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So, basically plan out what I want the sim to include, and demonstrate it on paper to get the idea?
Start with common features (like private messages/chat/shoutbox/ingame forum), these can be done without any design so you won't be wasting time while planning the game.
I don't think planning everything on paper would do any good (most likely it will be a waste of time), but writing a few words would help.
I think one page is max, try to fit your core concept there. More will probably mean downfall (but it might depend on personality).
And don't fool yourself, you can not plan everything, some of it can be discovered during testing phase only and some of it will be proposed by players, not by you.
Name a similar game and list what you would change/remove/add. This one is best approach to my experience.
See, this suggestion that you have made is the part of the paper process that I see as unnecessary at first. Plan your core mechanic first. Get that down and start playing with it! Is it fun? Why not? How can you make it fun? Etc., etc.
QuoteAlthough i can agree on designing on paper/simulating the core rules, how do you know if it's fun or not? The designer judgement can be biased. I would try to write a quick prototype with the basic rules/concepts online and get comments from people, then iterate...I think that's a good idea, and i'll try to look into all of yours too! (:
Although i can agree on designing on paper/simulating the core rules, how do you know if it's fun or not? The designer judgement can be biased. I would try to write a quick prototype with the basic rules/concepts online and get comments from people, then iterate...
The best part is... you don't need to write a single line of code.
Quote from: Chris on April 29, 2010, 07:09:17 AMStart with common features (like private messages/chat/shoutbox/ingame forum), these can be done without any design so you won't be wasting time while planning the game.Private messages, chat, shoutbox, forum = unnecessar complications for your first project. I think that you would agree with me Chris that the important thing is that they get a running game up and playable. Sure, it won't be great, but they can always add community support like what you've mentioned later.
Are you really a coder? I though, part of the reason we make computer games is because we like coding
Well, generally I would agree, but not in this case.- Starting with communication feature can be done even if you are struggling with design (can be done in paralell), if you don't know what the game will be about, if you change your mind, etc. You can do these in one way only, no brainer here, no dilemmas how to do it. Completing it will also give you a moral boost.- I consider MMOG without any communication feature unplayable. Communicating with other people is the core of this type of game. If your game is playable without communication system then probably it is singleplayer game, not multiplayer game (exceptions exists).