What kind of Game Should I Make?

Discussion and feedback on Construct 2

Post » Tue May 30, 2017 9:10 pm

I am currently starting to make my first game but I need help choosing what kind of game I should make. If you have any ideas let me know. I have a storyline about a man who must go through puzzles to escape a dungeon. Should it be a platformer or RPG.
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Post » Wed May 31, 2017 12:24 pm

@Pica Congrats on deciding to make a game - you have a fun ride ahead of you, and C2 is a great tool to use for realising that goal.

My recommendation for your first game would be to start small. Very small. Leaping into a full-blown platformer or RPG could well be a recipe for misery because at this stage there is so much you don't know and the learning curve is steep, which may put you off completing your project (that's not a personal criticism - I've been at this gig for many years now and there's still plenty for me to learn - I still bite off more than I can chew from time-to-time).

It's better to familiarise yourself with the whole process of developing a game, from initial concept through to release, and repeat this over a number of small projects to fully grasp your capabilities and interests than to plough into an epic project that could take years to come to fruition.

Worry less about the story/theme at this stage and focus more on finding some core mechanics that work well together and can be used to produce a variety of interesting interactions.

Go through the example projects that come bundled with C2, reading the code and understanding how they operate. Play around with them, adjusting variables and adding in new objects and events to get a better idea of what can be achieved with that template. Most likely one of these will strike you as a suitable starting place for your own project. If you can't find anything that suits make a few prototypes/experiments to test out any concepts that you have. Try out your prototypes on friends and listen to their feedback.

Read the manual, search the tutorials and forums to find answers to any problems that crop up; most of the issues you initially face will have been already been asked and answered on this site. This page by @Kyatric, one of our benevolent moderators, is always a good place to start:

viewtopic.php?t=63692&start=0

Once you've found a core concept that you're happy with, set yourself strict limits on what you want to make - for example if you're making an action puzzle game restrict yourself to ten small levels, maybe even less. Write down a task list at the start and update this as you progress. Record how long it takes you to complete each task - this will give you a better idea how long it take you to complete the entire project, and helps you set achievable goals both on your first project and subsequent ones.

Have a go at producing the art and audio yourself, it's good to familiarise for yourself with the tools and pipelines for developing the assets; try not to get too caught up with the visual presentation at the start of development - get the gameplay working nicely first and then let that guide the art style.

Keep iterating and testing throughout the project, with friends and/or post what you have on the forum in the Works in Progress section; listen to the feedback even if it hurts - better to squash/change a bad idea sooner rather than later.

Hope that's useful to you! :)
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Post » Wed May 31, 2017 4:02 pm

Welcome to the club! Mekonbekon summarizes it pretty nicely. I personally, would advice you to do this:

Start small. I mean REALLY small. Try to hit the export button as often as possible. A good way to do this is to have one small project every few days/once a week. Then you can upload them to the Scirra Arcade and get some feedback. If you need ideas for what to do, you can check out the theme list for Ludum Dare. This is a game jam that gives you 48/72 hours to make a game from scratch and release it. For example, you can make a mock version, where you are the only participant (the contest isn't running at the moment).
http://ludumdare.com/compo/ludumdare/

Another tip is to fail faster, this video from Extra Credits explains it:
https://www.youtube.com/watch?v=rDjrOaoHz9s

Finally, you should take regular breaks. Eat well and have a good sleepcycle. If you don't have any energy after day 4, then you're most likely not doing it correctly.

Happy gamemaking, and good luck! :)

Also, the forum is always here to help. So feel free to ask questions.
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Post » Wed May 31, 2017 5:36 pm

Try and make it a Zeldalike with your guy escaping 1 room at a time.

Have a maximum of 4 button inputs for movement and 1 button for action, this way, when you're satisfied with your result, you can even release it on mobile.
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Post » Wed May 31, 2017 5:48 pm

Does that even work like that?
If i had to make games just because I want to make games! And someone else told me what to do I could not find any willpower to make them instead playing.
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Post » Wed May 31, 2017 6:38 pm

Imagine the game you really want to make, then set it to be your 3rd (or 4th, or 5th...) game. This way you do some really easy games before it to get in the flow, publish then, learn with then, and you will have the XP to go to your 'real' game.

This is what I've set to myself after getting some advice from experienced people. At first I was trying to make a game with mechanics that I had no idea how to make, and not even the internet. So I killed this project and started with a small one. Now I am finishing the second one, and now I know how to make that mechanics, it works.

Art imitates life, get better before go to the boss :)
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