How to turn from hobbyist to pro?

Discuss game development design and post your game ideas

Post » Fri Feb 28, 2014 8:30 pm

Extra credits: Fail faster
Yes it's true and can be applied to game making world.
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Post » Fri Feb 28, 2014 8:34 pm

@Naji of course it is true, for every game you make that fails you should learn why it failed so that next time you can do it better.
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Post » Fri Feb 28, 2014 9:07 pm

My belief is that pros make games for mostly money, while hobbyists just make games for fun. I used to want to make money off of my games, even though I was a hobbyist. Now I prefer making games for practice and enjoy publishing games people can play as much as they want for free.
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Post » Sat Mar 01, 2014 11:53 am

Pro = Full-time
Hobby = Part-time (after they finish their IRL full-time job).

Whether either one is successful and make money or not is not dependent on their status as pro or hobbyist. It's all about the dedication and hours you put into it each day.
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Post » Sat Mar 01, 2014 6:20 pm

@Naji
Yes, if you lost at making a good game then you learned there are elements in your game that are bad. Get feed back over what they don't like.

If your game is slow and near unplayable then you lost at performance. Go through your code and find out what was causing the impact. You win by learning to be better.
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Post » Sat Mar 01, 2014 6:23 pm

Gotta ask something, I make very simple one week games, is this is my main problem?
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Post » Sat Mar 01, 2014 10:10 pm

Well. IMHO (someone may well disagree on this)

It all boils down to what you want? you want to make more 1week games? Then there is no problem. But don't expect many people to like them or recommend them to their friends.

Good game is usually made with a lot of *Brain* work.. You have to design the idea, game mechanics, get all the necessary parts. If the game has graphics, sound etc elements you either have to make them or find someone to help. Then there are testing, fixes, game balancing, fixes, testing, release, fixes. And if you really want to keep the audience you need to be sure you'll offer them something they want so they keep on coming back.

(note: this following ain't for your directly.. I just feel like I need to RANT a bit)
Way too often at this forum I see people asking others to either clone existing game or otherwise make all the real work for them. For me, It's annoying as hell, and I'm sure I'm not the only one at this.
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Post » Sun Mar 02, 2014 1:20 am

Hi, I made a new better game as you all told me, actually I've been working on it for two weeks, hope you like it: https://dl.dropboxusercontent.com/u/136251427/Vegies%20Saga/Vegies%20Saga.html
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Post » Sun Mar 02, 2014 5:06 am

The game is pretty confusing.

At first it is said that we have to put all vegetables in the baskets.
Nevertheless, on level 1, pushing the potato in the basket does not score point.
Once all 15 balls "spent", there is no feedback/star count (even if I had more than 1000 points from cleaning the eggs and dots, expecting three stars).
I go back to the menu by clicking "Exit", but on the "level selection screen", there's nothing new.
Also, it doesn't seem I can click anything else than level 1.

Note: After three tries (a "regular player" won't try more than once, see that it doesn't work, and just quit), I finally had a "You won" end screen on the level, 3 stars on level 1 and an update of the level selection.
It feels like I have to right click and wait for the "end of level" to be considered, but nowhere is it indicated.

So, imo, there is an issue with the feedback to your player, always consider that you need first to teach your player how to play your game.
This also makes the level design a bit problematic. The first levels should be very easy, and display easily the concept of the game.
The first level, with the kind of ramp over the potato makes it "too hard".

And some feedback in is confusing. The ball you shoot makes a sound when they drop in the basket, even though it doesn't score points. It's confusing and can lead the player to believe that it is doing something "good" when in fact, it's not the main goal at all.
You may play a sound, but maybe have a less "happy" sound, something more neutral, whereas this same sound could apply to when you drop vegetable and then actually score ! Whereas, at the moment, scoring big vegetables falling into basket don't make sound and there's no feedback unless you pay attention to the score.

Also, even if you have completed (put all the vegetables in baskets) you still have to "empty" your number of balls before the winning conditions are checked out.
And you need to click the "Menu (exit)" text anyway instead of being taken back to the level selection screen directly, or even going to the next level automatically.

The level selection screen should display a visible symbol for the "locked" levels and the unlocked/playable levels.
At the moment, there is only a difference once you have completed a first level, making it confusing until the first level has been completed.


So my main feeling about your game as it is is confusing.
It has potential and needs to be clearer for the player.
Otherwise, it can make for a nice simple game.

Also, I noticed there was already a topic where you had asked for feedback on your graphics and interesting feedback was already given to you, so don't hesitate to rework the graphics to make them more pleasing/interesting (with shadow/highlights, more pleasant shapes, etc...)

Improve on the feedback, make it clearer, work the level design to teach the concept and add difficulty/new gameplay elements with each new level.

And finally, the "boss" can be beaten with only clicking it, there isn't the strategy/gameplay involved in the rest of the game which makes it "simple" and pretty disconnected.
It's a bit of a sad ending to a mental challenge that ends "just" in mashing.
It would be better to have to beat a boss according to the same mechanics of the game (dropping items on it, or something of the like).

Your game is a nice basis, but overall still need work, I hope you'll take advantage of that feedback and improve it.
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Post » Sun Mar 02, 2014 12:09 pm

Thanks for the advice @kyratic I really saw it useful
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