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  How to think of game ideas???  (Read 4213 times)
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Offline deepthought
« Reply #30 - Posted 2013-02-07 01:24:09 »

mishmash several games

jocks rule the highschools. GEEKS RULE THE WORLD MWAHAHAHA!!
captain failure test game
Offline wreed12345

JGO Knight


Medals: 22
Projects: 2
Exp: 2 years


http://linebylinecoding.blogspot.com/


« Reply #31 - Posted 2013-02-07 01:30:52 »

Well im not exactly sure if I used someones method in this thread but I came up with a new game idea it is sort of like minecraft and runescape but in 2d with rpg style graphics

Offline Oskuro

JGO Coder


Medals: 32
Exp: 6 years


Coding in Style


« Reply #32 - Posted 2013-02-07 12:41:44 »

I liked how the IndieSpeedRun did it. You have a time limit and two random words: a game mechanic and a theme.

By working on elements imposed to you (either by random choice or someone suggesting them) you get to think about game design in ways you might not have though of before.

The again, always remember that ideas are cheap; Everybody has ideas. It's the ability of seeing them through that really counts.


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Legends of Yore - The Casual Retro Roguelike
Offline philfrei
« Reply #33 - Posted 2013-02-11 19:36:54 »

Those who think they are not creative--might check out "The Artist's Way" by Julia Cameron.

Sometimes the problem is that ideas are shot down before they have a chance to develop, especially if you are coming up in an environment when there are authority figures with a vested interest in being the controllers of "the right way to do things" (e.g., a music teacher with dogmatic ideas on the one and only "correct" way to play a composition.)

I think a good idea almost HAS to start out as a bad or dubious idea, and one has to be willing to work with it, let it stick around and mull over it rather than suppress it. Only if it is allowed to hang around will it combine with other ideas and become something promising.

I like asking the question "what if...", and (very important), don't take anyone else's word for it, prove the answer out for yourself. This has been the source of many a decent game idea. It has also led down some blind alleys, and to occasionally being called crazy. But creative thinking needs the freedom to "fail". It is exploratory.

"Greetings my friends! We are all interested in the future, for that is where you and I are going to spend the rest of our lives!" -- The Amazing Criswell
Offline HeroesGraveDev

JGO Kernel


Medals: 215
Projects: 11
Exp: 2 years


If it wasn't Awesome, it wasn't me.


« Reply #34 - Posted 2013-02-12 04:11:08 »

I always think "What hasn't been done yet?" and do it.

Even if it seems similar to another game, I always try to make it different. Not different graphics etc. Different gameplay. If the gameplay is unique, then you will do well.

Offline kruizer23

Senior Newbie


Projects: 1



« Reply #35 - Posted 2013-02-20 14:57:08 »

What games did you enjoy playing in the past yourself? Try to determine why you liked them. What game mechanics did it use that appealed to you?

Assuming that you plan on developing the game on your own or in a small team, make sure you decide on making a game that you yourself enjoy playing. Trust me, it takes a lot of self discipline and motivation to develop a game from begin to end. You'll be playing your own levels hundreds of times before you actually release the game, so you better make sure you enjoy the game yourself.

What works for me is playing some of my favorite games at night, specifically old ones on the Znes-emulator, and then analyzing what I liked, but also what I didn't like about it. Then ponder some more on this before you go to bed. You'd be surprised about the ideas you have when you wake up.



Currently working on Nebulinc - Galaxy Defender.
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