McBlocker
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| Joined: 16 Nov 2008 |
| Total Posts: 1721 |
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| 11 Apr 2012 07:23 PM |
I'm currently working on a rather large ROBLOX game. It's (hopefully) going to be filled with tons of levels and bosses. I already have a few ideas written down.
Whenever I start to build/script one of my models, I get new ideas for it half way through building it. I always end up restarting over and over, working toward "perfection" that will never be found. Even if I do manage to get it the way I want, my ideas are all jumbled up and on a waiting list.
I hope that some of you have (or had) the same type of problem. What's the best way you found to create a game? Do you preplan every single part, or just a broad overview, or what? I know my biggest problem is probably my perfectionism. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 11 Apr 2012 07:28 PM |
| I've come to realize that i'm never going to accomplish anything with perfection, so i use any little shortcuts i can use the get the same results and think about the game from the players perspective. However if you get the core game play finished you can add on and improve upon the game. |
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aboy5643a
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| Joined: 20 Nov 2010 |
| Total Posts: 2785 |
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| 11 Apr 2012 07:31 PM |
| Microsoft OneNote which comes with Microsoft Office packages from this decade. It launches fast and is easily formattable. Insert drawings, notes, charts, tables, etc. easily and accomplish 12x more because you can remember it. When I make a game, I normally map out all my ideas I have at the start before I even touch studio. Keeps things more organized. I also make a tabbed section JUST for code, one for updates, one for ideas, one for gameplay mechanics/etc., and one for tentative scheduling of making/releasing things. |
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player
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| Joined: 04 Nov 2006 |
| Total Posts: 1053 |
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| 11 Apr 2012 07:32 PM |
What I do... Is I keep a folder on my desktop labeled "GameIdeas" and in the folder contains text files that explains the whole game, it's objective, Extras, Perks, Specials, Badges, etc. All you need is text really. Heh.
-Player |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Apr 2012 07:32 PM |
Make the 'Base' stuff, don't make everything too amazing, improve later once you have everything done.
If you don't try to get perfection the first time, stuff actually gets done. You can achieve the closest-to-perfect later. |
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McBlocker
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| Joined: 16 Nov 2008 |
| Total Posts: 1721 |
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| 11 Apr 2012 07:36 PM |
| The process of my mind to a ROBLOX place is just one giant "Can never unsee." I feel like everyone can see every little thing that's wrong with a place, even though I KNOW they can't. |
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McBlocker
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| Joined: 16 Nov 2008 |
| Total Posts: 1721 |
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| 11 Apr 2012 07:37 PM |
| Oh, is it better to build then script around that? Or script and build at the same time? |
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Corecii
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| Joined: 06 Aug 2010 |
| Total Posts: 687 |
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| 11 Apr 2012 07:41 PM |
| It's probably easier to script around an already built model, or at least. an example. |
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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nightname
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| Joined: 10 Jun 2008 |
| Total Posts: 8960 |
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| 12 Apr 2012 11:48 AM |
"NERD"
I think it is safe to say that. the nerds in this forum seriously outweigh any other group of people. Beware... |
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| 12 Apr 2012 02:56 PM |
I always make some of the engine, raw with no fancy stuff
Then realise it could be more efficient and remake it
Repeat about 20 times
Then I might make a minorly playable game. |
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