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Re: Tips for Aspiring Game Developers
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| 05 Mar 2013 10:41 PM |
Well, guys, if you've ever known me, you'd know that I often post useful tips on obscure forum threads that hopelessly end up sent to the abyss we know as "not the front page".
This is a collection of several things I have said in past threads that are helpful for game developers, and I may even include quotes from other people as well that are helpful.
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"If there's a really popular game of a certain genre, don't try to make a game just like it unless you know you can make it better, or else people will just go to the better game.
For instance: If you're trying to make a sword fighting game, chances are more people will go to Shedletsky's SFOTH IV instead of your game, unless you make your game unique in some way." - Myself
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"I think one of the important things is that you have to realize that roughly 80% of the players on ROBLOX are 13 and under. You have to remember what age group you're going for. You can't expect to make a tea party game for 15 year olds (unless you're ninjasheep), nor can you expect to make a game full of math puzzles and hard riddles for 8 year olds.
Point #1: Choosing an age group is important.
For me, however, I design games that are original and have never been done before on ROBLOX. You see, you can't expect a sword fighting game to get popular anymore unless you make it the best. Because, Sword Fighting Tournament and Sword Fight on the Heights have already got that genre covered. If you make one, players will just go to the better one instead.
Same goes for any other genre. FPS? Borderline is going to have that covered. Brickbattle? Crossroads. Puzzle? Cemetery of the Forgotten. RTS? The Conquerers. RPG? There's only a few good ones, and several terrible ones. I think you get my point. If you make something original, it will be the first of its kind, and therefore be successful, because there is no competition.
For instance, my very first game on this account was called Shadowlego, based on my ego. My shadowego. Anyway, it was a really original game. Storyline-based, puzzle, obstacle course, clicking things, etc. And now ninjasheep and I are working on a new game called Burning Gray, which is amazing. It has fantastic scripting by me and fantastic building by ninjasheep, and since it's one of a kind, it has no competition, and will be successful.
I'm also working on a game called Omega by myself. It's a mix between one of TylerMcBride's Roblox Adventures, and an RPG with a turn-based fight system. Very unique.
Point #2: Being original is the key to success.
And lastly, there's one more thing you need to always remember to do: pace yourself. If you're working on two games at the same time, chances are you'll be overworking yourself and quit one, if not both of the projects. Also, the quality of one of the games will probably go down if you're focusing on two games at the same time. The only reason I'm working on Burning Gray and Omega at the same time is because I'm pacing myself.
I only work on Omega when it's not my turn to work on Burning Gray. I do this so that I'm not overworking and quit progress on something.
Point #3: Pace yourself." - Myself
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"Simple doesn't mean boring. It doesn't mean minimalistic either. It's simply solving complex problems, with elegant solutions. Simplicity is something that could be used more on roblox games, not really graphics wise, but gameplay wise.
I think a lot of good games are spoiled when the creator tries to add too much "stuff" to the game. I remember playing one game, a naval warfare game on here, which at the time, I thought was one of the most advanced games on here. I mean, it had great cutscene's, great building style, character customization, but the gameplay was way to complex.
It's as if the creator was trying to make the game feel as if you were actually fighting in Naval Warfare, and this does not translate well to roblox, when you have like 10 gui boxes stuck on the screen. Gameplay is all about being intuitive, and having so many options like this may enhance the game for some, but most are turned off when a game becomes complex to a certain extent.
My point is, design your gameplay with simplicity in mind, players should not have to spend 10 minutes figuring out how to play a game." - Y2Kstudios
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"In a book, people don’t just write without knowing what the plot is beforehand. Games are the same way. NEVER start making a game without knowing the entire plot before working.
What makes up a good storyline?
First, a solid question or statement, series of questions or statements, or a background story at the beginning of a game often poses as the proper momentum for players to keep playing. Players don’t want to play a game that doesn’t have a storyline that keeps on moving forward. Players want a game that has an interesting storyline, but you also have to be careful to make it original, or else it’s just boring.
Second, you need plot twists. Every good story has a dramatic plot twist, and good games should be the same way. A plot twist is when something goes very unexpected. Something the player wasn’t expecting to happen. For instance, Bob and Joe are best friends. It turns out that Joe is a spy for the enemy. You get the point.
Third, a good ending. There is nothing worse than getting to the end of a game and learning that you wasted all of your time when the game ends by someone saying: “Cheesecake!” Make it dramatic. Make it count. Work it all up to one big dramatic bang, or the player will get disappointed and leave, and never play your games again." - Myself
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"After you have made your game, you have to add your own personal touch to it. No game is complete without your own personal touch. Don't hesitate to add Easter Eggs (secret things within your game), and a joke or two.
Be sure to debug everything, make sure everything is put together right, and then just add a few more details to the building if needed.
An Intro GUI is also fun, and so is Music if scripted properly. Feel free to add whatever you like that won't ruin it for players. Players' opinions are important, so make sure that you listen to them, but not if their idea would be bad for the game. Don't get frustrated with criticism, whatever you do." - Myself
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"...there is a fine line between a fun game and a clichè game. You can have a really good zombie game... but then again, zombies are REALLY old, right? Therefore, people would want to go to a more popular zombie game rather than your newer zombie game, even if yours is really good." - Myself
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“You’ve got to figure out how to do something innovative when you make a game. Something you can’t find anywhere else. It can be a very simple idea, but it’s yours. I wish I could say something more definite, but ROBLOX really leaves it up to you. You’ve got to be willing to take chances, and be willing to learn.” - GollyGreg
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"Water is water. What more do you want? - Ninjasheep |
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| 06 Mar 2013 01:01 PM |
Thanks for adding a quote of mine !
The thing about genre's, is that they really do limit a game's potential, especially on here it seems (just think of how many games you have seen that say exactly what you will be doing in the game's title). I think for me, I really try to avoid sticking to such a limiting genre or subgenre, like swordfighting, or tycoon, to avoid getting a stigma associated with the game.
That's not to say it's a good thing to have every genre explored in one game, but don't limit your game based on the genre it's marketed for. I know I mention the game I'm making, The Jewel Thief, a lot, but's it's a good example of not sticking to a genre, and attempting to go outside the realm of normal gameplay, by taking a spin on the sub genre's of platforming, open world , heist, and cinematic gaming.
So, in other words, deliberately NOT sticking to a genre is the best way, in my opinion, as you have no competition !
This may sound confusing to you, but it works well. There have been several famous games that, while the media has pinned them to a genre, have truly not called any genre home, preferring to go outside the box of standard gameplay.
As for storyline, everyone has a different opinion on how a storyline should be, but I tend to prefer dense storylines, that make you think. I know this is extremely unappealing to a younger age demographic, but I think it is something older users appreciate. But no matter what storyline style a game is, a good storyline is what brings a player back, no matter what their age is.
Demographics wise, I agree. With The Jewel Thief, I am trying to make it appeal to any demographic, but I have to draw a fine line if it's going to affect the storyline, as it is a dense storyline, especially for a roblox game. But to combat this, the graphics style is ultra cartoony, an extreme kid attractor, yet something older users can appreciate. I guess this is my way of trying to appeal to both young and old graphics. Will it work ? Only time will tell.
Thanks for the intelligent post, shadowlego, many people need to read this (and not just because my quotes in there !)
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| 06 Mar 2013 01:13 PM |
And if I may, I would like to add something about Game Releases :
Many people have shown anger towards the creators of borderline, calling them "idiots" for choosing not to release their game publicly for beta. I think the people who are angry at them for this are very impatient and ignorant for being so upset that creators choose to release their games late.
I can't speak for the creator's of Borderline, but if I was in their shoes, I would do the same thing : release the game when it's finished ! It puzzles me that many people hate the idea of waiting for a game to be released, which I can't understand. I mean, why would you want to play an in-complete game ? The creators of Borderline are very smart in getting it done "right" the first time. What do I mean by this ? The creators want to have all the features in place for the first public release, unlike so MANY roblox games out today. People say that Borderline has taken so long to develop, but I on the other hand, say it's taken not a long time at all ! If I remember correctly, it's been in production for 2 years. Now compare that to basewars, which has been in the making for 4 years now ! If you think about it, the creators of Borderline are pretty dang fast, considering from the preview videos, it makes most fps games on here look like childs play (even Authority !).
I'm the type of developer who wants to release their game only to the public when it's DONE, and there could be more people like that. It's proven that most people enjoy the anticipation of the release, more than the actual thing, whether they know it or not.
The only reason it seems like Borderline has been in production for so long, is because there has not been a public release of it yet. But the creators are very smart for doing that, you build a large amount of anticipation by doing this, and it's what nearly every normal game studio does : not release a game until it's done. |
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| 06 Mar 2013 01:49 PM |
The way I typically make my games is I build it, and it's always public from start to finish. I do this just because there are certain bugs that I can only find with other people with multiple tests. It also means I can interact with them and get their opinions on the game before I release it.
I wouldn't want to release a game that turns out to be a let-down just because I wasn't able to get players' opinions. |
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| 06 Mar 2013 02:11 PM |
I agree that the Boarderline creators are smart to keep the Beta private. It should only go to a select few that the creators trust to have valid opinions.
But at the same, I do understand the value of player opinion. All of my actual places (Not including testing places) are public expect one, which is an EBR application that I want to keep to myself.
Point is, I'm always testing and crashing my games. I do this because I'm not the best scripter, and the large majority of my scripts do not work the first time. And besides, it never hurts to over-test a place.
And I like the last quote.
;)
Thread saved. |
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| 06 Mar 2013 02:48 PM |
You need to add in this quote:
"Don't take opinions from idiots unless you wish to have an idiotic game." -Me
This has happened too many times... I think I finally learned though. xD |
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| 06 Mar 2013 03:27 PM |
Always helpful.
"When you get an idea in your head, write it down, subdivide it. Ask yourself questions like "Whats the plot?", "Why did I do that in the beginning? What happens next?", "Who's the enemy? Why is he the enemy?" and finally, after all those questions.. Ask yourself about the in-game things, AI's, weapons, gear, level design, take notes on your ideas. Come up with an outline idea that is categorized and easy to read but explains what your game is about, whats in it and what your wanting to do.
Ask for other's opinion. If they shun your ideas, ask why, what can you change about your game that would make it more interesting... But if you do not like their ideas, do not use them.
But in the end, its your game idea. Its your job to make it happen.
Like shadowlego7 said, don't use commonly used ideas. Use new bright and unique never before done ideas, and your get father then others will. |
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| 06 Mar 2013 04:23 PM |
| Thanks for participating, guys. It's always nice to see fellow players pipe in with even more helpful tips. =) |
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| 07 Mar 2013 11:11 AM |
| Hopefully even more people will come. |
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| 07 Mar 2013 12:01 PM |
Sadly, I think if some do reply, they will probably say things like "WEL U HAZ TO MAEK UR GAME GOOD !!1!!" and other shallow quotes.
But at least there are some smart people on here like you. |
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| 07 Mar 2013 12:05 PM |
| Oh, you flatterer you. It's nothing but common sense, and I don't take credit for that. |
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| 07 Mar 2013 03:01 PM |
Another good quote:
"Use common sense" -Everyone who's got a brain. |
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| 07 Mar 2013 07:41 PM |
^ I know quite a few people who have brains but don't go by that quote. xD |
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| 07 Mar 2013 08:18 PM |
| It's because eight year olds are sugar-high and only enjoy games like Call of Duty where they can buttonmash to their delight. |
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| 07 Mar 2013 08:24 PM |
| ^ Truth. Unfortunate truth. |
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| 07 Mar 2013 08:52 PM |
/\ Yep.
@Waffle, its a shame that many don't use common sense right? |
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| 07 Mar 2013 10:41 PM |
When I was 8, I wasn't exposed to any type of video game...
Nothing.
First gaming system: Wii. xD
Not being exposed to video games is helping me be more original, in a sense. I just don't find games like CoD, which I played at a friend's once, that fun. I find tycoon games (not the ROBLOX ones, UGH) entertaining... Like Rollercoaster Tycoon.
But my parents never let me have a gaming system, or let me play on my computer too long.
I'm pretty glad, too, seeing all these video game addicts at my school and how shallow they are.
But the most shallow people at my school are the football players and video game addicts.
It may not be like this everywhere, but at MY school, all the football players, EXCEPT for one, can't understand art. Same for the game addicts.
They don't know what a metaphor is... They don't know what is art, and what is not... Everything for them is black and white... And they don't use common sense.
I just don't get it...
Why only football players? And why video game addicts?
I honestly don't know... maybe it's just my school.
But whatever... this is the bright and shiny 21st century.
Where video games are at its peek.
And where I can make a little $ this way once I learn JavaScript, and also maybe give people BETTER games, artistic ones. |
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| 07 Mar 2013 10:49 PM |
Your first game system was the Wii? Oh, you poor child. I feel so old now. =3
In fact, the Nintendo 64 is one of my favorite game systems. It's my childhood wrapped up in 64-bit graphic cartridges. Hehe.
My all-time favorite games are Donkey Kong 64, Banjo-Kazooie, and Banjo-Tooie. I love 'em.
Ah, well. Art is an interesting thing, y'see. It's all about the eye of the beholder. You can't really judge what is art and what is not. Some people can call a junkyard art, and some call it junk. If you paint a junkyard, I suppose it would be art, but what's in it is junk. And I'm speaking like a wise old man. Yeeeeaaah. This is me at 11:00, give me a break. |
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| 08 Mar 2013 12:48 AM |
Modern art is just junk to me. I like the old stuff.. grass lands, oceans, skys, clouds... real things.. Not ugh things.
And my favorite game system is GameCube. Favorite game? Supreme commander Forge Alliance. why that one? Simple, mental testing... sorta, you keep getting hit, and get hit harder each time, you have to use new tactics... New weapons, or play dirty (like me) and use a heck of alot of nukes...
Fun game, helped me learn about tactics, math, big words, and what looks real and whats not.
Fun game, I still prefer it over COD or Battlefield.. or any game that is M... |
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| 08 Mar 2013 01:21 AM |
It's 1:19 in the morning. I just finished watching the series finalé of Monk. Loved it.
Anyway, another favorite video game series of mine is Professor Layton. A really good series. The Legend of Zelda series is also pretty high up there. |
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| 08 Mar 2013 06:48 AM |
Now I feel old, Shadow. Super Nintendo, Starfox, the first version of bomberman, Jazz Jack Rabbit, played on a Windows 98, the first Playstation with Spyro, and Original Xbox's Morrowind.
I believe because I played Morrowind so long (I still play it), it lead me to RPGs.
Although that's only the 90s. There are much older if you bring some other BHers into this thread. |
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| 08 Mar 2013 10:06 AM |
Well, I guess if we are talking about games which influenced us, I'll contribute to this :
I started playing video games quite awhile ago, in 1999. I think one of the first games I ever player was either Final Fantasy 7, or spyro. I have always been a diehard sony fanboy, after all, the playstation 1 was the first console I ever played. I think in 2001, even while I was still a child, I started playing Metal Gear Solid. It would later become one of my favorite games, for it's philosophical babbling, and cinematic presentation. The next game in the series was even better, imo, Metal Gear Solid 2 : Sons of Liberty.
When the ps2 got released, I started playing even more games, ranging from diverse genres such as platformers, to fps games.
Around 2008 or, seems like such a LONG time ago, I started playing with emulators, after my brother showed me an n64 emulator. I think the first game I played on there was Star Wars : Shadow of The Empire, which would later become another of my favorite games. I also played n64 games such as Conker's Bad Fur Day and many different racing games (one of my favorite genres). Besides being great games, I was fascinated as to how the company's that made the game could fit the data into such a small size (64 mb was the maximum a cart could hold)
Awhile later, I got a ps3, which I would some of the most enjoyable games I have played have been the HD versions of the Sly Cooper Games.
So, I think the most influential games for me have been Metal Gear Solid, Sly Cooper (especially the 2nd one), and various racing games. |
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| 08 Mar 2013 10:08 AM |
| I guess I'm really a fan of the cinematic styled games. |
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