Game Development Community

advice on keeping it small

by Martyn · in Torque Game Builder · 06/22/2009 (10:33 am) · 6 replies

Hello

I was wondering if I could get some advice and tips on keeping a game simple. I am trying to learn TGB and I feel that I am slowly progressing, I managed to turn add a bit more game play to the fish game by adding score, lifes etc

I have recently started working on a break out game, however I am finding it really hard keeping the game simple and continually think of new features to put into it, this tends to make me more confused than I was, as I do not know enough TScript.

Do you guys do anything or have any tips on ensuring that you keep your games simple and to the plan? I was considering just writing a design doc and aiming to stick to it :)

Thanks

About the author

I have been interested in game development for around 10 years, it has always remained a hobby. I am now looking to develop my skills and maybe progress it from a hobby into a 2nd income.


#1
06/22/2009 (10:42 am)
Well writing a design document can certainly help but I find that approach alone too rigid. I find it helps if you split your game up into the features you expect then think about how to get those features done individually, assuming they're not intricately linked somehow.

I like to prototype each feature and work out how I'm going to do it, none of which are actually writing the game. Also, try to prototype the hardest feature first although that's not always easy to determine until you've tried.

You'll soon discover which features work/don't work, which are too hard and perhaps some nice twists on what you originally designed will emerge.

I would certainly not use one base and try to experiment with that as it'll soon degenerate into a mess.

So I guess the idea I'm saying is to just try to prototype first. Perhaps you can try to use TortoiseSVN/VisualSVN Server on your PC and create a local repo with a base for your prototypes. This allows you to create branches from that base which you can modify and/or roll-back as you're experimenting.

#2
06/22/2009 (10:42 am)
One thing I learned; if your code gets exceptionally long for what seems a simple principle, start over.
#3
06/22/2009 (10:43 am)
You have your answer after your question ;)

But to learn a game must become bigger and more complex at some point. Try to reach that point making mistakes and learning from them.
#4
06/22/2009 (8:43 pm)
A complex system that works is invariably found to have evolved from a very simple system that works.

John Gall, Systemantics, 1975
#5
06/23/2009 (12:38 am)
I think the next part to that is also apt:

Quote:
A complex system designed from scratch never works and cannot be made to work. You have to start over, beginning with a working simple system.

Great quote btw.
#6
06/23/2009 (9:33 am)
Definately keep a document with all of your great ideas. One way I try to keep things simple is to aim to make multiple demo's. For breakout, find the aboluste minimum you need to make it playable, then make a build, share it with friends. At that point you can sit back, think about what you'd like to change. Because you have released a copy that is playable, you can go back, re-factor code, make any change you need, add a few features, then make another release. The act of building the game, wrapping it in an installer, gives you the closure and the allowance to either go back and make it better or move onto another small project. Don't put any pressure on yourself to make this the next AAA title. I've made demo's that people didn't like, I take my lumps, and try something else.