So you want to make a game? To begin, ask yourself these questions:
Do you plan on making the game to completion?
If this answer isn’t yes, do a tech demo or proof of concept to implement the mechanics or art you want to show off. If you aren’t in it for the long run or long enough to hand off, don’t plan for a full game.
Is this your first game?
If this is your first game, consider a small project that is tightly designed with satisfying mechanics and visuals. An indie team can’t compete in scale against bigger studios or AAA companies with time and money but can in unique gameplay or charming visuals.
How large will this game be?
If this is your first project and you’re doing it by yourself, don’t design a 40-hour RPG and expect to finish within this year, especially if it is your first project. Remember to start with a smaller, simpler game that is polished to oblivion. If you have a small team backing you, the easier it will be.
Will the dedication be on a hobby interest or full-time interest?
If you plan on hobby interest, then take the game at any pace you want. The real challenge is with full-time. If you saved up or crowdfunded you and your co-worker’s needed salaries, the must be completed in enough time and polish to sell before you all run out of money. Planning for a smaller game will help with time management.
What does your game do that is different or familiar to other indie games?
For a game to stand out, it needs a selling point. If you do not have something to draw players in, you can always redesign the game in the beginning. Don’t contribute to a genre with surplus unless you know for a FACT that your zombie survival crafting fps can make people stop and stare.
After answering these questions and you have an idea of what you want to make, ask yourself these questions:
What is my minimum viable product?
The minimum viable product would be what the bare bones of your game would look and play like. As an example, Mario would be running and jumping with perhaps a hole. Halo would be running, jumping, and looking around for targets to shoot. No aliens or mushrooms are needed. If you can create the minimum viable product fun (demo or test world), you already created an enjoyable game.
What if my minimum viable product is fun?
Be proud about your accomplishment and build off of that product. Make content and extra mechanics to flesh out the experience. If you had made content and mechanics before you nailed the basics, you would have needed to remake all of it. Now plan the content you want to make and make it.
What if my minimum viable product isn’t fun?
Rethink or tweak the product till it is fun. If you find yourself designing yourself into a hole, that’s good. You can now store that idea away till you can figure out how to perfect it. In the meantime, think of a new idea and do the same procedure as before.