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> Deciding what your project will be, So lost.
Bynine
post Mar 1 2012, 05:43 AM
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What's the deliberation process any of you folks use before beginning work on your games? Basically, how do you know when you've found the right thing to work on? I've started many projects, but after just a little while felt that I wouldn't be happy with them, even if I did finish them. This problem has been bugging me for years. I just want to make something without feeling like I'm wasting my time on it.
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Cleril
post Mar 1 2012, 06:13 AM
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QUOTE (Bynine @ Mar 1 2012, 08:43 AM) *
What's the deliberation process any of you folks use before beginning work on your games? Basically, how do you know when you've found the right thing to work on? I've started many projects, but after just a little while felt that I wouldn't be happy with them, even if I did finish them. This problem has been bugging me for years. I just want to make something without feeling like I'm wasting my time on it.


Concepts concepts concepts. There's two ways to go about making concepts as outlines in this book, which I recommend: http://www.amazon.com/Ultimate-Guide-Video...n/dp/158065066X

Idea mine - Any ideas you come up with go into the idea mine. Don't think about whether the game you are working on will use these ideas or not, just write them down. The point is to either A. Always have this idea to see if it's fruitful or B. Combine ideas to make new gameplay elements.

I forgot the other one but buy the book and it'll tell you. rolleyes.gif

Your problem might just be motivation. I've worked on my game Words for over half a year and had a few slumps of "Well, I really don't feel like it." One way to counteract this is to work on several projects; get bored with one and you can work on another. Another way is to reward yourself as you work. Did you just finish a massive event? Go eat a piece of candy or listen to some music.

Here's a story for you. I spent about 3 hours on this: http://www.youtube.com/watch?v=nBkEvnHfLo4

It wasn't a waste of time because I got to practice my sound editing, I got more knowledge about gaters and how to make pretty much any vocals turn into horrid screams. happy.gif

Stop thinking wastes of time is an objective premise and understand it's purely subjective based on how you look at it. cool.gif


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KoiKitsune2006
post Mar 1 2012, 07:33 AM
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When I write a story, I make sure that I listen to music. Generally I listen to rock music, or something that I may be in the mood for. Music inspires me to write stories. I then bring up an Open Office document, stare at the white screen, then start pounding away at a story. Once you have a concept, you can begin developing it further. Once you develop the story further, with characters, backround stories, myths, etc; then you can pretty much cram it down into a games plot.

There is also another program that I was introduced to recently. It's called Celtx. You can get it here. The program is good for writing movie scripts, stories, even games. So I recommend you use that to get your feet on the ground when it comes to writing stories.

But yeah. The way you write a good story is concept first. Then you write characters, their backround stories, the worlds name, myths, etc. Once you have that all laid out in front of you, then you have a story that you can be proud of which you can convert into a kick ass RPG game. So go for it!
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shinyjiggly
post Mar 2 2012, 11:57 PM
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First of all, let the idea cone to you naturally. Attempting to force an idea out that you will want to work with is like trying to disassemble a ton of happy meal toys to be built into technicolor chainmail suits of plastic-clad armor with only a half of a scissor at your disposal.

Second of all, the moment that the burning flames of raw creative potential appear right in front of you, don't waste a single moment and start jotting stuff down. Don't even think about erasing anything off of that paper now either because even horrible ideas can have juicy tidbits that can be salvaged for emergency rations when you're deep within the labyrinthine trap of the great writer's block.

Thirdly, for supplemental padding against the tide of mental entropy, start reading a lot of varied reading material. Contemplate the slurry of new concepts, jargon, and wisdom while also adding to your notes in ways that would make somewhat sense to your new found snowball of chaotic potential.
Once you have formed a base for what you are willing to tether yourself to for the next couple of years, you may begin writing the preliminary design document. Fill in any missing points with things pulled from your great mass of notes or from anywhere else that would fit the bill. Don't forget to take breaks either. The Oregon trail is a long and well traveled road where only the most dedicated and lucky survive. Treat your journey like such and bring plenty of intellectual provisions to sustain your great train of thought on its great big dysentery-ridden road to completion.

Hopefully that made some sort of sense. Feel free to disagree with me as much as you wish.


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Kaust
post Mar 3 2012, 08:33 AM
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Analysis.
My entire lit course is analysis. I have to analyse a million texts a week. Its balls. Its time consuming. A lot of the time its texts Im not interested in. Now, however, I can't help but analyse my own ideas. I know how things will come across, and I know how to manipulate conventions to my own agenda.
So analyse other people's projects see whats right, and yes, even whats wrong (you can always make sure not to make the same mistakes), but more importantly, analyse your own. If you're playing through a game and actively considering how the player perceives things youll make a vast improvement. If someone else is playing through your game and is actively considering aspects of it you're onto a winner.


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Myst
post Mar 3 2012, 08:42 AM
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You know when you have something good. It's as easy as that. If you've had an idea like no other it should hit you on the head with a rock.
People like new ideas, new concepts, a material that is unique. You'll definitely know when you got something. Every piece of fiction tends to be somewhat based on reality. That's where a lot of writers get their ideas from.
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Bynine
post Mar 6 2012, 04:35 PM
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Wow, thanks, guys. This actually really helped. I'll take all of your advice in mind.
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rewells
post Apr 4 2012, 11:26 PM
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The only project I've completed is based on a preexisting story (The Epic of Gilgamesh), and I built the world around how I imagined what that world to be like. When I started researching the geography of the land that the story originates from (Sumer/Iraq), I knew I was invested because I had a vision of the final product, and I was excited to see it. All of the other projects I've started by trying to write a story and I'd get bored and give up. Borrowing from the actual Epic of Gilgamesh really helped. Anywho, I know I have a good project when I am really really excited about it.

QUOTE (Bynine @ Mar 6 2012, 08:35 PM) *
Wow, thanks, guys. This actually really helped. I'll take all of your advice in mind.



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m4uesviecr
post May 13 2012, 06:44 PM
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I know for me, I am fueled by history and all that it entails, finding ways to use facts and factual events to mold and create something new and unique.

So, immersing yourself in other types of literature. Or not even that; just playing other games, getting a feel for what works in gameplay/stories, what doesn't, etc.

Perseverance is also a huge factor. There are plenty times when I see an absolutely beautiful game that makes mine look like child's play and I think "Why on earth do I even dare create a game when there are works out like this?"

But the excitement of getting a game out for others to enjoy (that you also enjoyed creating) should be enough drive to get you going, if not finish at least.

You just have to keep on pushing forward!

This post has been edited by m4uesviecr: May 13 2012, 06:47 PM


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Yuu-Mon Musuedo
post May 13 2012, 07:18 PM
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This might be funny to most of you guys, but mines always seem to start out with a character. The idea character could be brought up from another game, books, or shows I watch. From there, I think of what type of character would be based on how they look like, then I center that character around their own world based on the character's look.

For example. I see a cool looking samurai man with a metal arm and a katana. I want to make a character sort of like that, but don't want to copy the design and the personality, I want it to be my own ideas, my own story and plot. A few minutes to a hour of brain storming, or watching TV and boom! I got the idea to make a samurai woman with a robot arm. Who lives in a world that is in the industrial age. All idea based on looking at a character.

I believe many people begin their stories like this, without DBZ, there might not been a Super Sonic or Naruto, and so on. The thing is, watch other people. See if you can get some ideas on their stories and characters, turn it around and make it a completely new idea. Your ideas. That's how I begin mines. My two games are inspired by Persona and Wild Arms.

This post has been edited by Yuu-Mon Musuedo: May 13 2012, 07:20 PM


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The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.

The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.

A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
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KD648
post May 14 2012, 07:51 PM
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I tend to write VERY high-fantasy stories, and I also focus very heavily on writing, so my advice may be less useful to you. Either way, here it is.

I always start by creating worlds that revolve around sets of magical or scientific "rules" that don't exist in our world. If I can't think of any, I steal bits and pieces from similar stories I love. For Example: I really like the concept of an ocean where the sky should be that's in Tales of Graces F. On another note, one story I've had running around in my head is a little more sci-fi than my regular, but it's about a guy whose electric impulses in his brain are so strong they can influence the electric signals in the brains of people around him. Essentially, he can control the information people recieve from their five senses, but not reality itself.

To me, alternate worlds like this are a more interesting place to start than characters, but there's obviously no wrong place. This place, to me, is worth talking about and exploring. That's what keeps me going. I want others to think about how they would live their life within alternate sets of rules. Once I have my rules set up, I try to think of a "problem" that could only exist within these sets of rules. For example, my idea for a conflict in this story is that maybe the guy can't control his powers very well. And then one day he realizes that he's been using his powers on HIMSELF, and he doesn't know which parts of his life are real and which parts are illusions he created.

There's a lot that still needs to be added before it's a good story, but it's an interesting place for me to start. Then I start thinking about which characters in this story would set up the greatest conflict. Who would be absolutely DESTROYED by discovering that about himself? A lot of people, but especially control freaks, people that measure life based on "successes", and people who live their life based on relationships could be a few. The point is to figure out what characters will grow and change the most going through this story. A guy who sits at home and watches TV all day doesn't have much intrest in what "reality" is, and so he probably wouldn't be altered much by the story I have set up. Someone who judges the value of life based on what they've done and haven't done would.

And then, (I KNOW this is backwards to how most people think it should be done), I try and think of gameplay, music, and graphics that would enhance the story. What kind of gameplay would reflect how this character behaves? Does he get into nasty, "illusion fights" with others in an attempt to destroy their psyche? Is it "trippy" and mostly about trying to figure out where you are and where you're going? Is it text based and adventure game-esque, travelling around to uncover what was REALLY happening to you during various parts of your life? Most people think about games as gameplay with a story attached, but I try to think of it as an experience. Gameplay is part of that experience, and Story is another, so both are equal in my eyes. I start with and focus on story simply because that's what I'm more fluent with. If you're an artist, I say start with some really interesting art and see if you could come up with gameplay and a story around that art.

Either way, I sit and brainstorm until I have a project I'm REALLY excited about. And then I start. Generally, when I get a great idea for a gameplay mechanic or bit of dialogue I like, I see if there isn't a way I can incorporate (shoehorn) it into the project I'm currently waiting. If I can't, it goes into the brainstorm folder, and generally by the time I'm done with one project I'm already in love with the second. Sometimes (like right now) I'm MORE in love with my next project than my current one, but I still love my current world, my current set of rules, enough to want to finish and show it to others. I need to love the idea at the core of my game so much I couldn't dream of abandoning it.

I know I write WAY too much in these posts, but I hope that helped!


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thatbennyguy
post May 14 2012, 11:38 PM
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QUOTE (Bynine @ Mar 2 2012, 01:43 AM) *
I've started many projects, but after just a little while felt that I wouldn't be happy with them, even if I did finish them.


To be honest, finish your games. Even if they're crap, scale them down, finish them, and release them. What's the worst that could happen? You could get reviled and it could be called the worst RPG Maker game ever, period. Or they could... actually like it. I think that it's better that you actually release something because very few people actually ever get to release something in its finished state. It's the old "finish what you start" principle.

Some people get into the trap/cycle of starting a project, then getting dissatisfied due to how it's not turning out how you thought, and then thinking "I've learnt so much" and then starting again. It's better to finish your current project, because 1 finished game is better than 100 unfinished games that no-one got to play.


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Kaust
post May 15 2012, 12:19 AM
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Level? Where we're going we don't need levels.
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Benny's got a very good point; actually releasing a project means you can get feedback and anyone serious enough to give sincere feedback (not the 'UR GAMEZ AZ BAd AZ MY GRaMER' sort) will usually find something they liked about your game and that you naturally did well, meaning you can focus on perfecting that. Ofc, they'll also say whats bad so you'll know to fix/remove that from the current or future projects.
I'm not saying inundate the Project Showcase with half-baked projects but its handy knowing what people realistically expect out of you.

@KD; I like reading your posts, your ideas are always well developed and your writing style is entertaining (its practically phonetic) happy.gif


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thatbennyguy
post May 15 2012, 03:02 PM
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QUOTE
For example, my idea for a conflict in this story is that maybe the guy can't control his powers very well. And then one day he realizes that he's been using his powers on HIMSELF, and he doesn't know which parts of his life are real and which parts are illusions he created.


Crap son. That some good stuff right thurr. Beautiful mate.

QUOTE
And then, (I KNOW this is backwards to how most people think it should be done), I try and think of gameplay, music, and graphics that would enhance the story.


I think that's a good way of thinking about it. I try to use metaphors to explain feelings, by associating various objects/sensations with feelings. Such as an airplane representing freedom, or jail bars representing a trapped sense of mind. A "chilly" atmosphere representing suspense, or even emotional disappointment or depression. Every element in the game represents some emotion or the other, and it's good to have a coherent sense of meaning in each of the elements that make up the game.


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