How to make your game look more Professional

Discussion and feedback on Construct 2

Post » Mon Nov 10, 2014 6:41 am

14. Juice
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Post » Mon Nov 10, 2014 7:38 am

15. Fascinating and original scenario.

Good game has to be with amazing plot, things like someone kidnapped princess and we go to rescue her is overrated.
Also, don't force to think that scenario... IT WON'T WORK!...

Best scenarios writes our life and how we live in this cruel world.
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Post » Mon Nov 10, 2014 12:22 pm

16. "Options" menu!

That's the thing most devs worry least about but should work on pretty hard.
Options menu must be accessible at any point because player doesn't know if current options are ok yet.

a) Customizable controls - I did this in my game, working on a harder part right now - configurable gamepad!

b) If game is cpu/gpu intensive but you love the look of it, try to make some options like effects switching, low and high resolution modes, particle switches, toggling physics if physics don't play a huge role in the game, etc.

c) Options must be easy to understand, there are three things to think about:
1) Amount of text on screen(I have problems with that sometimes)
2) Font, size, position components, overal design
3) Tree menu - how you sort options by categories

d) Keyboard shortcuts may come in handy sometimes, like volume adjusting or item equipping or something else.
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Post » Mon Dec 29, 2014 10:27 pm

Aphrodite wrote:9.- do your job correctly, and work with people that do their job correctly, rather than "trying to look pro" (funfact, professionnals dont try to look pro, they just are.)

Funfact - There is no proof saying that is a real fact.
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Post » Mon Dec 29, 2014 10:50 pm

@The Cow King I was more thinking of the fact that being professionnal is something that comes naturally with time and experience, and so it cannot be forced.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Dec 29, 2014 11:36 pm

0. Already have released a number of smaller, simpler games which have given you the knowledge and feedback necessary you need to avoid simple mistakes that will cripple development of a larger game.
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Post » Mon Dec 29, 2014 11:44 pm

There's plenty of games that succeeded without good art, so its not a requirement.

Games are about fun and at its core, gameplay is the fun-giver.
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Post » Tue Dec 30, 2014 1:08 am

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Post » Tue Dec 30, 2014 10:27 am

sqiddster wrote:0. Already have released a number of smaller, simpler games which have given you the knowledge and feedback necessary you need to avoid simple mistakes that will cripple development of a larger game.
Games or prototypes


-1. Game must be fun.

;)
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