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04-19-24 01:53 AM

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What should I add to my game
I am making a game and I want advice for what to put in the game
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speedster60011
07-27-15 07:25 PM
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What should I add to my game

 

07-27-15 07:25 PM
speedster60011 is Offline
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speedster60011
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I would like your advice on some things to add to my game, it could be dlc, controls, powerups, music, and even level designs, I really would like some help, you will get credit in the game for the idea, plus I will give 100 Viz for a good idea unless I run out of viz
I would like your advice on some things to add to my game, it could be dlc, controls, powerups, music, and even level designs, I really would like some help, you will get credit in the game for the idea, plus I will give 100 Viz for a good idea unless I run out of viz
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07-28-15 07:32 PM
Kazerima is Offline
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I'd say the most important things you should have for your game is:

1. A "scope": definition of what your game both is and does. This way, when you look at an idea and determine whether to add it to the game, you can compare it to your scope and see if it's relevant. Adding RPG combat as a leveling mechanism to a racing or puzzle game? Generally out of the scope of what your project is and can be considered extraneous.

2. A solid pricing model. The mechanics of a game should embrace the manner in which people are paying for it. The target audience of your game and how successful you pull it off, not to mention the saturation of the market, can influence this heavily. Even if it's being released for free, how might you expect people to obtain it and/or how do you plan to handle distribution?

3. A realistic expectation of the resources you have at hand in which to produce your game, and a road map on how you plan to achieve it. It's all well and good to say you're going to have the latest 3D graphics or make every sprite by hand for a glorious 1000 hour game with incredible depth, it's quite another to actually create it. Know how much time you have to produce the game, how long people can actually work on it before running out of steam before completion. Always plan for everything to take twice as long as you expect it to, because it's always better to finish early and have time to add extra features instead of delaying to catch up on what you still need.

4. Don't be afraid to cut things out. Have a "minimum viable product" that you can point to as the very least needed for release, then try just to make that. As you work on the game you will get more ideas that you can add if there's time left, but it almost always takes far more time to implement an idea than it does to come up with it. Before adding anything new, always question whether the time required to add it really enhances the game more than something else you could add in the same time instead.

These are just a few of the basics, but I also quite heavily recommend watching a show called Extra Credits for more helpful advice on the process: https://www.youtube.com/playlist?list=PLB9B0CA00461BB187 .
I'd say the most important things you should have for your game is:

1. A "scope": definition of what your game both is and does. This way, when you look at an idea and determine whether to add it to the game, you can compare it to your scope and see if it's relevant. Adding RPG combat as a leveling mechanism to a racing or puzzle game? Generally out of the scope of what your project is and can be considered extraneous.

2. A solid pricing model. The mechanics of a game should embrace the manner in which people are paying for it. The target audience of your game and how successful you pull it off, not to mention the saturation of the market, can influence this heavily. Even if it's being released for free, how might you expect people to obtain it and/or how do you plan to handle distribution?

3. A realistic expectation of the resources you have at hand in which to produce your game, and a road map on how you plan to achieve it. It's all well and good to say you're going to have the latest 3D graphics or make every sprite by hand for a glorious 1000 hour game with incredible depth, it's quite another to actually create it. Know how much time you have to produce the game, how long people can actually work on it before running out of steam before completion. Always plan for everything to take twice as long as you expect it to, because it's always better to finish early and have time to add extra features instead of delaying to catch up on what you still need.

4. Don't be afraid to cut things out. Have a "minimum viable product" that you can point to as the very least needed for release, then try just to make that. As you work on the game you will get more ideas that you can add if there's time left, but it almost always takes far more time to implement an idea than it does to come up with it. Before adding anything new, always question whether the time required to add it really enhances the game more than something else you could add in the same time instead.

These are just a few of the basics, but I also quite heavily recommend watching a show called Extra Credits for more helpful advice on the process: https://www.youtube.com/playlist?list=PLB9B0CA00461BB187 .
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08-04-15 11:37 AM
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speedster60011 : Is it going to be rpg style? If so, rare items, superboss, random encounters, hard leveling up.
speedster60011 : Is it going to be rpg style? If so, rare items, superboss, random encounters, hard leveling up.
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