Welcome to Ricky's Article for the bases of a Good Game
Author: Ricky
version 1.0
(I just hope this gets stickied...
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IntroductionSo, what's this for? This is an article in which I discuss some important aspects of making games. This article is mainly pointed at the kind of games and community of ZFGC, so I'm not sure if most of the aspects I talk here can be applied in other places.
This is something I've been wanting to do for some time, and I think this is something I can do. I'm also on my 4th birthday as a member of Zelda Fan Game Central. And during all that time, I've been learning a lot and gaining experience (yes, experience comes with time and will). So, I will see on what this will turn out to be.
This is nothing you should follow 100%, but in my opinion, okay, I'm the writer, so, maybe it's not the best opinion: this is something worth the time, and that probably you will learn something here, this is also mainly pointed at the less-experienced persons, not meaning the other ones shouldn't read.
I will gladly read everything you say in this thread, will possibly discuss some subjects, and accept some criticism. I may also later edit the article to add stuff, correct stuff, correct possible spelling/grammar errors, and stuff like that... xP
I would also thank you if you correct some of my grammar or spelling. ^^
On another note: If you have nothing to say, say nothing at all, just don't come and bash other's work by no real reason. Thank you.
Index
1. Idea2. Planning3. Help4. Presentation5. Hard Times/Problems6. FAQ1. IdeaFirst, you have to have in mind the importance of the idea in your project. The idea is what "fills" your project and gives it a "life meaning".
You should have lots of ideas, in order to give a meaning to the project. You will have to decide which ideas you will apply to the project, this, because if you think twice, there might be some that can work badly, or it's something that isn't right on the kind of game that you may be planning.
So, when you got the global idea for the game, you will ask yourself: "Is this a good idea?". Is it something that would work in the universe of Zelda? - considering it's a Zelda Fan Game. Is it something people will like? Is it anything special or "more of the same"? Is it very clich???
When you are really decided you want to use that idea, the second thing that you should ask yourself: "Is this a realistic idea?". So, is it? Is it something that you can do, with little or no help? Is it something that can be completed? Is it inside your capacities? That's something very important to think about.
How many people plan a project that is far from their skills, and then, the project meets cancelation before people meet a screenshot, at least?
So, I highly suggest you, and I really mean it, to start from the easy stuff... In case you just downloaded Game Maker, found a site with sprites, don't start making a Zelda game (make a space 3D MMORPG with Pokemans, instead... >_>). Anyways, a Zelda fan-game is something extremely hard. You just downloaded Game Maker, are you ready to manage scripts, deal with alarms, deal with AI for enemies: just a few of the many hardships you might find during the development of a Zelda fan-game. So, know your limits and plan according to them.
Don't be another noob using the Recruitment board to find people to do the whole game for them.
Other thing you must consider still in the idea chapter, is your experience on fan-gaming and on game-making, this is very important, and you should have an idea of yourself on these aspects, and on how those influenciate your project.
2. PlanningAnother great part of a game is its planning, and you should have well present in your mind its importance. Planning is what organizes your ideas and/to your project.
Please note that I won't tell you how to plan your project, that's your job. You're the one that best knows yourself and your way of doing stuff, you may have the whole storyline, the game's features, the next things to do in the game inside your mind, in some computer file, in some papers, post-its, a whole dossier for your project's organization, that depends on you...
However, there are somethings I would like to point out.
Before planning a game, you have to think on the ammount of resources that can be applied on the game, are those enough? Do you have enough moviment characters, possible NPCs, enemies and tiles that satisfy your project? One problem lots of people have, bosses, how are you gonna do them? Either you can do them yourself or find any sprite that can be used as a boss, or you'll have problems here. Bosses are complex and there's barely anyone willing to sprite it.
To consider too, your past experiences on game-making. Is this your first project? In case it is, are you sure this project is suitable to be your first project? Have you complete any projects before? Consider the quantity and quality. Is this a big "jump"? Are you comfortable with this?
One last thing I would like to consider in the planning chapter is the style of the game. The most possible option is: using an already exisiting style, taken from another game.
Now, if you're aiming for a Zelda Fan-game, you are almost restricted to GB style, LttP style or MC style. Of course, you can go with custom or use another game's style or 3D, but those are pretty rare and hard to make. Choose well, according too to your plans, and your skills. Maybe you should try all the three of them so you have a better idea of each of those, in case you haven't worked with any of those before. In a final note, for god's sake, don't mix styles, nor characters, nor objects, nor HUD elements, nor fonts, nothing. That will look horrible.
3. HelpOkay, you're already working on your game. But, now a problem has came. How will you solve it?
First you should know how to ask for help. Please remember I'm keeping this mostly for ZFGC. So, you choose the right board according to your problem.
You must present well your problem, specificating it the most possible, telling what's wrong, what do you want, and helping the others helping you. You should also present it in a clear way, don't present your problem in a very "light" way, nor on a "heavy way". In the light way, people will have problems getting to know how to help you; on the other hand, the heavy way, will give too much information that isn't needed, and take more time from the people helping you, and in the worse scenario, your message gets confusing.
And, for god's sake, write well, this isn't AIM, MSN, IRC or whatever you use.
As for some examples (I know those are kinda exaggerated, but I've pretty much seen a lot of those):
DON'T:
halp wen i click too link go left is error
pls can u help me guyz?
PLEASE:
I need help.
I'm using [insert_how_are_you_making_your_game] (Game Maker 6.3, i.e.). And whenever I click <Left>, there is an error.
[insert_here_the_whole_code_of_the_character]
Thanks for your attention.
Okay, so, Mr. Example had a problem. He tried to make him not to look as a noob, gave the needed details, explained his problem, and gave his character's code (which can be sold for 10 bucks in the black market... okay, my jokes suck >_> anyways, continuing... <_<) to help the others help him.
Another thing when ask from help. Please know what you're doing, check the code twice, and think before asking. And don't ask too much it might get boring, and give the feeling that you're a noob and that you can't do anything by yourself. Maybe this idea is wrong, but if you really feel you must ask, don't forget, always be polite and helping.
4. PresentationYour project deserves a good presentation. Both to give it a decent look and so other people have a good idea of your work.
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Before PresentingFirst, you need to plan your presentation.
So, do you know when is the right time to present? Okay, no problem, most people don't too.
At least, in my opinion, the game needs to be presentated when there's already around 25% of the game made, and it would also give your game a way better aspect.
Most people present their project, with not even a single complete area, with very few stuff done. There's also those who just put the main character's sprite into the middle of nothing with some plants around, and those who present their game (who still hasn't started) as soon as they get a story (incomplete, most times) or a title, or make a Title Screen (but that's on Graphic Arts section). Or people who get hold of "power" and feel they can do everything, this can happen when they find an engine that makes them think they have what it takes to do the whole or they can make a single 3D model, they think they can do a 3D MMORPG.
Please remember, that what people most want is an idea of what the game is, and some screenshots of the work.
Actually, I can give some samples (At this exact moment I'm searching for some): there are projects with just a logo and an incomplete story, a walking demo (I'll talk of those right next), just a title, just an idea, just a story and an incomplete mockup, just a small story and the controls of a walking demo, just with a bunch of poor mockups...
So, if we think a bit of it, if you have nothing to post, post nothing at all, and keep working on the project.
Now, as I promised, walking demos... Well, what do they have? Link walking around in the middle of the nowhere, so you can say your game has a demo? Okay, but no one likes it, and barely anyone downloads it. Most times, a walking demo is as far as the game is, just a character walking around with no purpose or story or nothing at all, that's barely 2% of a game... Take your time to make your game, and then, when you have more stuff complete worth a look, post.
Basicly, think: is now the right time to present the project? Do you have enough stuff to show?
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While PresentingSo, now I'll talk about the time when you are presenting your game. I'll go by topics...
First, the organization, it's a very beautiful thing, and gives a good idea of your game and of yourself. Divide well the different things in your post, use images, use bold letters, use colors (but few, don't turn your topic into a stupid eye-assassin rainbow). And please
for god's sake use well current English language of course, no one is perfect, but still, try to post with the best you can, and making use of capital letters and correct punctuation, unless you are a 5 years old kid who still hasn't entered school.
For example, if I see any post, like... "the ledgand of zelda", I immediatly guess what's inside the topic, a festival of "u r ur", and that kind of stuff. Oh, and please don't "lol" too much on the topic, you're presenting your work, not on some stand-up comedy festival. Please also make a distinction of "You're" and "Your", that can also get somewhat annoying.
Second, the story you are going to post. This, of course, considering you already have a story. But you should have one, it's one of the most important elements on a game. Don't put a too big story, nor a very small... Give a good idea of what the player can expect, as well as not the whole story. And please, don't spoil in your own game, like "(...) and the most funny, in the very end Ganny kills Zelda with a shotgun.", even though it's just a fan-game that would look extremely unprofessional.
Third, you will have to ask yourself: "What makes my fan-game different from all the other ones out there?". If you can't answer, congratulations, you have posted "just-another-fan-game". If you can answer, that's great. And if you want to answer: you might want to have a different story, with the less clich??s possible, mix Zelda with other environments if necessary, just make it different; you can also make it different by its innovative gameplay, or by using a new graphical style, or by using a great selection of sounds.
Fourth, and last: screenshots and demos. So, you are going to post a bunch of screenshots, that's okay, and great, I love myself to see screenshots. Now, does it has enough content? Does it has a worth-looking environment? Does it has life? Does it makes me want to download the demo? Is it attracting? So, make sure to take the best screenshots possible (or make your game better so you can take those screenshots). The screenshots give the others a great part of their idea about your game, so, invest time on it. Make also sure that your resolution of game is right. Use one from an already existing Zelda game. You can also try something new, just show it to some people to make sure it looks good and that you should go for it.
I actually came with this subject (the resolutions) after seeing lots of projects where Link's house is a giant palace with lots of free space, with lots of pixels^2 of floor showing up, an object here and there, a table in the middle, and a tiny Link there. Tiny compared to the resolution/house's size. That's so wrong and unattractive.
If you want to put a demo, and want people to actually try it, make the demo worth it. Make it simple (yet, effective) to download, make the screenshots make a people want to try the demo, and put content on the demo. Make the demo something you can play for quite some time, not just 1-2 minutes. It has been also discussed, barely anyone likes walking demos, so, if you want to take the time to download an .exe where you see Link walking around in the middle of the nowhere, you are the only one. Make quests, stuff to do on the demo, some action, well tiled stuff (not plants thrown randomly in the middle of a massive green environment), and make the demo enjoyable. That way you will get good comments that motivate you to work on the next demo.
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After PresentingOkay, now it's gonna hurt. Mainly, because I barely have any experience in this chapter, mainly because my projects don't get any attention, and I get very happy with more than 6 replies.
If you think that for quite some time, your project hasn't got any attention (please don't start despairing and bumping 20 minutes after posting), make your game better and then keep bumping it with new screenshots, news or demos.
You might get some criticism you may not like, but, it came from the voice of the people who will play your game. Accept the ones you want, and make your game better. Just don't let the game lose you and be controlled by the others.
Criticism can be good as well as can't be bad. It's impossible for everyone to like or dislike your work. Live with it, and learn how to accept it. Just don't let bad criticism make you give up on your project.
Get yourself (and from the good criticism) motivation to keep releasing stuff and don't let your project/thread die.
5. FAQI will be accepting questions, please post them here, and I hope I can answer you and post it as fast as possible. You can also submit your questions via PM, and if you want I can put the question here as by "annonymous".
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6. ThanksYou - for reading all the way until here, by doing that you're valuing my work, thank you for that.
ZFGC - for accepting me for all those years. I've learned a lot here, and grew a lot here. I love this place. ^_^
The Newbies - for being the number 1 persons I'm pointing this thread at, if you are one and read this all, congratulations.
Ricky - for doing this, you rule man.
Hyrule_Boy - for motivating me (sometime ago) to make a fan-game, during my break of a whole year without opening GM.
TRM - For founding ZFGC, you're a person I'll never forget. I wish you the best of lucks on Ocarina of Time 2D.
Laigonaz - for being the only one noticing my last post on the Projects forum. It is a small game, and I still work on it sometimes.
People who post here - for making me have a better idea of the sucess (or lack of) of my work, and by giving it attention.