As I get deeper and deeper into game design, it seems I'm finding myself learning many lessons along the way.
Two weeks ago, it was, "once one is relatively familiar with the BYOND toolset, one has exceptional creative freedom, so lets realize the dream."
One week ago, I faced the consequences of unchecked ambition and learned, "it's a lot quicker to shape your game to your platform than it is to shape the platform to the game."
This week, the game I was working on over Thanksgiving vacation feels very boring and uninspired, even if the implementation was a lot easier. The lesson is, "it's better to recode the platform to serve the game design than it is to redesign the game to serve the platform code."
It should be realized that what I'm finding here is a middle ground. Using the platform's pre-existing resources, when appropriate, does indeed save a great deal of time. However, one needs to remember that the platform is a tool to realize the game, not the other way around.
What I really need to do - and I am bad at getting myself to do this - is sit down and brainstorm the awesome game concept first, working out just enough essential details that I know the concept is sound.
At least the week wasn't entirely wasted. Extra coding practice always helps.
ID:51245
Nov 30 2008, 2:37 pm (Edited on Nov 30 2008, 3:20 pm)
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Nov 30 2008, 2:50 pm
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Your adventures are starting to remind me of this, sadly.
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Ah, yes, redesigning games. That's always fun, I completely redid the combat system in my one game at least 3-5 times within the last year and a half!
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Well, Tennis for Two was made in I believe three days after Higinbotham drafted the design documents.
You should always sit down and brainstorm not just the concept, but what effects what and how each system is going to work. It makes the actual programming much easier and smoother. |