Jump to content
  • Advertisement
hpdvs2

100 tiny games, ideas needed

Recommended Posts

I'm planning to build 100 tiny games, (the specific number is not so important).  

The general idea is to improve my skills, by pushing my comfort zones in game development.

I'm looking for a breakdown list of 100 tiny game concepts.  

These are genre's, but then also pushing different concepts, like AI, physics, graphics, animation, etc...

 

Any thoughts on this.  Or if there is another post or article you can point me to. 

 

 - Thanks!

Share this post


Link to post
Share on other sites
Advertisement

Its hard to take you seriously, when you say 100 games (or even 50 games, given your implied flexibility), as you're more likely to be repeating the same code over and over instead of actually learning anything through fleshing out a bigger project (and by bigger, I mean "still fairly small" since you want to "scope small", as they say). Keep in mind that, unless you have a sizable team to work with, even your smaller games are going to require months of work if you want to build anything that is worth playing. Even simple mobile apps for iPhone take 18 weeks on average, according to google. And that probably assumes some team-based effort.

Also, let's be realistic. What would even be the purpose of making that many games? You would see greatly diminished returns on your learning long before you're done with even your 10th game. Focus on 1 game at a time, and visit the various concepts you want to learn through each subsequent projects. (Good) games are extremely iterative in their design, which means that you don't need to know a lot of the stuff on day 1. Things will come to you in due time and as you're gradually becoming better and coupling your development with constant study and learning.

Just start making your first game, and iterate on it. And what do you even mean by 100 game concepts/genres? Just play a lot of games and you'll learn which genres and concepts exists. Always start with some core game functionality that is going to be the meat of the experience, then expand upon that relative to the size that you're aiming for. Then make your next game when you're ready. Iteration is the key, not planning 25-50 years worth of gaming.

I've played well over 700 games in my life (which are necessarily across most, if not all, genres and conventional settings). There's really not that many of them. Successful games tend to converge on a small subset of genres compared to the total number of genres that could potentially (an unsuccessfully) exist.

Edited by Madolite

Share this post


Link to post
Share on other sites

@Madolite, Thanks for your feed back, but I have a lot of what I believe are good reasons.  First off, I have developed a lot of game concepts, especially large scale games that never saw the light of day.  My professional title is VR Solutions Architect, and I'm a Microsoft MVP for my work in 3D.  (mostly business focused and educational)  I bring this up to emphasize that my issue is not ability to code, or work with the technologies.  

The specific issue I'm trying to get through is faster completion of PoC's, and to have experience in a larger variety of game mechanics.  Not just theoretically, but functionally.  I'm trying to expand my abilities to be comfortable in game jams.  Also, much of my professional work requires pulling together a game concept for business purposes very quickly.  

 

Also, I want to be able to get through Game Jams easier, and have trouble minimizing my goals into more manageable tasks.  I want a lot of different code bases, So I don't get stuck in just a couple that keep growing, but instead focus only on the absolute minimum to get a concept or mechanic done.  

You are absolutely correct that I will end up having a lot of pieces repeated.  But hopefully in different ways and approaches.  Things I can try to shorten down a lot.  May also make good blog posts.

Share this post


Link to post
Share on other sites

You might consider looking at very old consoles, like say the Atari 2600, and look at the games that were most popular on it.  I bet you can come up with a good list of at least 10 or 20 simple game ideas to implement that way.

Share this post


Link to post
Share on other sites

I rather liked the Experimental Gameplay Project site. I imagine the explanation on the about page is something like what you're figuring, " The project started in Spring 2005 with the goal of discovering and rapidly prototyping as many new forms of gameplay as possible."

http://experimentalgameplay.com/

http://experimentalgameplay.com/blog/about/

Also, if you're looking to get more comfortable with game jams why not take a stab at past jam themes that were originally intended for fast turn around time?

http://ludumdare.com/compo/ludumdare/

I would expect that there's random theme generators out there as well, although personally I would rather have other projects to do self comparison with.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Aryndon
      Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system.
      We are building in Unity and are currently looking animators and artists.
      What we are looking for
      -Someone who is okay with split revenue/profits when finished
      -Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us!
      -Someone who wants to work with people that are passionate about this project
      If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
    • By lollydipstick
      This is a creature design I have titled "SmileBeast". Although it may seem like shock art, I decided to make this creature very personal to me. It is symbolic of the monstrosity that is depression. It represents how those who suffer from depression put on a fake smile, a facade, to function in the outside world even though they are dying inside. The very front-heavy shape of the creature represents how imbalanced depression sufferers feel in their daily lives, and claws represent how depression sufferers often unwillingly lash out at those nearby.
    • By SavingGraceCoordinator
      Our small production team (Team lead, audio composer, and Programmer(s)) is looking for diligent and fun artists to join our group to make a new RPG tale. Game will be developed for Game Maker Studio. Description of game can be found below, and details for artists can be found beyond that:
      “An original and emotional Role Playing epic where everything is an experience.”
      Have you ever felt the stab of loss? Have you ever endured the fog of doubt and confusion, of feeling misplaced in a world that has unexpectedly changed? Has your reality collapsed around you so quickly that you were overwhelmed?. Then it’s time to search for something - a hope, a catalyst, a  to light your way through the murk of these debilitating emotions.
      It’s time to find your “Saving Grace” 
      Saving Grace is an original role playing game that keeps to traditional roots. Conceived as a 16-Bit RPG with traditional elements from Super Mario RPG, Final Fantasy VI, and even tabletop game Dungeons & Dragons, this new IP seek to invigorate the player’s experience and enhance the story. Saving Grace dives into the story of Roger Konvoc, a young man in the world of Tare, whose  world had been shattered when his father was taken out of this life with no explanation. Riddled with doubt, Roger spends his days trying to cope with this burden at home, relying on family and the few friends he has left to make his days remotely bearable. Fate, however, thrusts him on an unwanted journey. Roger then finds the will and strength to get through the unexpected adventure he's on. Traveling from a city of canvas, through halls of knowledge, to standing up with rebels against an inexorable and tyrannical army. Travel along as Roger, through allies, friendship and experience, finds a purpose to keep going.

      Saving Grace is an original story, with a wide range of potential features, including:
       
      A rich story of good and evil, with unexpected twists, in a world for players to explore. 13 playable characters, each with their own background,, abilities, and stats to customize the party and take down the opposition. New mechanics like having a character’s mental state affect their behavior in battle, and team combo attacks which depend upon team party members and their level of trust in the player. Time honored RPG elements are not neglected in favor of the new mechanics: Difficult dungeons, utilizing multiple character combinations to create the ultimate team, toppling villainous champions, completing rewarding side quests, and searching the different lands for secrets. Multiple ways to level up: 3 varieties of leveling trees, such as (1) Base stats; (2) Skills; and (3) emotional strength, which determines the strength of team combo attacks and the power of one's own emotions. Unique spirits that embody the raw emotion of man and beast, ready to be found to improve the abilities of the party. The story has been set, but how the story is to be told is still yet to be decided by innovators (That's where you come in). 
      Currently, our group is looking for (1) Concept artist and (1) Pixel Artist:
      Concept Artist - We are looking for creative artists who wish to show off their own skills. We are excited to show off new talent, as well as those looking for a challenge to breathe creation into a game. Full descriptions are available to explain details we are looking for, but style is up to the artist (within reason). Great way to get your name out there as all art will be credited to their respective owners.
      Pixel Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need both background and sprite modeling/animation experience, unless multiple artists join the project. Please send either portfolio or example work.
      Even though we are a small group, we pulled a small budget for each role. In addition, the Pixel artist role will continue on into This role can continue on into the full development of the game and will receive a portion of the Kickstarter revenue 
      Looking to get demo developed by end of year 2018. Ful game is currently TBD
      So if you're interested in having a say in a grand project and have your ideas come to life and be apart of a great team environment, then this is the project for you!
      And if you're interested in helping in other aspects of the game, feel free to message with what you would like to aid in!
    • By Vik Bogdanov
      As DMarket platform development continues, we would like to share a few case studies regarding the newest functionality on the platform. With these case studies we would like to illuminate our development process, user requirements gathering and analysis, and much more. The first case study we’re going to share is “DMarket Wallet Development”: how, when and why we decided to implement functionality which improved virtual items and DMarket Coins collection and transfer.  
      DMarket cares about every user, no matter how big or small the user group is. And that’s why we recently updated our virtual item purchase rules, bringing a brand new “DMarket Wallet” feature to our users. So let’s take a retrospective look and find out what challenges were brought to the DMarket team within this feature and how these challenges were met. 
      DMarket and Blockchain Virtual Items Trading Rules
      Within the first major release of the DMarket platform, we provided you with a wide range of possibilities and options, assuring Steam account connection within user profile, confirmation of account and device ownership via email for enhanced security, DMarket Coins, and DMarket Tokens exchanging, transactions with intermediaries on blockchain within our very own Blockchain system called “Blockchain Explorer”. 
      And well, regarding Blockchain... While it has totally proved itself as a working solution, we were having some issues with malefactors, as many of you may already know. DMarket specialists conducted an investigation, which resulted in a perfect solution: we found out that a few users created bots to buy our Founder’s Mark, a limited special edition memorabilia to commemorate the launch of the platform, for lower prices and then sell them at higher prices. Sure thing, there was no chance left for regular users. A month ago we fixed the issue, to our great relief. We received real feedback from the community, a real proof-of-concept. The whole DMarket ecosystem turned out to be truly resilient, proving all our detractors wrong. 
      And while we’ve got proof, we also studied how users feel about platform UX since blockchain requires additional efforts when buying or selling an item. With our first release of the Demo platform, we let users sign transactions with a private key from their wallet. In terms of user experience, that practice wasn’t too good. Just think about it: you should enter the private key each time you want to buy or sell something. Every transaction required a lot of actions from the user’s side, which is unacceptable for a great and user-friendly product like ours. That’s why we decided to move from that approach, and create a single unified “wallet” on the DMarket side in order to store all the DMarket Coins and virtual items on our side and let users buy or sell stuff with a few clicks instead of the previous lengthy process. In other words, every user received a public key which serves as a destination address, while private keys were held on the DMarket side in order to avoid transaction signing each time something is traded. This improved usability, and most of our users were satisfied with the update. But not all of them...
      You Can’t Make Everyone Happy….. Can You?
      By removing the transaction signing requirement we made most of our users happy. Of course, within a large number of happy people, we can always find those who are worried about owning a public key wallet. When you don’t own a public key, it may disturb you a little bit. Sure, DMarket is a trusted company, but there are people who can’t trust even themselves sometimes. So what were we gonna do? Ignore them? Roll back to the previous way of buying virtual items and coins? No!
      We decided to go the other way. Within the briefest timeline, the DMarket team decided on providing a completely new feature on Blockchain Explorer — wallet creation functionality. With this functionality, you can create a wallet with 2 clicks, getting both private and public keys and therefore ensuring your items’ and coins’ safety. Basically, we separated wallets on the marketplace and wallets on our Blockchain in order to keep great UX and reassure a small part of users with a needed option to keep everything in a separate wallet. You can go shopping on DMarket with no additional effort of signing every transaction, and at the same time, you are free to transfer all the goods to your very own wallet anytime you feel the need. Isn’t it cool?
      Outcome 
      After implementation of a separate DMarket wallet creation feature, we killed two birds with one stone and made everyone satisfied. Though it wasn’t too easy since we had a very limited amount of time. So if you need it, you can try it. Moreover, the creation of DMarket wallet within Blockchain Explorer will let you manage your wallet even on mobile devices because with downloading private and public keys you also get a 12-word mnemonic phrase to restore your wallet on any mobile device, from smartphone to tablet. Wow, but that’s another story — a story about DMarket Wallet application which has recently become available for Android users in the Google Play.
      Stay tuned for more case studies and don't forget to check out our website and gain firsthand experience with in-game items trading!
    • By Old Mohave Games Studio
      Bitcoin Survival! An 1-bit graphics charming game made in 5 days for the 2018's Crypto Game Jam. It's a Roguelike Clicker Game in which you must mine bitcoins to buy and upgrade itens in order to survive as long as you can! All assets original made by me. Come play. And, please, share and rate. Any suggestions for the game are welcome too. (ALSO REPORT ME ANY BUGS FOUND)
      DEVLOG. V. 0.2
      - The game has been extensively polished. Many bugs have been fixed and many features have been added to the game. The difficulty has been balanced once again. Maybe I still have to update some things in the tutorial, but that's easy and I will be doing this in the next days. Hope you enjoy the game at this actual stage. It's almost like a new game.
      - It's mobile compatible!
      IF YOU LIKED THE GAME, PLEASE DON'T FORGET TO SHARE AND RATE IT! That would help me a lot.
      https://www.scirra.com/arcade/strategy-games/bitcoin-survival-28765




  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!