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pencil and go crazy with ideas. Describe the main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read through the notes and play through the game in their head with relative accuracy. Changing game design during the coding process is almost always a bad idea. Once it’s set, it should remain set until the tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, where the project goes on and on; more and more work is done with less and less outcome.At the end of this period of your game creation, you should have the following: - A written outline of the game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars or the prince of the dark kingdom of Falgour, you need to know who or what the player will be and who they will compete against) - A written outline of the story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea) - A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showing the flow of action and short written descriptions detailing the events occurring in your image (because some of us aren’t fantastic artists and our images can be a little… open to interpretation…) Now that you have a fleshed out idea, it’s time to work out how this will all get put together. If you’ve gotten to this point worried that you’re going to have to spend years learning complex programming languages in order to implement your idea, fear not! Others have already done the hard yards for you. There are many RAD (Rapid Application Development) Tools available for game creation, a number of which are available for free online. Some of them still require you to learn a ‘scripting language’ (a simplified programming language made for a specific task) but in general this isn’t too complicated or involved. I’ve compiled a brief list of some of them that can be found at the end of the article. The free ones are listed first, organized by game genre. Well, that should be enough to get you started in the creation of your game. The most important thing to remember once you’ve gotten this far is that you need to complete your game. Many, many people start a project and then lose interest and it fails, or they keep moving on to one new project after another without finishing anything. Start small, build a working (if simple) game that is, above all else, complete. When you get to this stage you will always have a huge number of things that you wish to change, fix etc. but you’ll get a great feeling from knowing that it is, in its way, finished. From this point, you can start the tweaking phase. Play your game a few times, ask others to do the same, take note of what isn’t fun or could be better and change things here. At this stage, it is more important than ever to keep backups of previous versions, so that if a change doesn’t work you can go back and try something different without losing any of your work. It is at this point that you can add all new features, improve graphics and sounds, whatever you please, safe in the knowledge that you’re working on a solid foundation. When you’re happy with your game, why not share it with the world? There are many cheap or free places out there for you to host your files on and then you can jump on link lists and forums and let everyone know about your creation. Well, I hope that this has been a helpful introduction into the art of creating games. It’s a great deal of fun, and can open whole new avenues of creative expression for you to explore. Jump in and have fun. Links: General Game Creation: (Tools that allow easy creation of many different game types) Game Maker: http://www.gamemaker.nl MegaZeux: http://megazeux.sourceforge.net/ Adventure Games: (Games such as Monkey Island, King’s Quest, Space Quest etc.) Adventure Game Studio: http://www.bigbluecup.com AGAST: http://www.allitis.com/agast/ 3D Adventure Studio: http://3das.noeska.com/ ADRIFT (for text adventures): http://www.adrift.org.uk/ Role Playing Games (RPGs): (Games such as Final Fantasy, Breath of Fire, Diablo) RPG Maker: OHRPG: http://www.hamsterrepublic.com/ohrrpgce/ RPG Toolit: http://www.toolkitzone.com/ Fighting Games: (Games such as Street Fighter, Mortal Kombat, Tekken, Soul Calibur etc.) KOF91: http://sourceforge.net/projects/kof91/ MUGEN (unfortunately the site is largely in French): http://www.streetmugen.com/mugen-us.html Side-Scrolling Games: (Games such as the 2D Mario Games, Sonic the Hedgehog, Double Dragon etc.) The Scrolling Game Development Kit: http://gamedev.sourceforge.net/ Web Games: BYOND: http://developer.byond.com/ There are many others available as well. One particularly useful site for finding game creation tools is: http://www.ambrosine.com/resource.html Also of note, although not freeware, are the excellent game creation tools available by Clickteam at: http://www.clickteam.com/English/ Klik and Play and The Games Factory in particular are the programs to have a look at and download the free demos of. If you really want to do things right and program the game yourself, there are some excellent programming resources available at the following locations: Java Game Programming: http://fivedots.coe.psu.ac.th/~ad/jg/ http://www.gamedev.net/reference/articles/article1262.asp http://javaboutique.internet.com/tutorials/Java_Game_Programming/ Visual Basic Game Programming: http://markbutler.8m.com/vb-tutorial.htm C++ Game Programming: http://www3.telus.net/alexander_russell/course_dx/introduction_dx.htm http://www.rit.edu/~jpw9607/tutorial.htm General Information: http://www.gamedev.net/ http://www.gamasutra.com/ About the author: Daniel Punch M6.Net http://www.m6.net Circulated by Article Emporium
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