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stein102

What kind of game to make?

7 posts in this topic

So I've made the basic pong, breakout, snake, etc games. I want to get into something else now, I have a 2d top-down RPG started, but I feel like I've bitten off a bit more than I can chew. Mostly because I can't figure out a good way to set up the items in the game(fiddled with component-entity, not too sure what other directions I can take it). What other game genre's would be a good idea to start working on? How would a basic RTS game work?

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So I've made the basic pong, breakout, snake, etc games. I want to get into something else now, I have a 2d top-down RPG started, but I feel like I've bitten off a bit more than I can chew. Mostly because I can't figure out a good way to set up the items in the game(fiddled with component-entity, not too sure what other directions I can take it). What other game genre's would be a good idea to start working on? How would a basic RTS game work?

 

Have you made a Mario, Sonic, Gradius, or Ikari Warriors type of game?

 

Barring that, how about just concentrate on one aspect of RPGs. Meaning just do one important part of creating a RPG:

  1. Creating a map
  2. Loading the map to the screen
  3. Getting the character to move around (without the map)
  4. Getting the character to animate (walk, run, attack, cast magic)
  5. Create the menu

 

Just do ONE of these and don't worry about integration. Once you get done and right, then move on to the next thing and only concentrate on that.

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So I've made the basic pong, breakout, snake, etc games. I want to get into something else now, I have a 2d top-down RPG started, but I feel like I've bitten off a bit more than I can chew. Mostly because I can't figure out a good way to set up the items in the game(fiddled with component-entity, not too sure what other directions I can take it). What other game genre's would be a good idea to start working on? How would a basic RTS game work?

 

Have you made a Mario, Sonic, Gradius, or Ikari Warriors type of game?

 

Barring that, how about just concentrate on one aspect of RPGs. Meaning just do one important part of creating a RPG:

  1. Creating a map
  2. Loading the map to the screen
  3. Getting the character to move around (without the map)
  4. Getting the character to animate (walk, run, attack, cast magic)
  5. Create the menu

 

Just do ONE of these and don't worry about integration. Once you get done and right, then move on to the next thing and only concentrate on that.

 

 

No, I haven't made those games yet. That would be a good starting point.

 

I've done all of those small tasks for the RPG I've been working on. The only thing I'm stuck on right now is designing the component-entity system for items(I don't know any other methods other than deep class trees).

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Plenty of solid ideas, mixed with a couple of cautionary or mis-direction from where you may want to go.  So here is another one.

 

Have you tried doing a puzzle type game or a "Game Show" type game?   Both would expand your design skill set.

 

RPG game items such as weapons and pick-ups.  I have found that by keeping things simple maybe a better approach.  For example: a Player Charactor(PC) has atrributes and skill sets, Pick-ups and weapons also have the same.  Food & Drink provide health to a Player, So does a health Kit, so does resting. Poisons take away health. So when these items are used, they would affect a players health. 

  If a PC uses a skill to is affected by movement, then Armor or amount of items carried would affect that skill set or attribute.  These type of items also affect more than 1 Attribute/Skill Set. 

 

I hope these ideas help you and others with the same questions.

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So I've made the basic pong, breakout, snake, etc games....

 

Have you completed these games entirely?

 

Are they fully polished - with menus, game over screens, settings menus (such as the option to change controls and keys), high scores, maybe even demo modes?

 

In short - if you gave them to a complete stranger, would they feel like it was a 100% completed product or would they feel like it was something a student completed for his project at school, before moving on to the next class assignment?

If they're not polished, then you need to go and do those things - you'll learn a LOT that you wouldn't otherwise, and will have a fully completed product that you can be 100% proud of to show off to friends, strangers, and employers.  Most people skip these steps (because they're hard or boring or dull or not exciting), and that's what prevents them from being real game designers or programmers.  They don't see it through to the end (and if they can't see the simple projects through to the end, there's no way they'll see the complicated ones through to the end).

If you HAVE completed these steps, then congratulations - I have much respect for someone that actually completes what they said they've done.  In this case, it's time to move to the next step, which will probably be:

 


Have you made a Mario, Sonic, Gradius, or Ikari Warriors type of game?

 

A sidescroller!  Unlike the other examples you've already completed, sidescrollers are going to have multiple levels, a potential storyline, characters, much more in-depth animations - in short, a much more immersive experience.  It'll be a lot harder and also a lot more fun to play in the end.

 

But unlike RPGs, RTSes, or FPSes, the amount of content and programming behind a sidescroller is going to be much more manageable (while again being a step up from what you've done before).

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Plenty of solid ideas, mixed with a couple of cautionary or mis-direction from where you may want to go.

 

What do you mean by the bolded?

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