Game Development Community

Ideas for designing a game

by Philip Gregory · in Game Design and Creative Issues · 02/20/2012 (9:05 pm) · 16 replies

A lot of people (including myself) just don't know where to start on making a game. [With my wife's help] I've invested a good chunk of change for a T3D liscense, a few tools (including UAISK & Arcane FX2), and some art. It took a good amount of money into Garage Games' pocket before I realized that even with all of these tools, I have to know what I want the game to be like before I can even use all of these tools, or else I just have an expensive system add bots and shoot them or cast spells at them.

To get the ball rolling, I stopped "investing a game" and started "designing a game" and have planned out what I need to do to get the ball rolling. I hope this helps anyone else who has all of these tools and art and can't do anything with it.

Aside from learning what I need to know (C++ and TS mainly), this is my current game design process:

1.) Get an idea for a game As far as T3D is concerned, I realized that making my game will be easier since it's based on FPS' (with some additional elements).
2.) Open up MS Paint (or GIMP or whatever) and Design what you want to see "as the player" (the HUD). This is crucial at some point in the design process for any game, so I went ahead and did this today.
3.) Make a prototype This doesn't have to be the pretty version of your game. It helps making the pretty version easier. Basically, I'm going to use what art I have (mostly as placeholder art) and use one of the sample levels (Burg to be exact) and go at it. My prototype will incorporate my HUD to my game, my "Right click to cast a spell" element I want to add, and cross-hairs for "Z to zoom in." For AI I will have standard AI that can shoot me, or more complex AI that can shoot me or cast spells at me. With all of that done, I can work easily on level creation and the story (and eventually multi-player) knowing that I have a working prototype to build upon.
4.) Work on your story (if you have a campaign) and level design Even if you're a programmer, chances are you have the engine, so you might as well as use the world editor. All games also need some sort of objective(s) for the level and some other things to add (leveling/exp systems, HP systems, Mana systems, etc..) Oh and mini-maps!


The rest is up to you. I'm hoping I can get a working prototype up soon to attract an artist to help me out (big timeeeee).

If you think you can help me out with ANYTHING, shoot me an e-mail: steaksauce.korhstudios[AT]gmail[DOT]com

With all of that being said, what are some ways that you jump into creating a new game?

About the author

Yes... Those are ribs. Current projects: Breaking out of the box in T2D, devoting efforts and talents to Middle School student tech projects (including basic Python programming!)


#1
02/21/2012 (9:43 am)
Before I start a game I do the design document. Not only is the easiest thing for me but I want to have some idea of where I'm going before I go further. I usually don't move on until I complete that document.

If your having trouble coming up with ideas for a game, go about daily life and carry a notepad and pencil with you to jot down ideas that pop into your head. Don't force it.

Also, don't throw away anything! If it doesn't work right now it may in the future. There's always something you can salvage from an idea.
#2
02/21/2012 (11:46 am)
DO you have a general layout for your design document? I can see it like something as

Project title:
Genre:
Style of art (real-life quality graphics or comic book style such as titles like Boarderlands):
Story (general ideas):
Multiplayer (yes/no):
Single Player (yes/no)
Co-op (yes/no)
Camera angle (1st or 3rd)
Setting: (sci-fi, fantasy, etc..)
#3
02/21/2012 (1:06 pm)
I don't really have a general layout. I'll admit that most it are seperate word documents neatly organized on my external hard drive. I'm a writer. Most of what I write is sci-fi fantasy based. When I first started world building I used the worldbuilding questions located at Science Fiction Writers of America

It's pretty generalized but it's a start if you're looking for info in that area.

Have you tried looking at the game design and writing resources on Gamedev?
#4
02/21/2012 (1:19 pm)
I have (most) of my ideas down. I was just asking general questions that might help others get the ball rolling in designing a game.

Edit: Checked out the links, great resources! Thanks
#5
02/21/2012 (2:12 pm)
I couldn't disagree more on this point Philip. I find the time I spend messing with curiosities (I still have way too many awesome ideas to make anything worth playing) to be the best way for me to learn the tools. I do agree that it isn't efficient, but that doesn't lessen the impact of it. As for spending money on assets with no prior plan in place, I don't see that as pointless in any sense. I've spent well over a grand on the assets I have, because it's fun! Having those assets is inspiring me to do things with them. Having said that however, I can see myself playing with these tools and assets forever because I don't have a clear goal in mind. Here's what I think:

It's absolutely essential to have a solid concept of what I can't do. The things I can do I categorise into what I'm best at down to what I can do but only just. I spend the vast majority of my time building environments. Mostly because it's enjoyable for me, but also because I want to hit that magic number - to look at a cliff face and think "Wow that is one fantastic looking chunk of rock!" is incredibly satisfying. I see screens of other people's efforts and I start drooling.

Anyway the point I am trying to make here is that each developer here will have a different approach to building their projects. A design doc seems like a no-brainer, but honestly until you decide to hire people and start working day and night on it that doc won't be used because the design doc assumes much that we can't know while learning the tools. My advice to any and all is to learn your strengths and weaknesses, and don't treat development as a job/chore until it is one.

Hope that made sense. Me am not make sleep!
#6
02/21/2012 (3:37 pm)
I agree with Dan and I also want to add on to the job/chore comment. Figure out what part(s) of the development process you like and have a true pasion at doing and stick with it. If the learning process gets boring either dial it back a notch or focus on the overall goal, such as playing the final product or seeing the look on peoples faces as they play it for the first time.

Also, at any point it becomes a job, chore, or work, stop and rest. Or think if you should even be doing this or not. For instance, me and programming don't mix very well so I have to take it slow, but I like it.
#7
02/21/2012 (5:27 pm)
The design doc template I use is here, and I'm very happy with it. There's also one here by Chris Taylor (of Total Annihilation fame).

I actually find it really helpful to write a detailed design doc for ideas I have. I'm usually bursting with games I want to make, most of which are infeasible, especially for a single person. Writing down detailed requirements actually makes me think hard about how much work would be involved, what I could change to make the design more focused and feasible, etc.
#8
02/22/2012 (12:11 am)
By the way Philip, what sort of art do you need help with? There may be something I can contribute. I just don't do any 3d modelling. Anything landscapy or indoorsy I can do though.
#9
02/22/2012 (1:31 am)
Dan - I'm happy with the tools I got (I would eventually need them anyways). Also, I believe I'm going with sci-f with steam punk elements. The best example I can think for this is the Burg demo level. In fact, I haven't looked into rebuilding it, but I could use a longer, taller, and wider version of the Burg level.
#10
02/22/2012 (2:39 pm)
I think we could all use a longer, taller and wider Burg... Leave it with me. No promises but it is something I'd enjoy playing around with.

#11
02/22/2012 (3:34 pm)
Good deal! :D
#12
02/27/2012 (7:40 am)
Status Update:

Ahem... Having some issues with Constrictor. Again. Thing crashes more than a Ford Escort!

Might try 3D World Studio....
#13
02/27/2012 (11:02 am)
I find it helpful to start with a high level general treatment to describe the project. This will at least highlight the genre, game mechanics, target market and competition. Here is a format I like.

Executive Summary (1 - 2 paragraphs describing the project)

One line Description (marketing description)

Target Market(s) (primary, secondary and tertiary markets)

Competitive Advantages (include core game mechanics and reward system)

Competition Analysis (high level with details in an appendix, if needed)

User Experience (walkthrough)

Ideally, this document is 2 - 5 pages but could be much larger for larger projects.

When the team signs off on this, then the full design doc starts. I know there is much debate on the size and effort that should be put into the design and pre-production phases of development. I believe each product and genre is different depending on size and complexity. Of course a tic tac toe game is much different than a role playing game and the design phases for both should be different.

I think Daniel's recommendations are a fine start for the design doc.
#14
02/28/2012 (12:41 am)
@ Dan - I made up an algorithm that Bryce is currentl;y helping me out with that should simplify the hole process with the use of a button. Hopefully by the time we get it fully functional and bound, we can press this button and instantly snap another copy of the Burg to the original ;D
#15
02/29/2012 (11:43 pm)
You could use the a ground cover or forest to paint dif objects, surely?
#16
03/09/2012 (12:19 pm)
David Jaffe has a design doc he wrote for calling all cars it lays out everything. Its pretty good place to start if its strictly design issues.