Suggestions for organizing game design idea's?
Posted 23 October 2011 - 04:10 PM
I am now wondering, what is the best way to organize and consolidate them? I am currently using MS Word but it is very clunky.
for reference, I am focusing on a niche MMO like Wurm and I have recently been invited to use HeroCloud.
Any suggestions would be great,
Posted 24 October 2011 - 01:30 AM
Outlines are easy to add to or adjust.
I think it's a waste of time to get too carried away with documentation because things change dramatically when you set up prototypes. For instance, I mainly design adventure games and I don't design specific puzzles until after I've set up location maps because it's just a lot easier to do it that way.
Posted 24 October 2011 - 02:40 AM
Posted 24 October 2011 - 10:59 AM
Posted 24 October 2011 - 01:12 PM
Posted 25 October 2011 - 01:56 PM
whats the animation going to be like for the characters? do you want interchangable wearable items? facial customization?
give yourself an idea how your actually going to be coding it.
Posted 25 October 2011 - 05:17 PM
Myself, I don't write those things down because I just play around with the engine or whatever and have a certain type of game in mind before I start. There are always going to be restrictions that you have to work under, so some things won't be technically possible. That's one of the things I've found have stopped a lot of people. They decide what the technical end will do before they have the skill to complete it, so they spend ages trying to do something like perfect lip synch, interchangeable body parts, fully destructible landscape etc and end up giving up on the whole thing. I know about this one guy that wanted some super artwork for a 2d game and kept trying to hire artists out of his personal money, which ran out fairly quickly. He's probably still trying to write that game and it was years ago.
I usually have a small prototype working before I think about the game end of it. If I can't do lip sync and voice acting, I'll do speech boxes.
Posted 25 October 2011 - 05:51 PM
Posted 25 October 2011 - 09:38 PM
I decide that by playing around before I write the game. It's like when you are going to do a carpentry project and you line up your tools. If you didn't know how to use a tool, you wouldn't lay it down there. If you did, you wouldn't need to write about it. You'd just lay it in the tool pile. That's why I play around and figure out what I'm capable of doing without writing anything. Why should I write down that I'm going to use text boxes if I already worked out that's how I need to do dialogs? If I worked out a lip synch technique, I wouldn't write that down either. I wouldn't be writing a game unless I had figured those things out.
I guess it's to each his own. It's like writing a book and saying you are going to use a certain word processing program to me. What's that got to do with the book? You work out characters and plot.
Posted 30 October 2011 - 04:57 AM
I am planning on using Realm Crafter Pro, it is affordable, and with Pro I can customize a lot of the scripting.
Most of my notes center around what I plan to change from standard MMO's and how, or what features I plan on to try using from other games. Like making persistent characters similar to The Sims, and what problems I might run into and how to fix them.
I see many games get a feature so well done, but the rest of the game is horrible. Like how Pirates of the Burning Sea, their ship combat was awesome, the rest was so so. Or how A Tale in the Desert IV has great crafting, or Wurm Online has very cool farming and animal husbandry, even their resources are done superbly. Why not put many of these features together, true, effort and money are good reasons.
Posted 30 October 2011 - 05:19 AM
All basicly an mmo is a chat channel with graphics and activities, make sure you have those 3 elements, and thats a skeletal beginning.
Realmcrafter looks fine, go for it.
Posted 30 October 2011 - 02:26 PM
Yes, those are very good reasons. It's generally the difference between success and failure sticking to a small set of ideas or trying to combine a large number of ideas. If you start out with a core game idea, you can work it to perfection. The more scattered the ideas, the harder to get anywhere at all. On an indy level, the only way to compete is to come up with original concepts and use a smaller scope.
Posted 31 October 2011 - 02:41 AM
Posted 19 June 2012 - 12:52 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users