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How do you start a new Project

Do you plan everything ahead?

  • Yep

    Votes: 8 34.8%
  • Nope

    Votes: 8 34.8%
  • Sometimes, depends on the project

    Votes: 7 30.4%

  • Total voters
    23

samorious

Towns Guard
Hello everyone,

I was asking myself, how do you all start new projects, I am very interested in it, we might all learn a lot from each other.

Personally I start with a small idea in my head. I write down the plot of the story and a short description. Afterwards I look at what way I want it to be visually. I start creating some concept art and drawing some tiles/parallexes and sprites to test them out.
With that finished I start working on the whole storyline and possible quests, if I manage to complete that I go into the actual eventing and plugin search. To match the picture in my head with what is happening on screen.
Gradually I continue on working on all these aspects one by one, switching them from day to day. One day desingning, other one programming.

I don't know if this is the best way to do it, I have quite some doubts about it. Anyway. What is your wayof starting new projects and working with them?

Cheers,
samorious
 

Cunechan

∠( ᐛ 」∠)_
I always have one or two ideas I really like which I wanna pack into a game and I either start to draw a few pictures about the ideas and invent/use characters and start with mapping and think of the whole world they live in while mapping (since it takes me hours for a few maps anyway but I just can't stop imagining and dreaming about the thing I creating). Then, mostly in the evenings when I'm trying to sleep or having a rest or when I'm not at the maker in general I think more about it and more. After three or four days I write everything down from my long-time brainstorming and erase the things I dislike and make a plot and storyline, arguements and conflicts, develop worldbuilding and think about the character depth, how they interact and react to each other and their style of talking, their character development, I connect everything I have and change things which dont make sense (guys I've seen so many not logical games please don't ignore this thing about logic in the story). I even try to invent some smart characters with smart thoughts so you'll play and the intelligent character says something and you're like "omg that's so smart (amazed)". I think a lot about the immersion and how to create atmosphere. Wanna make the player see what I want them to see, you know?

However, next steps are always a bit of everything as in choosing music and deciding how to design the game (that's where I fail often because I wanna make too many custom graphics) and, most importantly, think about the gameplay. Which kinds of gameplay should I include? A very difficult point in my opinion too since it's hard to find/invent new or interesting gameplay aspects in rpg maker. It's either all standard gameplay (battles, hunts, quests, puzzles) or very hard to event/script (fe a flexible farming system). But yeaah it always depends on what kind of game i wanna make sooo(sleep)

Sorry for the textwall(confused)
 

samorious

Towns Guard
@Cunechan That actually sounds pretty solid! I think with that way of working you'll get pretty far. As I read the response I even feel this urge to suggest working together :p anyway sounds pretty good :-)
 

Essy

Towns Guard
Xy$
0.00
Typically I have one or two core concepts, some ideas for major story line 'nodes.' Then I prepare the mechanics.
Next I construct a story Tree. It might look something like this...
Tim Decides to Go to The Store->
Tim Goes->
Store...
Tim Doesn't Go->
Home...
Tim Is Forced to Go->
Store...

Store->
Stuff Could Happen Here->

Home->
Stuff Could Also Happen Here->

I tend to have a logical conclusion for where the story where end up, so I allow this to split off and I pick out the most 'interesting' path. I'll often rewrite sections using this process.
 
I usually have way too many ideas bouncing around in my head. A lot of my game concepts never actually make it onto paper, as I usually plunge straight into development. These are usually for small projects, translated directly from head to concept to actual game. Nothing as ambitious as Otherworld so far though, which has changed this process.

Because I work nights I don't actually have a regular pattern to work on it. That said, everything now has been written down in simple form and from there is fleshed out as game development progresses. I actually start with most of the graphics (characters, parallaxes, some of the in-game pictures and basic maps), then focus on the storyline, which is expanded and rewritten. Music is secondary, applied to the project to match the mood. I usually DO spend a lot of time on the underlying story and plot though, along with the quests.

Unlike previous projects, Otherworld is based on a novella I wrote. Actually a series of novellas and short stories. The original story was somewhat less dynamic, so both Otherworld and the Paranormality series I wrote have merged into one (which opens up the possibility of sequels or others in the series). This means that EVERYTHING is carefully written down BEFORE work on the game to make sure there are no plot holes and everything ties in nicely.
 

samorious

Towns Guard
@Companion Wulf I recognize the part where I first start with graphics XD, and also the underlaying story. I think that the best story or game is the one where the story is not only what the player experiences but one where there is a way bigger history of a world, where the player is just a tiny dot trying to figure it all out. If that makes sense, otherwise i'll try to rephraze it XD.

And again I am really curious about Otherworld.
 
@samorious It makes perfect sense! ;) Otherworld draws on many different sources for its background stoyline, including Celtic and Asian mythologies, my own experiences both personal and in the field, so having a clear direction is important. Unfortunately, this takes up the MOST time, but given that the story is actually quite convoluted, with multiple paths, timelines and endings, each one needs to be carefully crafted to meet up somewhere without deviating from the underlying storyline. I guess for Otherworld at the moment, the story is the FIRST thing I'm developing above graphics and gameplay (a definite change from previously).
 

BlueByt3

Villager
Xy$
0.00
In my introduction I already told you about me being very creative/conceptionist (is it even a word) - thats how I got my past projects going (nothing finished and none are rpg maker projects).

So its basically me watching anime/playing a game, sitting on the toilett, taking a shower....I dont know - then it hits me. BAM. An idea. Something I want to have and adapt into something. Since I am older and always wanted to make a game, I guess I am kinda thinking on the commercial aspects too.

Can I sell this? Can I attract many ppl with it? Can I make it worth playing more than once and maybe have ppl interact with each other without greater efforts of developing high-tech real-time stuff - because thats usually my point. I want to make something simple to deploy but "easy" to maintain. I am thinking about updates...story progress....etc. but ONLY after I got this "BAM" idea. Thats all the follow up thoughts. So what is my basic idea?

Well. I never think of story/characters...sorry I am not that kind of person. I am good at thinking about a plot, a story, concepts...but I see myself more in the aspect of the mechanics the player interact with in the world. So when it hits me - its always something about system-based. Some cool idea on battling system? Some interessting way of tell a story and throwing the player into it - mechanically. For example a dream-like state where the character has to fight his phobias/nightmares one by one inform of mechanically diversing bosses, gaining a new faith in his powers and a new skill he can progress deafting the next one until he wakes up and is free from fear? Something like this.

And I write it down immediately. I dont wait. I forget it otherwise. I write it down even if its on my smartphone. EVEN IF I AM SLEEPING. I JUST WRITE IT DOWN. YOU GOT ME? Brainstorming is important - but to be hoenst most of the time you yourself are the only person that can catch your thoughts on this idea and why it is so special and its important that you can make it so other ppl can perceive it the same way.

So much text and only so much input...just wanted to write something I guess.

BlueByt3
 

MistyDay

Adventurer
Xy$
0.00
Heeloo :)
Dammy.
YY, I had plan, strong vision of story when I found rpg maker.
After while I discovered I need maps first, couse how could I put story to the emptiness.
Since then I am fighting with events what drives me crazy couse I decided give a lot of opportunities to the game :D
weeel, I could not vote :)
 

Jazeeri

Villager
Xy$
0.00
I start with a simple idea, then begin building the basic map and buildings. As I add in details the story begins to evolve. Why is this building like this, why are these things here. I edit my tiles as I go for what I need, and begin to get ideas from new things I learn to event, as I always view as much material as I can to expand my knowledge of event manipulation. My projects start as one city or village or town and then move on from there. Making it so, I can complete a game at any time or expand it if something grabs my attention. I am not a seasoned builder, but as a noob, that's how I have been doing it. Yes, I keep sticky notes in notebooks for ideas or plot points and credits for any asset I include that are not mine. I prefer composition notebooks :) Especially ones that use graph paper pages. I keep quest givers together in a section, outlines for major bosses, but I don't complete them until I see what my foundation has given me to use. During this time, skills needed become evident and those are built along with items as needed. A strong foundation builds the mythos as I go and I place the story in the setting I built. I guess I enjoy building and might be a frustrated architect at heart ;)
 

ejronin

Villager
Xy$
0.00
There's a very good (almost industry standard) book titled, "The Art of Game Design" which covers a very detailed process of developing any game... And what I've noticed some people do, is that process backwards or not at all. This titles either get underwhelming fast or they are never really finished.

Planning ahead and sticking to that plan in a loose manner will always, always, work better than just free forming it through.

Academically, I was first an art major. I specialized in Color Theory and Information Architecture. From there I studied psychology and English Lit. Those aren't very transferrable, some people feel, in games. In fact, they're the core principles of UI / UX - which is simply problem solving by understanding the user and communicating what the developer intends to that user in a relatively universal manner.... Like a car dashboard; it's a navigation hub of sorts.

Each of these stations are integral to a solid game, and for THAT you require planning and know not only what you want, but how you get there.

All too often I see minor elements left off because someone forgot or didn't think about it ahead of time and to implement it on the back-end means to undo and redo ad nauseam, sometimes unsuccessfully.

There's a saying:

If you didn't have time to ddo it right the first time, when will you have time to do it again?

Case in point, the first attempt I made at making a game, I wrote the script last. What i envisioned as the story in my head didnt work with all the neat meachanics in place, thr maps, or even thr art style. It was not a product and thus largely incomplete. I lost support of people helping and didnt get anyone else to take their spot. I didnt have followthrough and no formal plan aside from just doing whatever. I lost time, effort, motivation, and it was my fault. I didn't plan.

You kind of need to know the purpose of the characters beyond a control device. It's great youve got a multiclassing fighter and a specialist mage that can summon Gods... People eat that up. It's awesome your shops sell special items based on level of character and you've got crazy good and unique animations with seperate weapons for fights with lighting effects to give ambiance...but why is your main character questing, why do the characters have the dynamic that draws people in? How are you controlling the pacing and are you answering questions being asked by the player controlling the character? No? Okay, so why is the player doing any of this and what would drive them to keep playing after the eye candy and proof of concept features wear off? Nothing? That's not good. All that work and creative passion and no audience.... Tsk tsk.

Or, maybe you've got this amazing story and all these sick ideas that leave audoences stuck in a mental loop like Inception or Ubik. Maybe you're going to use a targeting system and follwer system where the game forces players to make a choice and stick to it - you're going to make them think about consequence or deal with it without knowing they made a choice. Uh oh, you didn't think about the decision tree in advance. Looks like you trapped yourself and don't notice until later when it's too late. Yeah? Again, had there been some planning and a structure to follow it might be attractive and well executed.

Planning is, in my opinion, a must. No AAA title was a seat of the pants project.

Just my two cents.
 
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Jazeeri

Villager
Xy$
0.00
True about AAA generally (case in point Division with plot holes, and bugs out the wazoo ) But many are not writing that AAA game yet, still learning the skills or doing it for fun. :)
 

Jazeeri

Villager
Xy$
0.00
Good point, so good in fact I just ordered that book now from Amazon used for 15 bucks :) I will read it, as I am trying to get better. :)
 

Macro

Pantologist
Xy$
0.00
I don't know, that's like asking me if I solve equations before they exist, so I'd have to say "no". When it comes to creativity, I don't really cement everything before I even get started.
 

ejronin

Villager
Xy$
0.00
Good point, so good in fact I just ordered that book now from Amazon used for 15 bucks :) I will read it, as I am trying to get better. :)
$15 !

Man I got robbed. I bought the 2nd Ed. For $58
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I don't know, that's like asking me if I solve equations before they exist, so I'd have to say "no". When it comes to creativity, I don't really cement everything before I even get started.
I dunno. I see your point, but the analogy isnt jiving.

The equasion exists to sokve the problem otherwise there is no problem. The problem is the game, the details of how to make it. The equasion is the planning. If you want to find Velocity, or the game, then you know to solve means the equasion is d/t=V.

You better know "d" and at least how to measure "t" to use it, or you're not going to get "V." You'll get a number, but not the one that's right.

Ask a carpenter if they cut or measure first, or if a contractor will attach the roof before pouring the foundation. Do you enter a race before you have a car?
[doublepost=1461280100][/doublepost]
@Companion Wulf I recognize the part where I first start with graphics XD, and also the underlaying story. I think that the best story or game is the one where the story is not only what the player experiences but one where there is a way bigger history of a world, where the player is just a tiny dot trying to figure it all out. If that makes sense, otherwise i'll try to rephraze it XD.

And again I am really curious about Otherworld.
I tend to agree. I'm biased though because I'm more a writer than anything in regard to game making.

I usually write out a story, a general event like you'd read in history. I then create these characters that have something to do in the event - usually I do the Who, and then they Why they're involved. I then move to What they DID in context to the large event which then branches to other parts and people until I've made this world where some problem exists to fix, my focus faction and their outlying groups that are affected by them.

I then stop, and create the kind of people that would willingly take the charge to become directly involved. Maybe it's a duty bound soldier, an orphan, or an anti-hero (those are fun to script). And maybe, maybe I want to be an unreliable narrator and lie about important details to trick the audience.

Next I go to the very end. I have my problem, I need to make them solve it or die trying. I'll figure out all the things that need to happen to win by simply saying so. "To win you need an army."

How does one get an army? Power.
How do I get power? Network
With whom do I network? Politicians
Which politicians? Those with the most to lose by abstaining.

Now I have at least three NPCs I need to make and I need them to have what the player needs, which means I now have a few side quests.

Moving on, how do I meet these politicians? Notoriety.
How do I get noticed? Deeds?
What kind?


And it goes backward until I reach the point where my characters are the small-time person they are in the beginning.

Finally, ill review it and say the entire series of events out loud to someone like im telling a story.

If they ask, "So then what happened?" and i have no answer, i missed something. If they roll their eyes and glaze over i need to tweak or remove it to maintain literary pacing.

Next is just making sure the platform is capable of doing it how I envision and ensure I'm proficient in making the platform operate in that manner.

I realize a lot of people do it the other way around, but this is what works best for me.
 

MinisterJay

Administrator
Staff member
Administrator
Lately, I think of something, and usually within 24 hours, the game is complete. I love to just start a project with little planning.

I write for a living. I guess that is why, when it comes to making a new project, I prefer not to plan much.
 

Jazeeri

Villager
Xy$
0.00
There's a very good (almost industry standard) book titled, "The Art of Game Design" which covers a very detailed process of developing any game... And what I've noticed some people do, is that process backwards or not at all. This titles either get underwhelming fast or they are never really finished.
So my book came at the end of last week and I have to recommend it to anyone that has not read it. It's well thought out and has me heck -bent -for -election in the 'oh I have another idea dept.' I am only about 1/5 of the way though it reading a chapter or two a day and thinking about how I could apply it. And again, 15 bucks used on amazon is not bad. Mine came with class notes and highlighting lol but I don't mind that as I think of it as a feature. Thanks Ejronin for the direction pointer!
 
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