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> What level of polish is required to make a game good
Gamesfreak13563
post Sep 19 2012, 02:41 PM
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I think I have the right idea, but not the skills to create enough polish on my game to make it truly magnificent. How do I convince others to help me and what level of polish do I need to pull off something that stands out?

Do I already need a quality project to attract people who matter in development? How can I get out of that trap?

This post has been edited by Gamesfreak13563: Sep 19 2012, 02:44 PM
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DementedCashew
post Sep 19 2012, 03:28 PM
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QUOTE (Gamesfreak13563 @ Sep 19 2012, 06:41 PM) *
I think I have the right idea, but not the skills to create enough polish on my game to make it truly magnificent. How do I convince others to help me and what level of polish do I need to pull off something that stands out?

Do I already need a quality project to attract people who matter in development? How can I get out of that trap?


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Shaddow
post Sep 19 2012, 03:47 PM
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The best way is to have an interesting story and an obvious attempt to make it good, it's not a matter of polish, that comes with time. A great way to get people interested is to be active on the forums, people are a lot more likely to help you if they know you. Also sometimes what you are looking for can be found in one of our tutorial sections.


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Kaust
post Sep 19 2012, 04:29 PM
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This really sounds like two separate questions so I'll try to address both.

First of all, if you really have a great idea then the 'people who matter' will be able to recognise its potential, that is, after all, one of the qualities that makes them so. And, frankly, you should really be willing to accept any help; anyone who isn't one of the recognised pros you're after is just like you- trying to become one. Who knows? Maybe your great idea will be the launch point of their career.

On the subject of 'polishing' I'd like to reiterate something KD648 said (...hope I got his name right) that always stuck in my mind- too many developers focus on making a game 'well-rounded' rather than focusing on their own unique aspects, trying to make a game that will be 'good enough for everyone' rather than outstanding for a few.

In other words, relax, do your own thing. If your game really has a great story (or whatever) players wont mind too much about the graphics (or whatever), and it works both ways. Ultimately, its near impossible not to find something good in just about anything (even Hitler had a pretty sweet moustache laugh.gif ), anyone that says something is absolutely terrible simply doesn't have the capacity to see what's good; a failing on their part.


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Jens of Zanicuud
post Sep 20 2012, 06:13 AM
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There's another point in my opinion: take criticism as a help and not as something which can demotivate you.
I'll explain my point of view better.

Sometimes ago, I opened a project here on this forum (the only one I'm working on, to be honest). One of the first comments was: "Good idea but it looks like the usual zombie-apocalypse". Another comment, more recent was "I saw an anime recently whose plot was really similar to your game's". The first full review I received, stated a 6 mark for graphics.
I was really upset, in the begininng. My faith in my project was cut down by those comments... but then I realized I had only to learn.
I defended my ideas with fangs and nails and I fought to make the original points, the ones I really cared about, emerge from the mass and then kept on designing my game.

Criticisms should not kill your project. You have to take care of them and use them to make your game better.

A project can be good if the basic idea is good... but if there are some critics, the project can become even better, if you manage to answer to the one who criticised your idea and show them you are able to go on, I'm sure you'll find some follower.

In addition, remember the First Ultimate Golden Rule:

"the more you give, the more you receive."


If you comment other members' projects, fulfill scripts / graphics requests without looking for a reward, give feedback on ideas and game mechanics, help with map design, someone will surely help you in turn.
I hope I haven't wrote too many nonsenses...

Jens

This post has been edited by Jens of Zanicuud: Sep 20 2012, 06:16 AM


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Apricot
post Sep 21 2012, 09:01 AM
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I think the biggest thing, honestly, is to love what you are doing. Be proud of your creation, even if it isn't "polished".


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bulmabriefs144
post Oct 22 2012, 05:35 AM
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QUOTE (Shaddowval @ Sep 19 2012, 04:47 PM) *
The best way is to have an interesting story and an obvious attempt to make it good, it's not a matter of polish, that comes with time. A great way to get people interested is to be active on the forums, people are a lot more likely to help you if they know you. Also sometimes what you are looking for can be found in one of our tutorial sections.


You can still wind up with an unpleasable fanbase and get people who can't finish the game rating it a two (like they did with mine). Interesting story, and good characters accounts for 2/3 of the game. Weather and time effects, are usually enough for polish, if not, learn how to make custom menus and party changing.

It is possible to go crazy making game features, and have them all glitch in practice, making the attempts at polish backfire.

The opposite extreme of course is people being proud of a game, that far from being polished, isn't even well-made. Always make extra effort. Two hour games may be easy to play, but they're not particularly interesting.

This post has been edited by bulmabriefs144: Oct 22 2012, 05:37 AM


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Sailerius
post Oct 22 2012, 06:22 AM
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No amount of polish will make a bad game good. Focus on having a good game and then polish that. Don't add polish before you've got a solid concept in place.


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amerk
post Oct 22 2012, 07:26 AM
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Lots of good advice here. However, something to keep in mind is the target audience, and your own purpose. If you are planning for a commercial project, then you obviously need a lot more attention and care, and more likely a team to help you. However, if this is your hobby, then don't stress over the small things, have fun, and realize that the majority of your audience will also be amateur game developers.

That's not to say you shouldn't stive to do your best even for freeware. There are some people that have the qualifications of making a commercial-like game for free, and that's all great and dandy. I've played a few myself, and I've played plenty that were below commercial standards. That's because I like playing games, regardless if they are commercial or not.

Have fun, realize your own limitations, and work with what you have.

Sailerius makes a good point: While a good game can always be polished, polish does not make a good game.

So.... create a good concept, make sure it plays well, has a good story that's written well, balanced well without being too easy or difficult, and is error free. Get it completed. Then, when you learn more skills, go back and rework some of the scenes to your advantage. Just because the game is complete doesn't mean you can't go back and apply your new skills later on.


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