhere and something is spawned). The game had cops, civilians, enemy gangs and even some monsters. Available weapons were two types of shotguns, rocket launcher, flamethrower, mines, remote detonated bombs and my personal favorite - poison arrows [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] .

The game featured some pretty cool blast wave, fire and blood splatter effects - all done using colorful ascii characters. Among console graphics and 2d game stuff I also learned something about AI and sound system (the game btw had extremely brutal death screams). Later I tried adding a multiplayer, but of course that would fail as I had zero knowledge on the subject and I was using tcp for everything!

If I did a remake of this thing with my current experience and knowledge, it would probably end up being insane. I've actually started to recreate this thing in 3d, and so far everything's been going great! I might post an iotd some day, so stay tuned [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] !
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Ok...My first game idea.

My first game idea was not actually my idea. In fact, I was just using it to learn C++ and in general, game development.
It was Console Tic-tac-toe.
I finished it after months of hard work. Yes, you read that right MONTHS.
The reason, partly, for this is that I didn't have a clue about how to do stuff properly, and just dived straight in. That and the fact that I actually randomized the computer's moves as well, instead of making it two playered. But the real fault was that my computer was immensly slow, being 6 years old.
I then moved on to create a real tic-tac-toe game, which took considerably less time and after that a pong game.

I then spent the rest of the year trying to create a sequel to a platform game my friend was (and still is) working on. However, I decided not to because I didn't really want to use his idea and instead come up with something of my own. I leaft the project before even completing the first level.

Now I am on an ultra fast computer, and working on a platform game. I have just started it, but it is going to be epic when I have finished.
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I can't even remember what my first idea was :/ So let's go with whatever I first actually tried to develop.


...really not that interesting. I took the tutorial from the DIV Games Studio manual and turned it into a full game, with scoring, levels and 2P mode. The outcome was more related to bullet (enemy) hells than anything else though... The game was timed to last 10 minutes (as in, you had to survive that long), but it took years before anybody could actually beat the damn thing. Ouch.



Lesson: creating an enemy 30% of the time is too much. At the framerate the game was running, that was 5~6 enemies per second. And enemies moved pretty fast too (they could go through the screen in about one or two seconds). The players being able to shoot 18 bullets per second and having 5 lives wasn't enough help.
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The idea was just a simple flash platformer based on ancient egypt.
I finished the first level, minus the enemies and pick-ups.
The game didn't really evolve much since I didn't get very far with it.
I learned that creating content, even for simple games, makes up the vast bulk of the work. It takes an incredible amount of time and effort to create all those art assets.
I also learned that you don't get anything for free, every little detail that you want in your game you have to take the time to program/create yourself.
I don't know what I'd do different, I don't use flash anymore.
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