I have made a few games now with Unity, and i am starting to fell comfortable with the C# language.
But i still get stuck in the starting process of larger game projects.
Should i just start coding at the prototype right out of the gate, or should i plan and outline the programming even before the prototype. If so, what is the best method of doing so. And how detailed should it be.
I am sure there are many different opinions on this. But i am hoping some of the more seasoned programmers here could perhaps share their methods of planning and outlining their programming.
I would say that software, games especially do not necessarily follow the same methods as everything else. They are close. Google searches are your best bet, but you should really start with a sheet of paper and a few “friends or colleagues” who will be working on the project with you. (I say this because John really has big ideas, but John doesn’t know or care what it takes to make those ideas a reality or if they will really even sell)
Plan your target audience. (So frigging important it isnt funny) If it is only you, who cares what you make, but if your target audience wont like it, your not making the right game. And no, most middle aged women don’t like zombies flying in from every corner of the screen)
Plan the concept of the game. This is where step 1 plays the biggest key. If you don’t conceptualize around your market, your market wont buy it.
Research. At this stage, your target audience will adore you. If you plan it right, and build it right it will be believable and fun for them. if not, its poorly done and “I aint playing that crap”
Conceptualize. Render, draw, plan. Main character first. generalize the world, fill it with things that belong there. As much as I am looking forward to Cowboys and Aliens, I sure wouldn’t play a game based off of it. (I wouldn’t would your target market?) Don’t get incredibly detailed. Things change as you go. Don’t make 50 items based off of one item that you don’t want to keep later.
During conceptualization is when a good programmer is worth his salt. Build test sets, throw some boxes in there to represent stuff. See if it is “fun” to work in. If it is believable. Imagination is key.
Evaluate. At worst, you have now wasted a week of time. Don’t make it longer by creating thousands of models for a game that you, nor your target market will be interested in. Maybe you built the main character, still not a big waste of time. This is the point where you look at the overall project and tweak things to make it flow. Still not incredibly detailed, but enough to get the game off the ground.
DO NOT CHANGE everything now… that is as bad as admitting defeat. You already have a concept that you have proven, evaluated and tested.
Build, build build. Depending on the game and number of artist, programmers, engineers and more, could take weeks to years.
TEST!!! test everything. When you think you have it right, test some more. Tweak, and go.
Beta - Test. A very important step. You gotta know what people think… Especially your target market.
Think you are done? Your not. Even at the end, there are a thousand things to do. Not just game, but market. If you are going to be successful you gotta get your product out. People wont buy what they don’t know they need.
And these are just bullet points. Making a real game. even a small game is alot of hard work. This is why I never suggest for a teenager to get started on it, it is setting you up for failure.
My suggestion to anyone who is “planning” a game. Go play other games. Build small stuff, make small things work.
Make the small stuff work. After all many small things put together are complicated.