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getting started...

Started by November 01, 2005 08:27 PM
6 comments, last by GameDev.net 19 years, 3 months ago
i want to start designing a game, but i dont know where to start. can anyone help me?
-Enjoi"Pratice is proggesion, not perfection."
I'm not sure exactly what you mean by "start designing a game".

If you're new to game development or programming, I highly recommend reading the FAQ for the Beginners forum, and then reading through some of the helpful tutorials here at GameDev.Net in the articles section.

However, if you already know some programming and are wanting to know how to start writing a design document, there's also some helpful articles and sample design documents on this in the Articles section as well.

Maybe you could clarify your question by being a bit more specific with what you presently know and what you want to do? Otherwise you aren't going to get much more help than what I've already provided, I'm afraid.
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by "designing a game" i mean, like the story, levels, characters, enviroment, title, main menu, all that stuff. i dont mean like creating the game i just mean designing what the game will look and be like.
-Enjoi"Pratice is proggesion, not perfection."
*eep*.................................*eep*.......................................................*eep*
-Enjoi"Pratice is proggesion, not perfection."
An imagination would be good to start....

A project I inherited has literally gigs of data that had been compiled over a period of about 10 years, needless to say the guy had quite an imagination.
Young Doc: No wonder this circuit failed. It says "Made in Japan".Marty McFly: What do you mean, Doc? All the best stuff is made in Japan.Young Doc: Unbelievable.
Just start coming up with ideas. Brainstorm, or go have a "you know what would be cool..." type conversation with some friends. Look at existing games:
- what makes them fun
- what about them is annoying
- what would you do differently
...again, the "it would be so cool if" is helpful with existing games, along with "son-of-a... why can't I" type reactions.

Write down your ideas. Pick out the good ones, improve what you already have, and add more to them; really flesh them out - sure, it would be cool to be able to <action of your choice>, but how would it work?
- How will it work?
- How will the player control it?
- Does it fit together with other ideas you have?
- Does it sound like it'll really be fun? Will it still be fun the 100th time you do it? Is there anything you can do to improve that?

Write down everything, and then start to organise it. Look in the articles section for some examples of design documents - eventually you'll need to organise some of the ideas you've come up with into a single coherent game design. Don't just jamb random ideas together, but rather use the ones that you think will work together, and keep anything else you think of for the future.

Get feedback on your idea, draw concept art (if you can), describe things in detail. Eventually you'll end up with a detailed plan of the game you wish to build if you do it right, then you move on to the exciting stage of trying to actually make it!

Hope that helps you out a bit. [smile]

- Jason Astle-Adams

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Here's my opinion about how to get started with all this:

1. Think realisticly. Why do you want to design a game? If you want to sell your idea to a company, think again. It ain't happenin'. If it's for your own amusement, excellent, go on ahead. If you actually want to make it yourdself, or lead a team making it, start thinking realistically and in small steps. Remember that if you're planning to work with a team, you're going to have to make compromises.

2. Play games. Find out what you like and don't like about games you play. Think about what needs to be improved. Notice the little details.

3. Stop playing games. -__________- This idea should be your own. Also, if you're planning on making this yourself, realize that this will probably take awhile, and you'd be amazed at how much extra time you get to do this sort of stuff if you aren't playing any games.

4. Sit down with a pencil and a notebook, in a room where there's no computers around. Write. Draw. Start with the aggregate, then look at the specific details. Start by getting a general concept...
* A turn-based horror-FPS where you have to make tea.
Then think about features
* I want little old ladies to turn into zobies if you don't bring them tea fast enough.
Then move to the specifics, such as how to control the game.
* Look around wih the mouse and switch your current teabag using the joystick.
Finally, look at scenario/level design, because theat's basically an implemenation detail.
* In one level, the teapot shoots lasers.

Anwyay, good luck!
"For sweetest things turn sour'st by their deeds;Lilies that fester smell far worse than weeds."- William Shakespere, Sonnet 94

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