What's the correct way to go about making a game?

Draw the characters first, and then make up plots and write the code later? Or create the code first and then add characters and plot later?

Seems the Japanese always focused on visual character design first and then wrote the code and plot around that. Whereas in the west, they'd start with the plot or code, and then add in graphics later.

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  1. 1 month ago
    Anonymous

    There's a lot of different ways to go about it, sort of like software engineering in general. In other words, the best method is the "agile" method.

  2. 1 month ago
    Anonymous

    I feel like you should have if not a hard script then at least a script and feature list. I'm going through this right now but I also have to learn how to code for an old system and it is terrifying. I haven't tried coding in nearly twenty years and that was a couple classes in high school. Oh well, trial by fire I suppose.

    • 1 month ago
      Anonymous

      >if not a hard script then at least a script
      Frick I'm stupid. I meant to say have some sort of outline and feature list to start.

    • 1 month ago
      Anonymous

      Syntax reference sheet isn't possible for code monkey bots when all they do is take orders. Their employers typically don't work nor code so they don't care if there is a comprehensive syntax reference and thus they never demand for one as a condition for employment.

      You either do trial and error or tune in until things come to you intuitively. Tuning in would not be tolerated in a job since that'd take too long.

      • 1 month ago
        Anonymous

        >Their employers typically don't work nor code so they don't care if there is a comprehensive syntax reference and thus they never demand for one as a condition for employment.
        Their employers typically don't work nor code so they don't care if there [IS NOT] a comprehensive syntax reference and thus they never demand for one as a condition for employment.

      • 1 month ago
        Anonymous

        >Syntax reference sheet
        I have no clue what that is, I'm a dumb midwit.

  3. 1 month ago
    Anonymous

    You're really over-simplifying it.

  4. 1 month ago
    Anonymous

    All three of those things dont matter if you dont have an actual interesting game concept/mechanics to design the code for or visuals plot to go around it.

  5. 1 month ago
    Anonymous

    I realised something when I played Resident Evil 4 (2005) last year. In that game, you can press A at some objects to read Leon's thoughts about them, and I came across a lot of interesting vocabulary I've not heard in any game for a long time. The words that especially stood out to me were the ones related to architecture, and the fact you'd never see such precise descriptors in newer games made one thing clear: the makers of older games had various hobbies, interests, and experiences.

    Somebody on the RE4 team clearly had some knowledge about architecture, and sprinkled that passion into the game—you'd never see that today because today's games are made by a generation whose only pastime has been video games, a generation that's had no meaningful life experiences outside of video games. It used to be that art reflected life, but now art reflects other art, without appreciating the life that went into this art.

    The medium of video games, like any medium, should be an incidental means to an end—the correct way to make a game is to pour cool ideas and wisdoms into the pot, rather than setting out to make a video game specifically. Consider the first ever video game: were the creators avid gamers? Of course not; they were inspired people whose interests, experiences, and curiosities incidentally coalesced into a video game.

    • 1 month ago
      Anonymous

      >Consider the first ever video game: were the creators avid gamers? Of course not; they were inspired people whose interests, experiences, and curiosities incidentally coalesced into a video game.
      Not exactly true. A lot of them WERE gamers, just not video type. (pinball/arcades, table-top games, sports) A lot of early games in the primordial ooze was based on analogue game concepts.

      • 1 month ago
        Anonymous

        Perhaps, but it's also a different medium and they weren't making video games for the sake of making video games.

    • 1 month ago
      Anonymous

      >you'd never see that today because today's games are made by a generation whose only pastime has been video games, a generation that's had no meaningful life experiences outside of video games. It used to be that art reflected life, but now art reflects other art, without appreciating the life that went into this art.
      That's what Hayao Miyazaki keeps harping about in regards to animation. That most new animators don't really have any meaningful life experiences of their own they can pour into some kind of output. Everything they know they picked up from other anime so it's just an endless regurgitation. Analogous to that, it's like an AI being fed its own output.

    • 4 weeks ago
      Anonymous

      The earliest video games were simple challenges to pass the time, with nothing else added to them. Older generations of gamers considered what you're describing to be a detraction from the focus of a game. If RE4 had been made with the mindset of a developer from the golden age of arcades, it would've been purely about shooting zombies with zero interaction beyond that. Shoot your gun and move around and that's it. Joystick and one button.

  6. 1 month ago
    Anonymous

    Depends on the game. But I feel like if the gameplay itself isn't at least one of the first things you think about to some degree, then you probably have your priorities in the wrong place.

    • 1 month ago
      Anonymous

      Game feel is the highest quality to a video game

  7. 1 month ago
    Anonymous

    >Has fun
    >Is exciting
    Feels good man
    >Has no fun
    >Is boring
    Feels bad man

  8. 1 month ago
    Anonymous

    The basic gameplay idea should come first. Programming that in and making it fun is the top priority. Then you add graphics and sound later.

    • 1 month ago
      Anonymous

      Sometimes the graphics is part of the gameplay like in mechwarrior where different parts register as its own unit. It's why the graphic of a mech's arm can come off but the player's hp that matters remains untouched. Good feels and graphics done right. Accurately. Graphically people see one mech but code wise each part has its own hp and hit detection.

      • 4 weeks ago
        Anonymous

        The point he was trying to make is that a game can exist without graphics, but can't exist without gameplay. Therefore the graphics should augment gameplay rather than supercede it.

  9. 1 month ago
    Anonymous

    Graphics matters for pvp in mmorpgs too. It's why you can tell when a warlock is casting shadowbolt vs fear. This is where graphics aids the gameplay.

  10. 1 month ago
    Anonymous

    However, high fidelity to the point your sub 10 hour game costs over 50 gigs is inexcusable. It could have been 50 gigs of gameplay instead of 5 gigs and the rest split between graphics and audio.

    • 4 weeks ago
      Anonymous

      you sound like a fricking moron.
      show me the games with 50gigs of gameplay whatever the frick that means,elden ring has a lot of gameplay but im still pretty sure most of its size is in the graphics/assets and sound.

  11. 4 weeks ago
    Anonymous

    -

  12. 4 weeks ago
    Anonymous

    Whichever way gets you working on it.
    Plenty of good games never had anything concrete about it until they started being made, some were half-planned out before anything else.

  13. 4 weeks ago
    Anonymous

    You should aim for an experience you want to recreate. Whether its an emotion you want to convey, a hobby you enjoy, a role you want to emulate, etc. I think one of the things that led Pokemon to be such a popular franchise is that the concept of bug collecting is what inspired it. It certainly isn't the mechanics. Its that feeling that you're collecting and cataloging creatures, you're training them to become stronger and you grow with them.

    Same thing for Zelda, exploring the woods as a child with a stick was the basis for that series.

    Everything you do should match that experience you want to convey. I'm only using Zelda and Pokemon because they're huge franchises that have lasted a long time and people love them. But Space Quest V is another good example, I absolutely love that game because it really captures the feeling of being a starship captain. Or how about Batman Arkham Series (I know, not retro, but it serves my point), how many people said "it really makes you feel like Batman!" or Dark Souls (also not retro I know), that captures the feeling of dealing with a seemingly unsurmountable task against great odds and as you learn more and your character gets stronger you will eventually overcome it.

    That's the key to all art. Everything should serve the experience you want to convey. If you have a certain feeling or experience that you want to recreate and you are successful, you have made something good.

  14. 4 weeks ago
    Anonymous

    the correct way is to come up with a cool sword or hat and go from there. plot, gameplay, etc are just buzzwords.

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