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  What are the  levels of designing a game?  (Read 2253 times)
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Offline excellence29

Junior Newbie

Java games rock!

« Posted 2005-04-30 09:37:14 »

:)What are the  levels of designing a game?
For example I want to create a game,first I have to do the design
I want to learn how the design staff goes on step by step?
1: find an idea
like that
Offline Kosmon_X

Senior Newbie

Java games rock!

« Reply #1 - Posted 2005-05-01 08:36:36 »

Usually a lot of paper prototyping is involved. Come up with an idea that you like and throw together a rough paper prototype so you can test out some of the basic game concepts.

The prototype doesn't need to be accurate to your vision, it just needs to rough out core game mechanics so you can see if they will "work" or not. If the paper prototype works and has some potential, start adding to it. Slowly add new features, play testing rigorously with each iteration.

After you've fleshed out a complete prototype of your game on paper, then you can start thinking about moving it to digital.

Note: this is what you'd do if you're really interested in the -design- aspect of creating a new game. If you just want to learn how to program and make any ol' game, you definitely wouldn't want to go through all this work.
Offline oNyx

JGO Coder

Medals: 2

pixels! :x

« Reply #2 - Posted 2005-05-08 03:24:09 »

There isn't a one size fits all strategy.

But I guess nowadays it's pretty common to use an iterative approach. Which means that you start with some simple idea and prototype different things... keep what's fun and throw away those bits which aren't. You add/refine bits and keep em or remove em... you keep doing that until you're satisfied with the result.

There was a great article, which explained how marble blast was developed (using that approach), but I cannot find it.

Well, and once you're done with something which is fun you add the real media (yes, up to this point you've only used ugly placeholder graphics).

That's about it... roughly.

Oh and your fist step should be finding tons of game ideas. Talk about them with others. Think it through. And finally pick the best one which is also doable. Prototype it and if it's not that much fun... discard it. (There are many ideas which look interesting... on paper... but they can turn out to be rather boring.)

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Offline gjbeyl

Junior Newbie

Java games rock!

« Reply #3 - Posted 2005-05-10 23:05:27 »

I'm new to these forums but am currently starting this process so I'll tell you how I'm doing it.

The most important thing I find is that I need to be making progress.  If after a couple weeks I still don't have anything that works, I would consider that a failure so iteration is what I like (with work and side projects).

So I have a list of 'deliverables' that all have some level of gratification to them.  This also allows my OOP side to create objects that are extensible and can be added to/editted to get to the next phase.  When a deliverable is done it can stand on it's own and graphically show progress.  Early bugs are caught here as well so they don't cascade and kill me later.

I've spent a lot of time thinking about my game as well and have a spiral notebook of notes about my objects, data transfers, controls, UI design, etc.  This was all done before code.  I had a friend look it over too to see if it's something he would play (he liked it).

Just like in the real world, it doesn't matter what process you use, but just use one.  You can make one up if you want but without one you have no gauge to determine where you are at and eventually you'll get burned out before getting done.  There's nothing worse than a line of code that will never be executed. :-/
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