This article is for Game developers who are finding it difficult to finish there
game projects, And tries to point out some of the reasons why these projects fail.
Lack of tool support
It has been my experience that when it comes to creating a game the biggest difficulty
in doing so is the lack of tool support. For example, I am currently attempting
to create a two dimensional game engine. But before I can create this engine I must
first create the necessary utilities for creating the game's content such as characters
and maps.
Even during the development of the character editor, I had to take the time to create
my own custom controls. In particular a timeline control similar to that of the
Macromedia flash timeline that you use to create flash animations.
The character editor alone took up a significant amount of development time. The
level editor although necessary for creating the maps for the game Also had its
challenges.
These are the things you must think about even before you think about creating the
game you want. I would suggest extensively searching the internet for the tools
you will need to create your game and only create these tools if you cannot find
adequate tools on the web. It is far easier to create a file conversion utility
than it is to create a whole new level editor from scratch.
I would also suggest that instead of creating your own game engine that you seek
out existing engines over the internet. In the long run this may save you a hell
of a headache.
If and when you decide to create your own custom tools be aware that there are also
many other programmers that we're creating the same type of tools. I often try to
create a tool that will output generic data. For example if you are creating a two
dimensional level editor, try to provide a feature for saving the data out to a
file, that can be easily read and understood by other programmers. By doing this
simple thing you can not only help attract users to use your program but also empower
them with there own projects.
Quite often a game programmer will give up simply because they find themselves spending
too much time creating the tools necessary to create the game.
One other thing of note, if you do seek out existing game engines over the internet,
keep in mind that the artwork that you see in screen shots from other games based
on that engine may not be representative of the full feature list that the engine
provides. Basically what I am saying is do not judge the engine simply by what others
have made. Read the documentation for the engine. Have a look through the engines
API, and see if it is easy to use and meets the requirements of the game that you
wish to create.
Game Content
The next most important thing you need to think about is the game content itself.
This is the artwork, sounds and music you will need to create your game. Now this
may seem trivial. But without this content you will not be able to test/create levels
or characters for your game.
Hard work is in the details. You may want to create a game , but have you thought
about all of the items and environments in your game? What type of characters will
be in the game and what will they look like? Have you sketched out what each of
these things will look like and sound like? Often times a game developer will want
to create a specific genre of game but they do not take the time to think about
these things.
Also note, that there are many places on the internet that provide game specific
artwork, sounds and music. if you are having difficulty creating character artwork
for example, try scouting the internet for ideas, or free artwork that you can download
use in your game.
The Engine
After you have nearly completed the tools you will need to create your game content,
and after you have created sufficient artwork, sounds and music for the game. You
can now focus squarely on the game engine itself.
The development of the engine should be far easier now that you have the tools and
game content for the engine to use.
You may have heard this before, but I will reiterate it once more. Keep it very
simple at first. Takeout every excess feature and tweak, that you're planning on
putting into the game engine. Do not allow your imagination to run wild and cause
you to envision something that is far in excess of what you originally conceived.
Remember you can always add these features at a later time.
Remember you're number one concern at this point is creating a working engine. After
you create a working engine everything including your enthusiasm has nowhere to
go but up.
If you can make it to this point, you are very likely to see your game come to fruition.
Game Ideas
The following is a list of my likes and dislikes that I have compiled over the past
few months, as it regards to game play and a game's fun factor.
Dislikes
- Do not like dying!
- Multiple weapons, multiple items and multiple settings.
- Leader / Henchmen structure
- weapon reloading
Likes
- Simple colors. ( Legend of Zelda A link to the Past for the SNES )
- hand to hand combat with or without hand weapons
- A narrator narrating the story as it progresses
- Puzzles that flow well with the story line (Legacy of Kain Soul Reaver "Cathedral")
- No load times
- Easy to grasp story line
- Storylines completely based on the evil side and or from the evils perspective
- Many different forms of transportation trains, planes, automobiles, snowboards ,
bicycles, etc.
- The ability to pull weapons off of the walls and use them.
Misc Ideas
- Character is who ever gets assassinated or destroyed
- Character has ability to adapt. For example in hand to hand combat, if an opponent
uses a spin kick, eventually players character can learn to do it also.
- Other players can join into and leave a single player game at any time.
- The game demo should be a prelude to the actual game and not just be the first couple
of levels etc.
- If second household has no copy, try to set up the game so that it works like the
Gameboy Advance, and only one person needs the game to play.
- Energy weapons use the same energy modules as the lights in the environment. The
player can take an energy modules from lights witch are refueled through circuits
and the walls. Dead weapon energy modules can be replaced with one's powering a
light for example, and vice versa.
Licensing Ideas
- Unlimited copies or installs per household.
- For commercial licensing, license should allow for say 10 installs per 1000 square
feet of floor space.
- Purchase always includes two licenses or disks.
- Free LAN party distribution but requires non-owners to uninstall before
leaving the premises.
- Game should ship with all or partial source code and utilities etc, bound by its
own licenses.
- The actual game engine is free but the game data is not.