Game Development Advice

Reynard Frost

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Reposting this here from the RPGMakerVXAce.net forums.

Here are some tips on successful Game Design.

1) Make a game to impress yourself, not others.

If you're making a game to get attention and impress everyone, you're doing it for the wrong reasons. You should be making a game to entertain others and to entertain yourself. You can't please everyone, someone is always going to complain about what you did. However, some will like it, but only if you like it yourself.

2) Read & Study.

Open your mind to tons of subjects. Read about Architecture (helps with levels) writing, nature, science, science fiction, anthropology, fantasy, you name it, read, study, absorb ideas. Expose yourself to a lot of entertainment and knowledge and ideas will flow through you.

3) Try to Tell Your Own Story.

Please, please, please, please, PLEASE do not make Final Fantasy XVIII-2.3v4 because you want Cecil, Kain, and Sephiroth to fight Bahamut in a volleyball tournament to decide the fate of Tifa's uniform on Tuesdays. As awesome as that might be, it would be even MORE awesome if you were to come up with your OWN characters, your OWN villains, and your OWN setting. You may love those characters, but so do other people, and they will more than likely not enjoy what you did with them. Better to take your idea, slap some original characters/settings into it, and continue like you were. You don't need Tifa, you don't need Kain, you can make up your own big tittied melee fighter and bad ass in armor with a spear. It's not exclusive to those guys. If you're scared of not being able to come up with your own setting/characters, just make stuff up! Slap ideas together, give them random names, think in your HEAD that this guy is Kain and that girl is Tifa, but change their names to Abel and Karin, and edit their clothing, occupations, etc. But keep the same fighting styles. I assure you, anyone who does notice the difference, won't care, and will more than likely appreciate the fact that you at least TRIED to come up with something of your own, even if it was heavily influenced.

4) Write... Down... EVERYTHING!!!

If you're designing a game, write down everything in Word, a notebook, whatever works. Write down how you want your battle system to work, how many characters you want to have, what purpose they serve, how many puzzles you have and how they work. Write about the locations in your game, sketch some maps, get your entire game planned out in documentation (either digital or analog) and THEN crack open your maker and put it together. This will save you a LOT of time and headaches.

5) Stay Organized. Thanks to gcook725

Make sure that when you are writing everything down, that you have some kind of organization for your notes. I recommend a Wiki, either set up an online one if you're working with a team, or set up an offline one for just yourself. Online Wiki's have the advantage of being viewable by your entire team so changes can be made on the fly, and everyone is up to speed. Offline wikis are really great for just keeping your random thoughts together without having to dig through a pile of notes or searching through a huge word file. I recommend: ZimWiki for the offline personal one. Google it, it's a really well done program that helps a lot.

NOTE by gcook725: Also, in extension to #4 and 6, make sure to take the time to read your notes every once in a while; sometimes you'll find something tucked into a margin on a sheet of paper that you totally forgot about or become inspired by your earlier ideas to add something really cool.

6) Plan the Impossible.

When writing down your design documentation, plan anything that comes into your mind. Think of a cool gameplay idea? Don't worry about if you CAN do it, just think "Would this be cool?" and if yes, write it down! You can decide later whether or not it's worth doing, better to have it written down now and fuss over it later. That gameplay idea you may have scrapped because it wasn't worth your time might be the seed that grows something even more awesome when you look over it later on in the project cycle.

7) A Place for Everything, Everything in its Place.

Every character, item, map, location, monster, etc. Needs to have a gameplay AND story purpose in order to exist in your game. Do not throw things in "because it's cool". If you have a character that serves no gameplay AND story related purpose but you just think sounds like "A Bad Enough Dude To Save the President." then scrap him, take his awesome traits, and put them in your protagonist (or villain!) Boil down and fuse characters and locations/items and focus on what you need to get the job done. NOTE: Not saying you have to have a cast of 3 people only, but make sure that if you have 8 party members, they serve some kind of gameplay purpose, and the story has room for them.

Extra NOTE: Random denizens DO offer a gameplay AND story purpose, though. Story purpose = immersion, makes your locations feel alive, spices things up. Gameplay (optional) = Dialogue to offer objectives, possibly offer info that is no more than a red herring to throw off the player and make them have to sift through and find the truth (Not recommended, but is possible and entertaining if done correctly). Thanks to Kirin for the question.

8) Your Villain Must be the Best, Like No One Ever Was...

Everyone wants their Hero to be a badass cool guy, and that's fine, but make your Villain even MORE of a badass! If your Hero is better than the Villain, then why is your Villain even there? Just a roadblock? No, make your Villain the best and baddest, that way when your Hero gets his ass kicked throughout the game and finally defeats the Villain at the end, it will be satisfying.

9) Set a Schedule.

Give yourself some goals, set yourself some deadlines. Whether it be two months to complete a single level or sixth months to complete that Battle System and get it to perfection, set yourself some goals, and if you start to approach them and you're not ready? Start scrapping features. I'm not saying delete them for all eternity, but remove them from the game and try to make it work so you fit in your schedule. If you finish the game and you absolutely NEED one of those scrapped features, take the extra time to throw it in. But I guarantee, anything you scrap for the sake of time, was not something you needed, just something you wanted. Make the judgement call once your game is done on time. Decide then whether your project really needed that frog throwing game to get magical chocolate beans.

10) Test... Test... TEST!!!!!

When your game is playable, test it. Either you test it, your friends test it, or your mom tests it, or the random guys and girls on the internet in their underwear with their cats and soda test it. Get it tested, get those bug reports in, and fix those bugs. Something you thought might be awesome and working flawlessly could destroy your entire game and wipe your save when you're 3/4 through the game because you talked to an NPC while having 85 potions and had 10 HP. (Unlikely, but possible). Some bugs will get through, and if your schedule is cutting short, you may have to live with some bugs and try to fix them later (just offer an updated download).

11) I'd Like a Second Opinion, Doctor.

Once you're at the testing phase, ask for people's input, weigh their ideas. If you agree with the changes they suggest, then tinker with them and see if they fit. Be open to changes, but only if you agree with them. Try to make the best thing you can, but just be open to outside influences. You won't regret it.

12) Stay on Target. Stay on Target!!!

Stick with it, have fun, and get it done. You will be proud of yourself when you do. Nobody cares if you tried to make something, nobody cares if you almost finished something. But everyone will be impressed when you DO finish something. Plus, you'll have a warm fuzzy feeling, a game that you can show off (and if you did a really good job, might even be able to sell. Valve accepts games from people if they play them and think they're really fun).

13) Keep a Dev Blog to Stay Motivated. Written by gcook725

One thing you can try to do to help you stay on track and keep your spirits up is to write a Development Blog. When you write into the blog, you create a kind of diary and, given enough regularity, becomes part of your schedule. Once it becomes a part of what you do weekly it'll help remind you to spend some time working on your game. Not only this, but since it keeps a record of your progress the blog can also act as a kind of pick-me-up when you look at just how far you've come along.

14) Keep Backups! Thanks to Ichi

Make sure to keep a copy of your Design Document and your project folder on an external harddrive or memory card in case something happens to your main version. I recommend creating a backup every week, if not every day of your data. If you feel secure enough to use it, Dropbox is also a good alternative.

I hope this helps, feel free to share your opinions and input. These are not rules, these are not commands, this is merely advice to make a really awesome game and finish it.

Rock on and good luck!
 
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Ichi

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Very helpful notes, I have found some of these out the hard way, so its great to see them all listed out here for the community to take note of. One thing I would recommend in #4 or #5 would to also is to keep a copy of your files on a seperate disk such as a thumb drive or online storage like dropbox, in the event of a harddrive disaster you will still have a copy of your game and not lose months of work.Hard lessons... /sigh
 

Reynard Frost

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Very helpful notes, I have found some of these out the hard way, so its great to see them all listed out here for the community to take note of. One thing I would recommend in #4 or #5 would to also is to keep a copy of your files on a seperate disk such as a thumb drive or online storage like dropbox, in the event of a harddrive disaster you will still have a copy of your game and not lose months of work.Hard lessons... /sigh
Very good advice. I'll add a "Keep Backups" section.
 

Zilca

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Um.. Yea..

I allready fail at the "write down everything!" xD

I seem to forget to do so to many times D:
 

BadMinotaur

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Nice list there, Frost.

You mention to read up on everything... sometimes that everything can include game design, too! One of the best books I've read on the topic is Jesse Schell's The Art of Game Design. Schell is fairly well-known in development circles for being kind of awesome, and his book comes highly recommended from a lot of respectable people. It was pretty inspiring to me.

For #5, a wiki software that I use is WikkaWiki. Like all wiki software you upload yourself, it takes a slight bit of technical know-how (and your own webspace...), but it has double-click page editing and is way less bloated than the ever-popular MediaWiki.
 

Shaz

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I have that book, though I've yet to get time to read through it. I also like reading books on character background and development. I love the idea of giving everyone their own little history, whether they have a big part in your game or not.
 

Lord Valdyr

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This is excellent advice I was just reading yesterday on facebook people critisizing a guy for making a game he liked just for fun and not worrying about what other people think and that really bugged me.
 

Indinera

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The main advice that works for me is, make a game you personally enjoy. I've noticed the development goes so much faster when you are excited about what you are doing. If it becomes a chore, it's probably because you are starting not to like the game so much anymore, so work on how to improve that.
 
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jaypee

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Please, please, please, please, PLEASE do not make Final Fantasy XVIII-2.3v4 because you want Cecil, Kain, and Sephiroth to fight Bahamut in a volleyball tournament to decide the fate of Tifa's uniform on Tuesdays.
What if I want to make my own FF game then it would definitely go on the first category right? It like telling people not to write alternate novel or stories from the game they love. I got no degree nor studied game development but I do love making games and setting my own rules and regulation for my game, after all this is just a past time of mine and I dont want anybody dictating me what I want to create. This is the only part im not agreeing but the rest are great tips to help you in your game creation process.
 
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WizzyT

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I think the 3rd Category is talking more about using the characters/Continuing story lines.

Its been done to death over the years.
 

Psyker

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This is definitely a wealth of information. Thanks for posting.
 

Reynard Frost

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What if I want to make my own FF game then it would definitely go on the first category right? It like telling people not to write alternate novel or stories from the game they love. I got no degree nor studied game development but I do love making games and setting my own rules and regulation for my game, after all this is just a past time of mine and I dont want anybody dictating me what I want to create. This is the only part im not agreeing but the rest are great tips to help you in your game creation process.
This is more because I'm a fan of trying to create your own stories. You can take your Final Fantasy VII-6 idea, and change the characters names, appearances, and the location names/etc. and still use your same core story, events, etc. but don't have it be Final Fantasy. This is more of a, "Come on guys, you can do better than this! Ultimately, you can make whatever you like (as I stated in #1) but I highly encourage taking that little bit of extra effort and change up some details so you can make your own thing, as trying to make a fan game brings along the expectations OR the disregard of your peers. You can have Cloud, Tifa, and Barrett, but rename them to Harker, Tina, and Markus, change their hairstyles and jobs, but keep the core gameplay elements and what they do.

Also, if you're just going to use an original cast anyway, just change up the names but have them fit the same location. Reskin from Final Fantasy to something original, it makes a huge difference. But as always, do what you want. This is your time, your resources.

I think the 3rd Category is talking more about using the characters/Continuing story lines.

Its been done to death over the years.
This. Using your original cast/story begs the "Why don't you pick your own world?" question, but it's less of an evil than taking characters we love and doing things with them that we don't want you to do. Fan fiction can get REALLY bad and people will nitpick on it more than if you did something original.
 

EvilEagles

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This is a very, very helpful article, it's been totally blowing my mind by giving simple yet critical tips that I have yet to realize until now. If there were an additional Like button I'd hit it without hesitation.
 

Jamesruglia

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As I've gotten more and more into the creative process behind game design (among other pursuits), I've found understanding the world around me to be of increasing significance. Know how geology works, know how the planet's ecosystem and weather cycles work, biology, human behavior, and so on. As my world becomes larger and more detailed, such knowledge becomes increasingly necessary to make it believable-and making it believable gives me confidence to continue developing on.
 

Rodpop

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This guide is incredible. Seriously, this is like the 10 14 commandments for anyone making a game (first time or otherwise).

Perhaps the only thing I would add would be an elaboration on number 11: Don't get discouraged. Feedback is an important part of any creative endevor, but depending on who you ask to test your game, it's entirely possibly that you might get barraged with negative reviews. If this happens, don't lose hope. Even if you really did make the RPG Maker equivalent of The Room, there's no need to go out and find a new hobby. Chances are, you got into RPG Maker because you love videogames and you love telling stories, so it's not the place of critics to tell you that you can't do that. The fact of the matter is, ask anyone who's made a critically acclaimed game/book/whatever to look at their first work, and I can assure you that they'll probably tell you that it's no where near as good as whatever made them big. Practice makes perfect, so be open to feedback without losing all hope when someone doesn't like your work.

I don't anticipate anyone to recieve really scathing reviews around here, but I think most people can attest to the sinking feeling you guy when you've worked for months, perhaps years on a project for someone to tell you "it sucks." Even if it's just one person.
 

jaypee

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I don't anticipate anyone to recieve really scathing reviews around here, but I think most people can attest to the sinking feeling you guy when you've worked for months, perhaps years on a project for someone to tell you "it sucks." Even if it's just one person.
Every one has its own set of standards when it comes to giving comments and critizising one's work, and also dont take seriously anyone who tells "it sucks" because the comment alone usually comes from grade school people. A game developers will tell you the technical aspects of your game while a casual gamers will tell you how much they like the game when being played and also there are other people who plays the game just because of graphics or art stuff and will JUST comment on your artworks.

@reynard frost:

Also, if you're just going to use an original cast anyway, just change up the names but have them fit the same location. Reskin from Final Fantasy to something original, it makes a huge difference. But as always, do what you want. This is your time, your resources.
Im liking the idea of changing names instead of the orginal ff cast and in fact i've seen quite a games that was a spin off or based from such classic/popular games, im a huge fan of jrpg's and few werstern rpg games too since I was a child but now there are lots of game genres out there in which I would love to try with this rpgmaker.
 
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Elder

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14) Keep Backups! Thanks to Ichi

Make sure to keep a copy of your Design Document and your project folder on an external harddrive or memory card in case something happens to your main version. I recommend creating a backup every week, if not every day of your data. If you feel secure enough to use it, Dropbox is also a good alternative.

I hope this helps, feel free to share your opinions and input. These are not rules, these are not commands, this is merely advice to make a really awesome game and finish it.

Rock on and good luck!
For backups I recommend the Write-Once-Read-Many (WORM) alternative, which makes them useful for archival purposes since the data cannot be altered later (CDs, DVDs). It's 100% more secure this way. Any other sources are very risky, I've read so many horror stories about people losing months/years of work because of a virus, shut account, or a corrupt HD. Even if you have several extern hard drives or usb devices a virus can easily corrupt all of them. Even a magnetic field can delete all your data at once, so don't jeopardise your project with unreliable storage devices ;)

So, make daily backups on your extern hard drive or usb device, but once a week make a backup on a CD/DVD. This way you're safe.

If you wish to be safer, store some of your backups at relatives, let's suppose an act of god occur at your residence, you'll be happy you kept a copy in another secured place.

My two cents ^^
 
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Indinera

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I make backups every 2-3 days or so on different usb sticks. It IS very important to save your work regularly.
 

Frondo

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Me and a friend actually trade backups, its a pretty neat system, he keeps the latest backup of my game, but while he has it he beta tests and gives me feedback, and I do the same for him, everyone wins and the only loss is a few megabytes on either of our USB drives.
 
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Please, please, please, please, PLEASE do not make Final Fantasy XVIII-2.3v4 because you want Cecil, Kain, and Sephiroth to fight Bahamut in a volleyball tournament to decide the fate of Tifa's uniform on Tuesdays.
I literally had to laugh at this line! :lol:

Anyway, this is a bunch of good advices. And a good thread. ^_^
 
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