Author Topic: Tips for finishing a game  (Read 1251 times)

Offline Marek

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Tips for finishing a game
« on: September 18, 2010, 07:11:02 PM »
The hardest part of making a game is finishing it. I spotted this article on reddit today.

"Finishing a Game" http://makegames.tumblr.com/post/1136623767/finishing-a-game

Here's an excerpt about the "last 10%" of a project.
Quote
While the last 10 percent is harrowing, I’ve also found that is an enormously satisfying time in the development. Because more often than not, stuff really does seem to “just come together” at the end if you’ve been spending your time properly, and turning a jumble of mish-mashed ideas and content into sweet gaming manna is a magical feeling.

I also like the following quote
Quote
The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all. It’s our limited resources and time that forces us to make tight games that feel like they have a purpose.

Offline Nox

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Re: Tips for finishing a game
« Reply #1 on: September 19, 2010, 05:16:25 AM »
Great article...finishing games, yay :)

Excellent points all of them

Except I would oppose point 2 because personally when I don't have clear written down description of what I am making I'd found myself often stuck, not being able to continue just on a more or less vague image I have in mind... or how do you actually create? You devise everything while creating or sit down and write or...?

Points 11, 12 are especially difficult to get over when being perfectionist :)
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Offline dbest

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Re: Tips for finishing a game
« Reply #2 on: September 19, 2010, 06:20:41 AM »
Not too sound too arrogant or brash..
Tips to finish a game: Work on it, keep working on it.... till it gets done. :)

Offline Chris

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Re: Tips for finishing a game
« Reply #3 on: September 19, 2010, 08:09:50 AM »
I have so many unfinished and cancelled projects that I would feel much more comforable writing how to *not* make games, but I will try to give some output too :D

1. CHOOSE AN IDEA WITH POTENTIAL
Games I want to make  - Among my games, the ones I really liked turned out the best. Don't get me wrong, you can still make a game you would not enjoy playing and it will be very good and players will praise it. It's just... these I liked seems a bit better. And the design phase was faster. Not enough games to make a theory out of it, but I lean to "making games you want".

Games I want to have made  - This is stupid. I dasagree. It's like you make games that The Internet needs? Because there is some moral obligation or imperative for a certain game to exist? This way of thinking is for me a sure sign of a game that will never be finished. Also, I find the circles lacking "Games players want to play". Come one, games are to be played by players, you have to at least acknowledge that part if not making it a priority :D Otherwise it will be just a design feast to satisfy your creative needs only, not a game. Replace the "want have made" circle with "players want it" circle and I will agree.

2. ACTUALLY START THE DAMN GAME
Register, login, logout system. You can start coding thes right away, even if you have no clue what kind of game you will make yet, right? :)

8. USE AWARDS, COMPETITIONS, AND OTHER EVENTS AS REAL DEADLINES
Confirmed. When I was making Lords, I had my holidays trip as a deadline. I made the game exactly in 2 weeks :D It was playable and was put online. I simply had no choice, I had to, absolutely had to finish it before the deadline :)

10. TAKE CARE OF YOUR MENTAL AND PHYSICAL HEALTH
* exercise - confirmed, exercising is a miracle cure for a coder/designer. This is a thing I have no doubts about.  Do not forget that it is about providing oxygen to the brain, not to produce muscle mass, so do it outdoors.
* food - yes, this can affect it, I can see some changes in productivity depending on food availability
* sleep - not sure, I can code when half conscious without making any bugs when I'm in a state when I'm unable to talk properly with people do to sleepines anymore :) Althrough I would not dare to attempt inventing new solutions to coding problems then or rather refrain from designing. But just regular coding of typical stuff would be ok.

12. SAVE IT FOR THE NEXT GAME & 13. CUT. IT. OUT
It was written for retail games, we are talking about browser games. This is a different world. We can simply add the features later :) Actually you should not include all features you plan in your first version, it would be a waste to do it before testing the other features first or gathering feedback from players.

14. IF YOU DO QUIT, SCALE DOWN, NOT UP
I'm a fan of scaling down. Every moron can design a playable game with thousands of monsters, locations, quests and items. But to properly scale down it take a true game designer. Personal opinion.

15. THE LAST 10 PERCENT
I made Lords fully playable in 2 weeks, then I used 6 months to polish & fix it. These numbers should be self explanatory :D



Not included in the article:

WHERE YOU ARE NOW?
Everything changes after you made your first finished and playable game. Plenty of problems above will instantly disappear. Your first goal should be crossing the rubicon of first released game at all cost. It's worth more than reading 1000 best tutorials.

TIME
People get it wrong, they either think they have infinite time and start too late or they think that thay don't have at all and start too soon. First you should learn coding. If find it a bit weird when someone with 1 yera coding experience start maikng a game. Why don't you enjoy just coding small thing? Exploring the language? It's like these people do not enjoy some process of coding, as if coding was making sense only if it lead to a game being made. It's almost impossible to make a game if you don't love the very process of coding. Or at least it will be a sad experience (you don't love coding, do something else, don't torture yourself by making computer games). On another spectrum are those with Blizzard's mentality, the game will be made when it is made. No, it won't be made, you will die of an old age before that could happen :D
Do yourself a favour, make some deadline. But do not make it too soon, first give yourself the luxury of wild coding (let yourself be a coding kid before you start being coding pro!).

KNOW WHERE ARE YOU GOING
Everything above is a minor annoyance. The real thing is that most of us do not know what kind of game they intend to make. Above all reasons listed or not listed, this one gathered the biggest tool of dead projects in my case. You have some blurry vision... can't formulate it with words... start making it... got stuck... don't know where to proceed now... you ask other people... they give you some incompatible ideas... you are unable to explain them what you want to achieve... you try to push forward... you get exchausted... you find a new idea which is more clear... you think it might be better... you discard the old one... you proceed with the new idea... cycle repeats.
My most serious case of this disease was during our One Month Game Coding Competition 2010. People on IRC started to welcome me by "Chris, what kind of game are you making *today*?" :D In the end I failed to make an original game and just made some standard basic game in one day, just before deadline. The unability to decide in details what kind of game I was going to make made me outright waste 97% of the time assigned for that project!

I don't know how that one could be solved. Maybe we should accept the fact that our abilities are limited? That is is humanly impossible to design a whole game just by ourselves? That we have to build upon other games, invented by thousands other disigners through the ages? That we can invent only a smal portion of our game and copy most of it from other games?


But to end this via optimistic statement, from personal experience: you don't learn much from success, you learn from failures :)
« Last Edit: September 19, 2010, 08:11:57 AM by Chris »

Offline JGadrow

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Re: Tips for finishing a game
« Reply #4 on: September 19, 2010, 10:30:38 AM »
Nice post, Chris. :) I especially enjoy the final remark as the only way to truly fail at something is to fail to learn from failure.
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Offline pixlepix

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Re: Tips for finishing a game
« Reply #5 on: September 19, 2010, 07:29:14 PM »
Great article. Thanks.

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Re: Tips for finishing a game
« Reply #6 on: September 20, 2010, 09:45:52 AM »
Admins have ignored my deletion request - if you're not going to delete my account then don't have the option there please.
« Last Edit: March 15, 2011, 07:44:17 PM by None »

Offline davidjwest

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Re: Tips for finishing a game
« Reply #7 on: December 09, 2010, 06:16:29 AM »
I never finish as there's always ways of improving the type of games I make or adding new/better features etc.  That's my excuse anyway.

 ;)

Offline andrewjbaker

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Re: Tips for finishing a game
« Reply #8 on: December 09, 2010, 07:36:04 PM »
Adopting an agile project management approach forces you to clarify what 'done' actually means for each element of the game you've decided to work on, during a time period that you've agreed to work to. Your sole aim between the start of the period and its end is to get everything that has been decided to be worked on to a pre-determined 'done' state.

Note however, that these implementation periods (plural) are iterative. So you don't have to lump everything into the first period, nor do you need to clarify what 'done' means for the areas of your game that you've decided to postpone until a future period; focus only on what 'done' means for the items you're currently working on. In Scrum periods are referred to as Sprints and are typically between two and four weeks in duration (but I'm trying to keep this generic).

I'm not suggesting adopting a full-blown agile proj. mgmt approach for developing PBBGs, not when the majority of us work largely alone, but certainly adopting some of the agile practices and principles can't be a bad thing, can it? ;)

Knowing what 'done' actually means, you can look at the areas of the game you're working on and ask yourself, "Does my implementation match with the pre-determined definition of 'done'?" If it doesn't, you've some more work to do. But at the very least you know what isn't 'done', and what you have to do to get the stuff that isn't 'done', classified as 'done'.

OK, I'm done. :p

Edit: Forgot to mention that ideally, you should have something 'shippable' at the end of each period. Get it out there, get feedback, get stuff 'done'.  ;D

« Last Edit: December 09, 2010, 07:38:24 PM by andrewjbaker »
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Offline Mufasa

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Re: Tips for finishing a game
« Reply #9 on: December 27, 2010, 05:58:26 PM »
having things "shippable" also helps you personally. You see something is done and you have something to show and get feedback on (not to mention feel accomplished for)

 


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