Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

Step 1) Be realistic:

When it comes to making games, starting with a game design beyond the scope of what your team can reasonably accomplish is one of the best ways to make sure your project fails. On the other had, starting with a reasonable design is one of the best ways to make sure your project succeeds.

This is one of the areas that Indie developers struggle with most. You need to realize up-front that, unless you're working with a team of a hundred people, and have a ten million dollar budget, you will not be able to create Half-Life 2, or any game of similar scale.

Of course, no one is stopping you from trying to do so, and we'll wish you good luck in all your endeavors. Trying to create the game of your dreams, or even a small part of it, can be lots of fun.

This guide, however, offers advice on how to make a profitable game, with a small team. If you're an Indie-- and you want to be successful-- you need to come up with an Indie game design.

In the real world:

Here at GarageGames, we set out to build Marble Blast in 2002. Marble Blast started from the get-go with what we thought was a very reasonable game design-- a fast, fun, simple marble racing game.

However, even with our reasonable initial concept, it was hard to resist the temptation of growing the scope of the project as we started fleshing out the design. You'll see some of the ways this manifested itself, and how we dealt with it, as you continue with this chapter.

Figure 2.2. Marble Blast - Final Build

Marble Blast - Final Build

Even with a relatively simple game design in mind, it's a long road to producing a fun game.

Suffice it to say, it is rare indeed to come up with a detailed initial game design that will work perfectly on the first try. You're going to have to iterate your design-- see what works, and what doesn't. The point is, starting with a realistic, achievable game design in the first place yields an advantage over most game projects, which try to do way too much from the start, and consequently have to spend even longer pruning and refining gameplay features.