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Development Methods

coyotecraft

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In preparation of the upcoming January contest. I'm investigating different methods for creating projects. Currently I'm experimenting with reversed development method. It's based on a time management concept where you work backwards so you'll reach your goal on time. I wouldn't recommend it for regular projects. Normally you might build around a character or story idea but going in reverse means you come up with that last.
This is how I think it'll work. First I decide how many maps I'm going to make, empty maps. Then come up with the game play mechanics so I know how to design those areas: big, small, long, narrow, winding. And also decide what function the areas will serve: a hub or world map, cutscene room, important location, battlefield, puzzle room ect...I'll probably go with a reasonable pattern, something structured and not picked randomly. Then I choose the tilesets taking care that I can string the locations together in a tasteful way when I get to the story. Then the game objectives. It might not be a linear path, so I'd decide what locations can be revisited or possible change. Then finally I invent a story and characters to fit into it all. Connecting the dots so to speak by laying down the events. Any remaining time could be put towards polish and adjustments. Well, that's the plan. I'll see what I can do in a week.

Predictions? By working backwards I'm creating boundaries and eliminating a lot of uncertainties. In my experience, projects grow too big and if time isn't a factor you are likely to run out of interest first. Then again, there is no guarantee that you'll come up with something under a deadline either. The thing about this method is that it's more of a puzzle and you make a creative solution. This is why I wouldn't suggest it for a normal project because its probably not as compelling compared to something that started with a spark of inspiration. Somehow it's not as meaningful; you're making a game for the sake of making a game. Does that make sense?
 

coyotecraft

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This little experiment of mine has gone off in another direction. I was hoping to find the secrets to a successful project. But I came to the conclusion that, duh, if you don't know what you're doing then you'll never finish. Not very helpful or insightful.
I think we all know what we are capable of doing. I'm definitely not overestimating my abilities when I say I could create a simple fetch quest with rpg maker in a short amount of time. But that wouldn't be a satisfying endeavor. Basically I hit a dead end because I didn't know what I really wanted.
So now I'm exploring game design and figuring out what would be satisfying, especially on this small of a scale. I can kinda compare it to pixel art; the smaller you get the more dominate the individual elements become. If I go too small it becomes a parody. You get gold from a chest, buy a sword, use sword on monster, The end. Did I make a game or minimalist art? Adding complexities from there might be a place to start. That sounds like a good development method, you start with something small but complete. Then you just keep adding on and take it as far as you want. I'll try this next.
 
I'm... far too relaxed and generally go in without much in the way of planning or processes. Probably why I don't finish much. Normally if I'm working it's because I've had a big idea and want to try it out there and then. I need discipline.
 

Injury

Awesome Bro

I'm actually trying to figure out the way that works best for me. I had made the intro, the first maps and as development progressed, I got an idea for the ending, so I made the initial concept, the ending, and I'm working towards the end in the middle.

I really like the advice in this thread, I'm always trying to find a way that will reduce time in development.
 
I like the chest - boss example actually. Make a beginning and ending, then key plot points, then infill with content. I think that's a route i'll try and take.
 

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