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| 04 Jan 2015 05:40 PM |
1. Never set deadlines. More than likely, you won't be able to finish your task before the deadline. Having a deadline will simply put more pressure on you and fog up your mind.
2. Never feel complete about anything. There is always room for improvement, so you should never call your game finished. Feeling accomplished is a great way to motivate yourself, but never think of a final product.
3. Look for inspiration based on what you enjoy. If you don't want to play your own game, then don't make it. For example, lets say that there is a new paintball trend. If you don't like playing paintball, then don't make a paintball game. You're most likely going to run out of ideas in the middle of development if you don't actually enjoy your own type of game.
4. Never blame "ROBLOX bugs" on what you can't accomplish. It's simple. Just don't blame ROBLOX, or else you won't get anywhere.
5. Always take in user feedback, whether it's a positive suggestion or negative suggestion. I use this tip all the time. If a crowd of players don't like something in your game, your best choice would be to remove that thing in the game. You always have to make sure your playerbase is happy with your game, or else nobody will play. |
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| 04 Jan 2015 05:40 PM |
| why are you telling us this |
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iiEssence
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| Joined: 18 Jun 2014 |
| Total Posts: 3467 |
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| 04 Jan 2015 05:42 PM |
"Don't blame roblox"
How do you do that |
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Fl0x
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| Joined: 06 Aug 2010 |
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| 04 Jan 2015 05:42 PM |
I agree to all except #5. It's YOUR game, you made it the way you wanted it to be, even if others don't like it. |
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iiEssence
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| Joined: 18 Jun 2014 |
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| 04 Jan 2015 05:44 PM |
@Fl0x
That's how you fail as a developer. |
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| 04 Jan 2015 05:48 PM |
| @toxic: because some people somehow still don't know these like hacks. |
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eLunate
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| Joined: 29 Jul 2014 |
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| 04 Jan 2015 05:51 PM |
1. Remember who you made this game for; your target was always the intended audience. Don't throw pandas at people just because they want your attention
2. Remember who made this game: You. It wasn't that random guy who dropped in and suggested a really OP weapon to be hidden right in the core of the map and you have to use 10^10 RPGs tk get to it; it was you. Your idea, your game.
3. Remember who your content is used/played by; this goes back to 1 a bit, but really you have to remember that if the majority of people who are interested in your game maybe don't like the balance of some things or what not, then maybe cater for them a little.
4. Don't use free models. Just, pronounce yourself as a failiure I dare you.
5. Don't listen to what anyone tells you to do. You'll say this completely contradicts what 1&3 say (And this whole thing), but at the end of the day nobody should be able to tell you what you -have- to do except yourself. You're calling the shots, not anybody else. |
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iiEssence
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BetterBe
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| Joined: 25 Jan 2009 |
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| 04 Jan 2015 05:53 PM |
| #1 is a bit shaky. Deadlines are many-a-times a priority on serious projects, especially when working with groups where you all need eachother to be punctual to be functional. Punctual is functional. |
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| 04 Jan 2015 05:56 PM |
| @eLunate: A lot of people take developing games as a profession. Your players matter the most to you. |
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iiEssence
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| Joined: 18 Jun 2014 |
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| 04 Jan 2015 05:58 PM |
@Mr
Can't, they contradict too much |
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lordrambo
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| Joined: 16 Jun 2009 |
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| 04 Jan 2015 05:58 PM |
| Do whatever makes you happy. If it makes you happier to ignore all of the people playing your game and make what you like, then absolutely do that. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 04 Jan 2015 06:22 PM |
| If you never set deadlines, it'll take you two years to do something you could've done in 6 months |
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Fl0x
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| Joined: 06 Aug 2010 |
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| 04 Jan 2015 06:28 PM |
Modern IT projects (not just games) usually do not have deadlines anymore, and if they do they're set far apart from the current time. The reason for this is less the time pressure but more that you just cannot estimate how far you are in a project or how much there is still to do.
I've been doing project management for a few years now and deadlines are just not common anymore, trust me. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 04 Jan 2015 06:30 PM |
Well maybe that works if you're payed to do this but if you're a kid who has the option of not doing it at all, you need some kind of deadline |
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| 04 Jan 2015 07:08 PM |
I've tried like glitching on an alternative acc and got these results :p
http://www.roblox.com/MONEY-TYCOON-FREE-VIP-place?id=167133812 |
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Fl0x
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| Joined: 06 Aug 2010 |
| Total Posts: 5169 |
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| 04 Jan 2015 07:13 PM |
| You gave that place 66 thumbs up? Dope. |
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| 04 Jan 2015 07:23 PM |
| How in the world do you make 66 verified alts and like the game? |
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| 04 Jan 2015 07:25 PM |
"Never blame "ROBLOX bugs" on what you can't accomplish." You're right, I blame Roblox for not allowing me to add properties and methods to their data values. I don't blame it on a Roblox bug, because it is Roblox itself. |
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| 04 Jan 2015 08:23 PM |
6. make your game for money instead of fun 7. add 9 game passes before you start making your game 8. abandon your game if you dont make 10k robux a day |
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| 04 Jan 2015 08:24 PM |
4. Never blame "ROBLOX bugs" on what you can't accomplish. It's simple. Just don't blame ROBLOX, or else you won't get anywhere.
There ARE roblox bugs im(g)ur/cK833cc
Too bad I didn't record the others |
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| 04 Jan 2015 08:26 PM |
"There is always room for improvement, so you should never call your game finished."
There is a time when you can call a project finished and move on to another one, disagree.
"3. Look for inspiration based on what you enjoy."
Alternatively create a game based on what players want.
--TO ELUNATE--
"2. Remember who made this game: You"
there's a difference between outrageous suggestions and critical feedback. feedback is extremely important and you don't stress that at all.
"5. Don't listen to what anyone tells you to do."
facedesk no that's awful
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Fl0x
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| Joined: 06 Aug 2010 |
| Total Posts: 5169 |
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| 04 Jan 2015 08:59 PM |
I still don't quite understand this feedback centered paradigm of some people here. No big developer out there focuses on fan service. Take Nint3ndo for example, if they listened to their playerbase we would have a giant dragon as playable character in the new Smash Bros.
If a developer needs feedback, they rely on analytics and responses of a demo.
Also, there is a difference between Developer and Programmer. A programmer only does what he is told to. The developer tells people to do. |
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| 04 Jan 2015 09:07 PM |
nintendo used to be good now they've been selling the same console (which is worse than the gamecube!) for 10 years and they dont make good games like they used to |
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