One man action plan ?
by Andrew Hull · in General Discussion · 10/14/2005 (9:17 pm) · 20 replies
Hey all.
So i'm a one man team. I've got a game idea (well a few actually), but what i'm struggling with the most is a plan of action for going about making those games. What do all you out in the community think about this? What do i do? Since i'm doing everything myself, what do i start with. Should i get the engine to where i need it first, then do the art, then... Or do the art first, then add features, more art, more features?
I need some strategies. Moral support would be nice too.
Thanks
So i'm a one man team. I've got a game idea (well a few actually), but what i'm struggling with the most is a plan of action for going about making those games. What do all you out in the community think about this? What do i do? Since i'm doing everything myself, what do i start with. Should i get the engine to where i need it first, then do the art, then... Or do the art first, then add features, more art, more features?
I need some strategies. Moral support would be nice too.
Thanks
About the author
#2
Hope that helps a bit...I would also reccomend some of the tutorials and picking up Ken Finney's book so he can add an extra hot tub to his yacht ;)
-B
10/14/2005 (9:35 pm)
Not being a moral man (or woman) I can not offer that kind of support. I do know however that you should probably decide on the type of game, engine, and play around a bit before you start making any art. "Programmer Art" is generally acceptable until you get the game prototyped.Hope that helps a bit...I would also reccomend some of the tutorials and picking up Ken Finney's book so he can add an extra hot tub to his yacht ;)
-B
#3
10/14/2005 (9:36 pm)
What i do is, get the game to a playable level, so most of the programming is done, and whenever I need a 3dmodel, for like a gun or somthing, I make a simple mock-up of a gun, just somthing simple. then later on, I go back and redo all the art, replacing it with better stuff. thats how I do it...seems to work fine for me.
#4
As many times said...What use of the game if it looks good but can't play good? All the eyecandy and fancy graphics in the world won't help if you can't move your character properly.
And the most important have fun!
Good luck with your project:)
10/14/2005 (9:42 pm)
First you have to plan your game carefully. Don't work on content until you have something wher to put that content. Put your game on the paper, plan your features on the paper, don't worry about art,music or anything else yet. Then read the paper and evaluate the engine (in this part you will probably want to remove few features). If the engine meet the requirements for your game then you are the luckiest man in game design but if not then try to find out what changes should be made, and how much work it's that. Don't get me wrong on this one. TGE is great engine but you will probably need to change/add few things. After you prepared your engine try to build a prototype, and play that prototype. Give other people that prototype and ask for feedback, for a feature you think is perfect they could hate it...Anyway there are months work if you know TGE...As many times said...What use of the game if it looks good but can't play good? All the eyecandy and fancy graphics in the world won't help if you can't move your character properly.
And the most important have fun!
Good luck with your project:)
#5
Yes, i have a game type in mind, and i've even written most of the features i would like. I've tried to keep it to a minimum so as not to develop feature-itis too early. I've even started adding some of the features in, i just seem to have a block somewhere. I can't exactly pinpoint it, but it really is starting to bug me.
10/14/2005 (10:01 pm)
Thanks alot guys, you've been really helpful. Yes, i have a game type in mind, and i've even written most of the features i would like. I've tried to keep it to a minimum so as not to develop feature-itis too early. I've even started adding some of the features in, i just seem to have a block somewhere. I can't exactly pinpoint it, but it really is starting to bug me.
#6
When I feel inspired, I draw more concept art or write storyline. When I feel technical I'll do some programming or scripting for the implementation. When I feel creative, I'll play around with GUI design, level design, or work on my 3D modelling. When I'm stuck or bored with all of the above, then I'll read more documentation until I get the creative juices flowing again.
10/14/2005 (10:44 pm)
Getting a block sometimes means that you need to work on something else for a little bit. Sometimes you see things more clearly when you're not right into it. Someone on the other thread I mentioned above said that if you get stuck at one thing, go on to another part of the project. He said that way you won't get stuck on one thing and get frustrated then just quit or put it down for a very long time.When I feel inspired, I draw more concept art or write storyline. When I feel technical I'll do some programming or scripting for the implementation. When I feel creative, I'll play around with GUI design, level design, or work on my 3D modelling. When I'm stuck or bored with all of the above, then I'll read more documentation until I get the creative juices flowing again.
#7
10/18/2005 (8:40 am)
Andrew i think that block youre feeling is totally natural. after outlining all the features you want your game to have, its only natural to feel overwhelmed especially if you're a one man team. im sure everyone here has felt that way at some point. the solution is to just break up every task into smaller tasks, understand that a great game takes time to make and just keep on truckin'.
#8
The best thing to do is usually to make a plan. A complete list of everything, an order for doing them and milestones.
Then when you dont know what to do, just look at the plan, take the first task and do it.
10/18/2005 (9:03 am)
In general, I find that you get a block because you have lots of things to do but cant realy pick one.The best thing to do is usually to make a plan. A complete list of everything, an order for doing them and milestones.
Then when you dont know what to do, just look at the plan, take the first task and do it.
#9
(1) Make a few really dim, lame game fragments with Torque to learn the capabilities of the engine. These are "learning projects" and will not be anything that sees the light of day! Dim things like "shoot the bad guy", "make the bad guy chase me", "many bad guys", things like that - very focused.
(2) Write down all my ideas for gameplay. Not necessarily to work on, but to get a pool of concepts.
(3) Write a gameplay spec for the game. Drink lots of coffee.
(4) Implement features, one at a time. This means code + art for that feature. Drink lots more coffee.
(5) Once it's all done, make a refining pass, then get some beta testers! Move on to espresso.
(6) Incorporate tester feedback, repeat (5). Do this until it's "good enough". Drink Mountain Dew.
(7) Put up demo version, try to catch up on sleep.
At least, that's my working theory.
10/18/2005 (9:32 am)
Another one-man team here. My plan of attack:(1) Make a few really dim, lame game fragments with Torque to learn the capabilities of the engine. These are "learning projects" and will not be anything that sees the light of day! Dim things like "shoot the bad guy", "make the bad guy chase me", "many bad guys", things like that - very focused.
(2) Write down all my ideas for gameplay. Not necessarily to work on, but to get a pool of concepts.
(3) Write a gameplay spec for the game. Drink lots of coffee.
(4) Implement features, one at a time. This means code + art for that feature. Drink lots more coffee.
(5) Once it's all done, make a refining pass, then get some beta testers! Move on to espresso.
(6) Incorporate tester feedback, repeat (5). Do this until it's "good enough". Drink Mountain Dew.
(7) Put up demo version, try to catch up on sleep.
At least, that's my working theory.
#10
Skip the art. Wait until as much of the code as humanly possible is in, before you put any art in (other then crappy filler art) ... If anything changes, you won't have wasted tons of money and time on art that doesnt make the cut.
EDIT: Oh ya..... and here (in Canada) Mountain Dew has no caffiene
10/18/2005 (9:42 am)
Ed ... If I might suggest.... Skip the art. Wait until as much of the code as humanly possible is in, before you put any art in (other then crappy filler art) ... If anything changes, you won't have wasted tons of money and time on art that doesnt make the cut.
EDIT: Oh ya..... and here (in Canada) Mountain Dew has no caffiene
#11
The only thing I'd suggest is to put off the artwork until most of the gameplay code is in place. It might need to be changed if the gameplay is changed.
For example:
You're currently working on a bee racing game, and you code in bumblebee racing physics, slow to react, and wide turns. You tweak some things and find out that it's much more fun to fly hornets, and WOW the game is awesome now, except now I've wasted some valuable time making bumble bee models.
Or you change the aim of the intended audience to little kids and want bumblebees instead of hornets.
I just think that making the art too soon may keep one from making some necessary changes. Because of the resources invested, one would be more hesitant to drop it.
10/18/2005 (9:46 am)
Quote:(4) Implement features, one at a time. This means code + art for that feature. Drink lots more coffee.
The only thing I'd suggest is to put off the artwork until most of the gameplay code is in place. It might need to be changed if the gameplay is changed.
For example:
You're currently working on a bee racing game, and you code in bumblebee racing physics, slow to react, and wide turns. You tweak some things and find out that it's much more fun to fly hornets, and WOW the game is awesome now, except now I've wasted some valuable time making bumble bee models.
Or you change the aim of the intended audience to little kids and want bumblebees instead of hornets.
I just think that making the art too soon may keep one from making some necessary changes. Because of the resources invested, one would be more hesitant to drop it.
#12
so... the use of placeholder objects, with "programmers art" is more then enough to get a feel for how a game plays... the gameplay should be more important then the art. So work on the functions, on at a time... slowly things start to fit together. In just one day i designed a functional DTS door, treasure chest, and a custom mini map that uses a bitmap instead of something rendered. Plus i made some nifty fire.
10/18/2005 (9:57 am)
I'm pretty much a one man team.so... the use of placeholder objects, with "programmers art" is more then enough to get a feel for how a game plays... the gameplay should be more important then the art. So work on the functions, on at a time... slowly things start to fit together. In just one day i designed a functional DTS door, treasure chest, and a custom mini map that uses a bitmap instead of something rendered. Plus i made some nifty fire.
#13
Me, I Myself Figure out what Genre of game, then i goto the engine and mess with the features over in it, then i add game content to it, and go from there, patches, publishers, etc...
10/18/2005 (3:36 pm)
IM Also A One Man Team As Of NowMe, I Myself Figure out what Genre of game, then i goto the engine and mess with the features over in it, then i add game content to it, and go from there, patches, publishers, etc...
#14
A functional DTS door? Please do share! I was actually justworking on that today. Does yours open and close and such with collision and everything? I followed Robert Bowers "Simple Scripted Doors" tutorial, but it just doesn't quite suit me.
10/18/2005 (5:23 pm)
@RamenA functional DTS door? Please do share! I was actually justworking on that today. Does yours open and close and such with collision and everything? I followed Robert Bowers "Simple Scripted Doors" tutorial, but it just doesn't quite suit me.
#15
Yeah the door opens when you touch it. then it does a schedule.... to close the door again. if you bump it while it's animating up, it simply reverses the thread and goes down. Let me find some of my code, i'll post it... since it isn't C++ stuff, i believe i can post it here.... but maybe i'll post it in the SDK private forumn... Maybe i'll subit it as a resource?
10/18/2005 (10:34 pm)
This door slides down.Yeah the door opens when you touch it. then it does a schedule.... to close the door again. if you bump it while it's animating up, it simply reverses the thread and goes down. Let me find some of my code, i'll post it... since it isn't C++ stuff, i believe i can post it here.... but maybe i'll post it in the SDK private forumn... Maybe i'll subit it as a resource?
#16
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9003
10/18/2005 (11:01 pm)
I submitted a resource for the door, it hasn't been approved yet.... so here's a linkwww.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9003
#17
10/19/2005 (4:05 am)
I created animated doors, but they are completely animated in milkshape ;) (with collision)
#18
10/19/2005 (5:05 am)
Yeah, that's how mine works.
#19
To do it, create the full animation then seperate it into multiple files. 1 for each collision mesh that needs to move. Export them.
When you place them in the mission, put them at the same rotation and position. Run the anim on both dts's.
10/19/2005 (6:15 am)
The problem is that you cant animate 2 collision meshes seperately. To do it, create the full animation then seperate it into multiple files. 1 for each collision mesh that needs to move. Export them.
When you place them in the mission, put them at the same rotation and position. Run the anim on both dts's.
#20
It can get overwhelming, but like many others said, you need a plan. You'll need to take note of everything (and I mean EVERYTHING) and how and when you're going to do it all. Of course, you'd have to be able to have room for changes, additions and such when needed for organizational purposes, as well as when you think something new will fit the game nicely as inspiration sees fit to visit you.
Also, starting out can be quite crazy, too, since you have to learn most everything, as well as implement it all at the same time.
To sum it up, just take things as easy as you can and have a large, but versatile, plan for doing things.
Hope that helps.
10/19/2005 (5:47 pm)
I'm a one man team now, starting out a few months back. I plan to do the programming, art, mapping, music, sound and (most of) the voice acting myself.It can get overwhelming, but like many others said, you need a plan. You'll need to take note of everything (and I mean EVERYTHING) and how and when you're going to do it all. Of course, you'd have to be able to have room for changes, additions and such when needed for organizational purposes, as well as when you think something new will fit the game nicely as inspiration sees fit to visit you.
Also, starting out can be quite crazy, too, since you have to learn most everything, as well as implement it all at the same time.
To sum it up, just take things as easy as you can and have a large, but versatile, plan for doing things.
Hope that helps.
Torque Owner Jeffrey Bakker
If you want to know what everybody thinks about one man teams, I started a similar thread about that two weeks ago. Many people have different opinions on the topic, all of which are valid and make very good points.