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Prototyping, for beginners and where to start, from simple ideas into game systems.

A topic by DannySmashChamp created Mar 09, 2023 Views: 390 Replies: 3
Viewing posts 1 to 3
(+2)

I believe a good way to start getting experience in game development is by prototyping various ideas.

From having a small idea that can eventually lead into or be a part of something larger using this method you can start with really small simple projects and minimise loss and frustration for things that you just can't get working yet and if you can then you can have a base to work on for something that you could work on later even if some ideas have to be slightly adapted.

If you are reading this and have experience in this area i hope you can add some ideas that you have done personally and give some guidance for people that are just starting their journey on where to begin.

If you are just starting always remember to start with the most basic of ideas. (It's often the case little projects bleed into larger ones).

Just a couple of things i have done when i was learning is making a calendar engine that i eventually simplified and introduced into my games as a timer that keeps track of how long you have been playing.

I also started an rpg idea that i have never released but figured a way for characters to follow the main character that i put into my Zelda game and that became Navi the fairy.

I hope at least someone can get some ideas from this topic as i know from experience it can be difficult to know where to begin.

Thanks for reading and Good Luck :)

Moderator moved this topic to General Development
Moderator(+4)

Well, obviously. Many games are infamously abandoned at the "little dude running around a mostly empty map" stage... but without that first stage you'll never have the motivation to go on. And even abandoned prototypes can be mined for ideas, mechanics or code later. At worst, they're a learning experience. Besides, if it's not fun for you to simply work on games, why even bother.

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I don't think it's as simple as "if it's not fun, why bother." Game development is a series of highs and lows and the reward mainly comes at the end.

(+1)

I think you have to take joy in the little things, progress is progress and nobody starts out knowing everything, at that point there will inevitably be more lows than highs, 2 examples from when i first started, 1 - Trying to make a hookshot for my Zelda game and accidentally creating infinite loops and wondering what the hell was happening and why it kept crashing (seems stupid doing this looking back but i was a beginner). 2 - Creating the mini map engine for the same game (this took me weeks if not months of testing to figure out and to this day the only bit of code i wrote down on pen and paper should the worst happen, which thank christ i did because it did). These were majorly frustrating at the time but the joy i had when i figured out where i was going wrong was immeasurable.