Welcome back!
For this post, as promised, I wanted to
dive into how to start your game without even touching a computer. I
will only be scratching the surface of this topic as it can be very
big and I'm not wanting to overwhelm all you fine folks.
So let me first discuss a little of my
experience and my process as I build various games. Mind you, not all
of the games I've made have started this way; Partly because I didn't
know better and also partly due to time and restrictions.
The main project I'll be using as an
example is an incomplete game I've been working on called Fleet
Calamity, which is a digital card game of sorts. I don't mean to plug
my games as this is not meant to be an advertising outlet. I'm just
mentioning them as a means of showing 'Yes, I've been through this.'.
I've also made a match 3 game that needed a physical proof of concept
to be green lit by my client.
I'd like to point out that not all
games can be easily put into a physical format. The main one that
comes to mind is any platformers. A racing sim, or many sims for that
matter, would also be difficult to put in physical form. Games like
Banished or resource management games you could make into a physical
form. But as I move on I'm largely ignoring those - Unless you have a
bunch of cars to race, open road and the skill set of a racer that
is.
Whenever you make a game you should try
to make a proof of concept. This is a quick example of the game that
gets to the nitty gritty of your game. For a card collecting game you
should print out a few cards to play with. For an RPG you should draw
up a few maps and make character sheets. For a tactical shooter try
paint ball, or airsoft or nerf guns if you must. The underlining goal
is that you can show people what your game is about, what its like
and let them play it as fast as possible so they can test before you
dump hours into coding and art only to find out the game doesn't work
as intended and you need to start over again.
A physical copy should be a cheap
solution to get your game into the hands of others. This doesn't need
to look pretty nor be fully complete, but it does need to be playable
and convey what you are setting out to do.
I'll give you two examples. The first
is the match 3 game. I came up with an idea to basically play candy
crush, but on a 3D surface, much like a rubics cube. I needed a way
to show my bosses how the game would function before they approved
the project and dump resources into it. To start off with I created a
GDD that answered all the sweeping questions about what you do, how
do you do it and what would happen when you do any given thing. This
gave me a basic set of rules to follow when I moved to the physical
portion. If I made a match I knew how the game should react and fill
those spaces so I could show my boss exactly what would happen. This
took the longest time, as it should. I had to think of every possible
instance and have the game react accordingly. That way if a situation
cropped up I could give a quick answer and have them move on,
unimpeded.
It's important to note here that I
didn't have all the answers. At this time it was only myself working
on the project so only I was asking the questions and giving the
answers. But I went through as many thought problems as I could and
tried to test the game before it was even made. This just goes to
show how important testing is. Even as an Idea you can poke and prod
it.
Anyways, I finally finished the GDD and
now I needed to make a proof of concept. For this I just made a
simple block made of legos. I used the various lengths of legos (2x2
and 2x6) to act as the objects you'd be matching. 2X6 blocks acted as
two colors next to each other, just needing a 2x2 (single block) to
be moved next to them. With this block I could show my bosses how the
player could move about the cube, match, how the cube would refill
itself and how you could move blocks around. Mind you, this wasn't
perfect as I constantly had to take apart the block and put it back
together just as it was, but only moving 2 blocks at a time. It also
didn't show that in the end result of the game you could see further
into the cube, rather than just the surface layer. But these were
minor issues. The main game play could be seen and experienced to a
degree. The game was then green lit and the programmers got to work,
now knowing exactly how things would look, move and work.
Some games are easier to create a
physical version of, while others may be more difficult. If this is
your first game, why not try something that would be easy to make a
physical version of? I would personally highly recommend it and
here's why:
- With a physical version you can clearly show what would happen when the player does X thing. You won't have to tell your programmer, or artist, or whomever “Ok, if you make a match the new blocks will fall in from the top and all the blocks above the matched blocks will fill in the spaces. Also, the 'top' is relative, so in one match the top may be the top, but in the next it's the bottom and now the bottom is the new top....' That gets very confusing very quickly. But if you could just show them it becomes much easier. “If you make a match, this is what happens. Now try and make a match else where and see what would happen then.” Now the player is experiencing your game and not just hearing about it. They learn the rules of your games world by testing them for their selves. Which brings me to my next point.
- You can test your game right away, no need to re-code or redo art. You can simply re write something on a piece of paper, or make a new block, or what have you. Let me give some examples from Fleet Calamity.
In FC I have over 400 cards that need
to be programmed and they all (generally) do different things. Some
are 'creature' cards, others are effects. That's a lot to code and
would take a lot of time. Not to mention there are 'pawns' on a board
that move and react to various elements. Those also all need to be
programmed. It would take several months to program all these objects
and then I could finally test the game. That's months of time I'm
waiting and when it's all done I'll be sure to find many things
broken with the base ideas that need to be reprogrammed. Never mind
the issues in the code itself!
Instead I could (and did) just print
out a bunch of cards with a friend to make decks. Then for the
objects on the board I just used some DnD dice I had laying around.
When changes needed to be made I simply crossed out what was written
on a card and wrote something new. Or I altered the GDD which is as
easy as a delete button and typing. That first weekend I had several
games being played. I played one after the other and each game
improved by making quick changes and telling the next round the new
rules.
What would have cost me a couple
thousand dollars and months of time I completed in a couple hours.
I've been testing FC for months and a lot of changes have been made.
Some small, but many big changes too. If I had programmed it all
there would be so much rework that it would take years, which, as you
may have guessed is our next point.
- A physical version saves you time and money! Lets pretend you are paying your programmer a terrible wage of $11/hour. First off, can you afford that? I can't and that wage is really low. Then figure how long your game would take to program (you can ask around. There are many forums for game devs). Now take the pay times the amount of time expected to make your game. It adds up fast huh? FC would have cost me around $9,000ish.But lets say you found some one who will work for rev share or for free. Alright, then money is not a concern now or ever. But you still have time working against you. People get bored, especially when it's not their project and they have nothing to show for it. As beginners you won't have something cool, even an MVP very quickly. You're skills are just not tuned enough to produce something right away and that’s fine! But if you don't have something to show right away to get invested in and to play with then that time will add up and people will leave. It's a sad truth, but that's what happens.
- Finally the last reason; Self confidence! This is big and shouldn't go over looked. There is something to be said about showing your mom a piece of artwork you made or some craft you did. She will of course be happy for you, even if it looks terrible. But you get a sense of accomplishment from that and you'll try that craft again to get that feeling once more. Same goes for making a physical version. With a proof of concept you have something you can show off to your friends and family to play and enjoy. They will most likely praise you for your hard work and give you feed back on the parts you over looked or missed. Then when you come back to them with a new and improved version they will praise you again. This encouragement is huge and will help you keep at it even when times are tough. Team mates will leave you, people will not like your game, and of course the internet is super nice! You'll need the encouragement from those close to you and a physical version will help spur you on.
Alright, so this got a bit longer than
intended, but I hope I gave you a good introduction to why physical
versions are so helpful and shouldn't be over looked. When I was
starting FC I was skeptical about making a physical version because I
didn't know where to start. I didn't have a bunch of cards in the
beginning and I knew my game was incomplete and had lots of issues. I
didn't want to subject myself to harsh criticism when I knew my game
wasn't 'done'. But eventually I bit the bullet and made a party out
of the testing sessions. The testers did point out issues I knew
about, which encouraged me to stop slacking and get them done and in the game. They
also pointed out many issues I didn't know about. But most
importantly they gave advice and suggestions on how to improve my
game and now it's worlds stronger than when I started. The people that help you test can help you figure out issues that stump you. A team of people will always have a better chance of solving a problem than just one person, which makes it ever more important to get your game out there.
Get your game out there.
Don't argue with critiques, even if you
don't agree.
Get people playing.
Make the changes needed.
Play more.
Once you have a solid game that people
are excited to play and you feel ready. Then move on to finding a
team to tackle your new awesome game with you.
Next entry I'll be talking about
finding a team, where to find people and getting yourself out there
into the community.
Take care every one!
Lastly, Please leave some comments. I'd love to hear from you and know what you think. I'd also love to hear suggestions for future posts.
Lastly, Please leave some comments. I'd love to hear from you and know what you think. I'd also love to hear suggestions for future posts.