Disclaimer: I’m a complete noob, my advice, approach and workflow is not based on any prior successful experience. Act on what I say at your own risk. 😛
My goal is to create a game in 3-4 months. For those who may not know, that’s a very short time period for a game, especially for one that aims to be a decent fun polished game. A good plan is in order.
Planning
To plan or make any development checkpoints, I need a game design…Before we get into that. Let’s talk about what kind of game I want to make.
A simple game.
That probably can’t be stressed enough, it’s been constantly echoed in game development communities. So, I’m gonna try to stay true to that.
A simple game for me would be a game with simple graphics, simple gameplay, small amount of assets and artwork.
But I want people to have fun with the game, I want replay-ability, I want people to share what they’ve done so it catches on.
Replay-ability can mean the game has several things, here’s what I’ve noticed so far.
Dynamic:
The game is dynamic, it has a randomness factor in it somewhere somehow. Random in way that the game-play has randomly generated levels, sceneries, art, enemies, etc. So things don’t get too boring.
Competitive:
Self-Rage competitiveness.
The game is simple…BUT WHY CANT I BEAT THIS, I KNOW I CAN DO THIS. I JUST NEED TO TAP THIS AT THE RIGHT TIME, OR FIND THE PATTERN OR RHTYHM.
That’s what I call self-rage competitive type game. A game that is frustrating but not frustrating enough for users to rage quit.
Single-player Social competitiveness.
This genre is possibly the same as a self-rage competitive type game…But I want to point out that, People like to show off, people are competitive. You might be thinking, how can a single-player game be competitive with other people, if it’s not multi-player. Well…actually I guess it is pretty obvious now that I’m writing this. There is of course, the leaderboards, but really only a handful care to get on the top or can. Because theres always those super amazing scores that…only a handful of people can get. Then theres the people who just compete against their friends. They’re not playing against each other. They’re just comparing their scores against each other.
Multi-player competitiveness.
Playing against other people.
Games I deem successful
- Angry Birds
- Candy Crush
- Flappy Bird
- Crossy Road
I’ll be trying to take a look at the elements of these games and see what makes them tick.
Physics games. Making things dynamic, fun, and a little unpredictable/uncontrollable, but yet predictable/controllable. (I believe that if you implement physics into a game, it’s gotta be done really well, it has to have a balance of physics unpredictability and hard-coded movements, because if things are too physically accurate, a user will probably have a hard time to reproduce the action/move/attack).
Art. I believe a game with good art is a game that has been polished, polished, and polished.
What does that mean?
The act of polishing is to smooth out all the rough inconsistent bumps and textures into one consistent smooth surface. Meaning the art needs to be consistent with it’s theme.
Pixel art, toon art, comic art, flash art, and realistic art each can have bad art. What makes bad realistic art look bad is it not being realistic, but people know it’s trying to be realistic, it is not consistent and true to it’s theme that it defined itself to be. Same goes with all other art types.
There are many art styles, and art styles to be discovered. What makes them nice art would be how polished it is. From the characters, effects, environments, UI, everything must flow and support each other.
Most of if not all successful games have polished art.
Interaction/Controls.
Long story short, controls need to be simple, controllable/accurate, and intuitive. Any control that requires too much fine touching is just a no-no in general.
Conclusion
THE GAME HAS TO HAVE SOMETHING BIRD RELATED.
On a more serious note, I’ll be brainstorming as to what I want this mobile game to be. Stay tuned.
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