Tag Archives: Experience

Experiences on game making

Here are some of my character design sketches while working on the concept. I later took the best ones and made a clean version on illustrator.

Here are some of my character design sketches while working on the concept for FFB. I later took the best ones and made a clean version on illustrator.

 

I have always been an avid video game enthusiast. When I was little I used to play video games and my first programming experience was with an old Tandy TRS 80 model computer… in BASIC(no, not visual Basic the original Basic BASIC). I was really into it too. I had loads of papers with my designs. I still keep some of the raw concepts and sketches.

I went to art school and in the meantime I purchased Klik & Play (from MAXIS which had some evolutions since ’94) one of the first event oriented game programming engines I’ve been exposed to. It was exciting to see my creations move and walk and fight with little coding and lots of animating. I made fighting games, mega man style games, castlevania style games and plenty others but never one fully finished. I did keep all the sketches for later though.

As soon as I graduated I went to programming courses in the local college… however at the time they were more focused on accounting than gaming so I took all I could learn and went somewhere else to focus more on art and mix as much I could with computers.

It wasn’t until recently with the help of Construct 2 and loads of patience, forum diving, and luck that I’ve been able to fully publish a game. Getting players to log in and leaderboards to work was a pain for me. As soon as that was working I considered it a great victory. What I didn’t get into my variables however was the concept of making ads work in the app, and to me the actual interface and concept of making ads work is very much alien. It took me days to make the ads work and I still don’t fully understand them. This leaves me with some homework for next apps and games to come.

However this list may help someone else achieve their goals and they will serve as a reminder for me to follow on the next games I make.

  • Start small: Get the main idea on paper and focus on how it’s going to work.
  • Shut people up but do listen: Ok maybe not in the violent sense more like in the sense of keeping the purity of the concept. Many people will have many ideas and will feel they have to share them with you to “help you”. Good intentions pave the road to hell. Keep them in mind but try to keep the main concept clear and specific. Otherwise you’ll change the game more times than needed before you realize.
  • Write things down: Keep a record of what you are doing. A sketch, a doodle, a note… do try to keep them in writing and make a log or even an excel file with all the changes, fixes, modifications, updates, goals and victories so you remember.
  • Keep track of time: Important! Keep in your log hoe much time it took you to complete one given task so that when you have to do something similar again you have an idea of how long it will take. This also helps you keep track of “costs” in term of man hours spent and effort. Trust me in the end it will be worth knowing how much actual effort you put into things.
  • Do forum dive: If it wasn’t for the gamer/developer/forum communities most of us wouldn’t get to our goals. Sometimes other people have insight and solutions to problems you will probably not think of on your own. Do go, socialize and forum dive. Some people will have the golden cog that will make the machinery of your game work better than you thought.
  • Get information about that part you didn’t know you needed: Sometimes as developers we overlook certain details that have to be in your game/app to work.  It may be communication with “app store of your choice”, ad monetization, marketing and promotions, a fan base, the ability to make a plush toy out of your main character or some other gimmick, you have to take into account all you can and be ready to invest time/money in the tools, technologies or services you need.
  • Looks are NOT as important as mechanics: It may look awesome but if it doesn’t work it’s worth nothing to players/users. Make sure you get the mechanics working all the time. Looks can always be improved in the long run.
  • Work on fanbase before release!!! I was to keep the game hush hush before release which immensely lowers the impact on release. I know that from previous experiences but its good to keep it in mind. It helps keep people excited, it drives downloads and helps promote it beforehand. Facebook people … go get it!!!

Anyhow. Just a few thoughts. Try an d keep producing and making and creating stuff and don’t forget to have fun in the process. If it isn’t  fun it’s more work than it should be.

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