Inspirational Ramble
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-zaril-

I hope this serves some inspiration.

- Try to not name your game before you have understood what you're doing.
(don't make the game after the title of the book, do it the other way -
making a name after the content)

- A large goal is hard to reach, but smaller are easier to meet up with
and each time you do you'll be one snippet happier and on your way
to finish the next task.
(don't visualize the entire game before you've planned the basics,
you need to "stand on the earth and build your way up".)

- Is your dream obtainable? What will it take? Estimate your resources.
(don't jump into something you realize in afterthought that you'll
give up. atleast have the resources.)

- Keep things simple before you make them complex.
(don't aim for a battle system that changes the whole cause of the story,
by each battle. instead make one small change. when done, make another
small change.)

Just some thoughts:

A real artist does not throw a bucket of paint on a white sheet and call it
art, that's what you call blegh. Instead, take your time and think of what
you want to create and add small dots and colors with time and build up
your masterpiece piece by piece. Are you stuck..? Try again, or ask for help.

Just a portion of what inspires me when I work with my games.
Love what you do, passion and dedication will carry you to your goal.

Regards,
The Spiritual Priest Zaril.


PS. I'm bad at replying, but I read all replies. DS.



zaril@hellven.org - ICQ 7698022

Posted on 2002-01-14 21:05:26

rpgking

Heh. I've already gotten passed all those obstacles with 100% complete party, menu, item, & battle system for my game(and I did take it one step at a time, and named the game only after the story was written). All I'm doing now is finishing the game itself(maps mainly) after my 15+ hour demo was released.



Out of clutter, find simplicity. -Einstein

Posted on 2002-01-15 11:47:09

choris

I've made like five different quasi complete game engines (not counting the HoV ones), but I always seem to be able to lose interest around the time I start building the actual game. :D



choris@verge-rpg.com

Posted on 2002-01-15 12:48:14

Wyrdwad

"Don't visualize the entire game before you've planned the basics."

I disagree with this... if you don't have a solid, well-thought-out game in mind BEFORE YOU START, you'll never finish (i.e. DreamSeekers!)... that's why, with Forgotten Kings, I've planned virtually EVERY aspect of the ENTIRE game in a giant 190k text file, and am just now beginning to actually MAKE it!

-Tom




Posted on 2002-01-16 03:34:01

Wyrdwad

...also, if you don't have a solid, well-thought-out game in mind before you start, your game will probably be either (A) predictable, (B) horribly forced, (C) fairly random and/or entirely nonlinear, or (D) really really bad. (:

-Tom




Posted on 2002-01-16 03:35:49

Wyrdwad

Hmmmmm.......? What 15+ hour demo might this be? I'm afraid I've never seen it, and I'm intrigued... (: You'll have to forgive me, I've been gone for a while. (:

-Tom




Posted on 2002-01-16 03:40:57

-zaril-

When you play my game you'll see if you detect any of A, B, C or D, because I'm not planning everything down 100%. I believe that all those are easily evaded without writing down your game in stone. However you've proven that we don't all gain inspiration alike, do what you feel is right, my inspiration may be taken as garbage, and/or good advice. :)

-zaril



zaril@hellven.org - ICQ 7698022

Posted on 2002-01-17 07:56:49

Wyrdwad

It IS good advice, but only to a point, and only to some people... I think everyone works a bit differently. What works for you may not work for some, and vice versa.

-Tom




Posted on 2002-01-18 02:08:43

-zaril-

I am fully aware that not all might find it correct. I can't please 'em all can I? ;)



zaril@hellven.org - ICQ 7698022

Posted on 2002-01-18 09:34:25


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