Tips For Making Video Games
Hello ,welcome to my blog today I will be discussing with you tips on how to complete your first games.I will give some creative tips professional games developers use.
Even at its simplest, the game-creation process is not trivial. For those of you who have taken game-design courses where you were required to create a 20+ page design document, it’s time to come back to reality. Unless you have unlimited funds and a well-seasoned game studio at your beck and call, implementing your grand plan is probably not going to be realistic. Lock it away and hide the key. Until you know what the engine, your programming skills, and your art skills are capable of, consider that you are building a prototype. Getting stuck on finish details near the start of the process will at best turn out to be a waste of time and at worst stop the project completely. Changes in design are inevitable. The goal is to make the big changes earlier in the project, before time has been spent on details.
As you work keep on mind:
Don’t waste your best ideas on your first game. Work out the technology, but consider your first project a learning experience. Break it down into researching, documenting, scripting, modeling, mapping, animating, and testing. This will give you a good idea of how long things take, so you will eventually be able to make realistic time schedules, access coworkers or employees, and most important, meet milestones.
Don’t bite off more than you can chew.
Most creative people tend to get carried away when they design things. When a project gets too big and complicated, its chances of reaching completion diminish drastically. Plan for levels of completeness, to allow you to reach attainable goals. Instead of organizing your milestones into the separate game levels or worlds, organize the entire game into levels of completeness or sophistication. Think in terms of the base amount that must be accomplished first. Then add a list of extra features or improved assets you’d like to have, if you had more time. And, finally, have a list of refinements, features, and improvements you would add if time and money were no object.
Is my game entertaining
Ask yourself this question before implementing an idea for a task or game play. As text adventures became more sophisticated, the player was required to eat and drink during his explorations, or he would become faint and eventually die. While having to keep your lamp full of lamp oil could make for an interesting turn in the game, failing to eat or drink was merely tedious.
It doesn’t have to be real if it’s logical and your world permits it. Just make sure the premise of the world and the population’s culture is clearly defined.
Assets: freebees, purchase, or build from scratch?
Weigh the costs in time and money carefully. If an object is so generic as to look the same no matter who creates it, consider using one that’s readily available. Conversely, sometimes the time spent in preparing and repairing a purchased object outweighs its cost. If the object is unique to your game or world, then plan on creating it yourself. Sometimes new and unique mapping and a small bit of tweeking of an existing asset will do the job. The same goes for scripts. If it’s free, or you can afford it and it saves a lot of time, don’t feel you have to reinvent the wheel by writing it all from scratch. The Unity Asset Store is a good place to start, especially if you are at the stage where proxy objects are useful.
Decide at the start whether your game will require cutting-edge technology, mid-range technology, or if it will be able to run on older hardware. If you are developing on faster, better equipped machines, test your progress regularly on a target machine, until you get a feel for the frame rate and limitations required. The same goes for deployment on mobile platforms.