Entries tagged with “game development”.


So, you’ve got a whole lot done on your game, graphics are looking how you want and you’ve got some puzzles you really like. But hang on a minute, how do you know when your game is done? There’s always going to be moments when you go “I could just add a bit more on here”, and sometimes this is very beneficial. But you have to stop working on the game somewhere, or it’ll never get done.

This could be something so much bigger: It’s a natural feeling to get near the end of your project and think “This could be so much bigger!”. Parts you could add, bits you could extend – in fact if you’re like most people you’ll probably have ‘realized’ that the story you wrote would work so much ‘better’ as the first part in a trilogy. (more…)

man boy-cut-up
Oh yeah, here’s the hard part. Ask anyone who has ever built a game and I am sure they’ll agree that this is where it stops being exciting and starts requiring some real determination. The honeymoon is over, the initial glory of your incredible idea has worn off and you’re left looking at your ‘to do’ list which seems to have no end. Stuck for motivation? Aren’t we all…
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wormonaut-close-up

Starting a game is easy. It’s really easy – so easy that we often jump in before we’ve thought about it. But we’ve already covered thinking about it beforehand, so assuming you paid some attention back there, we’re ready to look at the next step. (more…)

rue.wide

There are fewer things more enlightening about what is really wrong with a game than play-testing, and if you’re lucky, physical play-testing with a real, breathing person. The creator of a game always views things in a certain lens that skews the true perception of what’s going on, what’s needed, and what’s really visible to the player. For instance, in some of the play-tests I’ve had, I would run into a recurrent problem about the player’s visual direction–I want the player to go a certain way, open a certain door, or go down a certain ramp–but what’s the obvious direction for me is not the obvious direction for the player. (more…)

The hero of Heed - one of the author's games

Heed

I’m sure that anyone who has played a game at some point in their life has wondered “I wonder if I could do this?”. While I don’t often make a habit of discussing game development with people outside of the various online communities I frequent, I know that people have at various points mentioned to me that they’d love to have a go at making their own game – just that they don’t feel that they have the time or skills to take the first step.

Seeing as you’re reading this, I feel it is safe to assume that you’ve already considered making a game. You’ve probably already come up with some ideas, maybe even started building a few into code and graphics – heck, for all I know you may have finished more games than I have.

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Franko.talkR1

I haven’t written about Frantic Franko for quite a while, but it doesn’t mean my work on it doesn’t move forward at a crazy pace! I didn’t make it with the demo in May as originally intended, but it is pretty much ready now – just undergoing some testing. The big premiere is next week! It’s quite a large demo by my standards. It covers about 33% of the whole game, has both alternative puzzle solutions and special features not required to finish it. It also offers plenty of opportunity to get to know the main character – the grumpy psycho that he is. Hopefully the experience will be something truly memorable for the players. (more…)

moonlight

Franko stands in the pale moonlight unaware of what awaits him

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