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Found 6 results

  1. The following link is a straw poll I have been using to collect information on how many people in the community would want to develop a game with AJSA members. I have also added a poll to the post here on the forum. http://strawpoll.me/1370935
  2. If we are able to organize, what kind of game should we start with? If we intend to bring in fresh faces and learn together about the process as a whole, I'd think that something simple would be a nice place to start and from there make manageable goals and see what happens from there. By starting simple, we can also look back and make learning development easier if more people decide they'd like to join in. What do you think?
  3. Either finished, unfinished or just parts (art, music). Its good to share so we can see what others are doing. To start off; I made Scrapped, the forth game down on the list, for The Arbitrary Game Jam The game play video really brought to light some problems with the level design
  4. A short cut into games development image taken by @andy_mui So you want to get into Game Development? What do you do? Where do you start? There are always different answers to these questions depending on who you ask but here, I will show you my own answer. To boil it down to two words, the answer is: Game Jams. I know there are many other routes but I want to show you how to get from sitting on your ass to completing a game in record time! Now, I want to have no pretences here so before I start anything I want to tell you that: YOUR FIRST GAME WILL BE CRAP. And possibly your second and third game too. Game design is still a nebulous field with no perfect way to do it yet so my main philosophy with this is to fail fast, fail often. You will learn so much faster by participating in Game Jams than taking a course or reading books or watching youtube videos . On an additional note, in this guide I will focus on making a digital game for a Game Jam where you will be a core element in the creation of the game. Many game jams now allow board games or card games to be made too. And now to start... Step 1: Find your talent/strongest skill "What are you good at?" is usually the question you'll be first posed with and "Is this useful for Game Development?". This is where most usually stop and give up on Game Development, before its even started. There are so many skills that are useful to Game Development that I could fill half the page with a list but I will focus on a few specifics that most are capable of learning the basics of (the minimum to get a game made). Basic Logical processes (basic Mathematics or Management skills)Basic Drawing (in MS Paint)Ability to use various types of Software (therefore able to learn new ones pretty fast)These are all you need to make a game. Thanks to some powerful software, it's no longer necessary to be a programmer. One more thing that you need to have in order to make games; you need the passion and drive to do it and finish it. No point in continuing if you don't really want to do it. Like everything, it will have its ups and downs so be ready to commit! Note: If you are joining a team be sure to outline your skills, regardless of what they are, to the rest of the team. This way, your team can organize how best to use your talents. Step 2: Install some game making software This is where it all begins. Grab one of the following: Game Maker: Studio Construct 2 Game Salad Stencyl Twine Now you should already be handy enough with using software so these should be quite easy to pick up. They all have fairly simple UI's. Which one you pick is up to you but each have their own benefits and draw backs. In general, the first 4 are for graphical games and the last one is for text based games. Test them all out if you can make the time. Mess around with them now if you like, otherwise, lets get stuck into the next step. Step 3: Make a Game Before you start thinking that this is too much of a task, I'm talking about using a tutorial or references. All the software listed above have plenty of tutorials on their websites or youtube for making a basic game (video tutorials are usually the easiest to follow). Do the simplest one you can find, follow it step by step and then come back here. Step 4: Tweak your game This is where things will get interesting. Here you will take your tutorial game and start tweaking numbers, changing sprites and modifying other attributes. This is all about playing with the game to see if you can do something interesting with it. This is a great way of learning some game design also as it teaches you what works and what doesn't. For example; say you make Pong. What can we tweak here? Well lets see. How about the ball velocity? or the paddle velocity? We could allow the paddle to be moved closer to the centre or even shrink or enlarge the paddles. Even better, how about we add multiple paddles we can control separately? and instead of the paddles moving up and down, maybe they curve or move in a circle. You can see the possibilities here I'm sure. Step 5: Repeat Step 3 and 4 Repeat these steps until either a Game Jam starts up or until your confident to start creating something yourself. Important: Ensure you get very familiar with your chosen piece of software. If you have started doing small games yourself, get used to how the art and music need to be done as well using previous examples. Step 6: The Game Jam The home stretch. You should now have all you need to make something for a game jam. They happen all the time online and there may even be something locally you could join so investigate this. I will have some links at the end to sites that track game jams. Preparing for the jam - SoloFrom your tutorials you should have a good idea what type of assets you need to make a game. Images, text, sound, etc... You will need to know where to get these without breaking copyright (that is if your not making them yourself). Use sites like freesound.org and opengameart.org to find Creative Commons copyrighted assets, and don't forget to credit the creators of the assets you download in your finished game! Preparing for the jam - TeamThe main difference with teams in game jams is that assets are generally going to be made by individual team members (mostly). I think it is vital that all team members have their own tasks or individual contributions. This means, if the team happens to be 4 programmers, ensure only 1 is programming the game while the others do art/music/writing etc... Things just get too messy otherwise. Decide this beforehand if possible or at least have a good idea what everyone is capable of. How to participateThere is a basic structure to the Game Development process everyone should know when doing a Game Jam. It is essentially a cut and paste version of the Game Development process in large scale games. BrainstormingPrototypingBuildingPlaytesting*PolishDeployment and Publishing * = Playtesting should be done throughout but more heavily as the game nears completion So the theme is announced and its time start. Brainstorming will be the shortest thing you do but should be done for at least 30 minutes. Come up with several ideas/concepts and write down how they will work. Don't linger on one idea for too long! Next start prototyping your ideas. Now this does not necessarily mean "build the game", it just means test out the idea in some practical way, quickly. The more minimalistic the better. This can be drawings, paper cut outs, bullet points or primitive game building in your software. With this, you can eliminate the ideas that don't work or are too big for the jam. Important: Possibly the most important decision you and/or your team make in the jam is the scope of the project. What I mean here is how complex or minimal it will be based on your current skills and the time frame you have allotted. This can be very tricky to get right, especially at first and is probably the number 1 reason why so many Game Jam virgins fail the first few times. Once you've picked an idea that works and is within the scope of the jam, its time to start building! Always start out by getting something playable on screen asap, if you haven't already done that that is. If solo, it would probably be best to get the core mechanic of the game working perfectly first before worrying about other mechanics or assets. Playtest constantly or if you have a team member not making assets, make them do it, it's even better with feedback from someone else. Keep an eye on the clock while doing this as you want to make sure you have enough time towards the end of the jam for the polish section. Once everything is working and all the assets are in, time to polish. This can mean adding UI elements (scores/healthbars) or sound effects or additional animations or title and credit screens. It's all about making it look presentable and understandable. Sometimes it might even be a good idea to get someone not on your team to playtest it and find out if it makes sense to them. Finally there is deployment and publishing. Whatever platform you making this on, make sure that once you deploy that exe or flash file or whatever it is, ensure its working on another computer. No point in distributing it when it only works on your pc! The publishing arrangements will usually be provided by the Game Jam organizers and have instructions on what to do. But remember there are always sites like kongregate and itch.io which can host your game. Step 7: Post-mortem This is the term for dissecting the development of past games and it is good practice to perform one on a game jam game you have just made. You can do this privately or publicly, which can always benefit others. You will need to analyse the game thoroughly and ask yourself some questions about what you've done. What went wrong/right?Did the game stay true to the initial idea?Did others find it too hard/easy?Was it balanced correctly?Can you envision the gameplay being improved upon?Were there any decisions you made early on which made development more difficult later?There are many ways to look at a game jam game in retrospect but it always a good idea to keep in mind the reactions/feedback of others played that game. This will help you make better design decisions in future. And that's it. Congratulations! You have completed your first Game Jam! I'm sure you are so much wiser now because of it. What's next? Well this is up to you. There are game jams happening all the time nowadays so you can increase your skills further by doing more. Or maybe the team you worked with want to work on something together, perhaps a longer term project? Or maybe you like you game jam game so much you want to see where you can go with it by developing further. I feel Game Jams provide the perfect kick starter method for any aspiring game developer to get into the industry, whether its triple A or Indie. Game Jams can fill your portfolio and demonstrate to others what your capable of. The advantages out way the difficulties you may come across when starting out in my opinion. Be happy and make games. ~James (website) p.s. If I have missed anything or made any errors don't hesitate to contact me for a correction. Game Jam Links: Global Game Jam Ludum Dare One Game a Month Compo Hub Indie Game Jams Game Jam Central The Game Jam Survival Guide This guide got featured on Gamasutra on 25/04/2014
  5. [Additional Note] All Ideas and member devs presented in this topic will be now be organized and placed within this link: " https://docs.google.com/document/d/1mLlcUqFv0ACsdTRFDUMe-blk_VAie4xDVJv35uXqGKw/edit?usp=sharing " Whenever I make any changes to the source file it will also change the document provided in the link. You can access it through this first post or through my sig from my posts, I try to keep active within the topic as much as possible. You can also place the link in your own topic or bookmark it for easier access [ Just to be clear and because I didn't put this out initially which led to some confusion in later pages this is pretty much like a petition topic for bringing forth a chance for an official AJSA game development team to be created. Feel free to give ideas of how you think production could go for a game, what programs could possibly be used for particular genres. If we should use multiple engines, just one engine. This is not a topic to begin development of a game. Just for increasing the chance for an official game dev of the forum to be made and for ideas that could possible be implemented for it. If it did come to pass then all work into actual development goes with that newly created section and however they wish things to be done by whatever is decided. Who knows, many of the ideas place here may be used. ] I have seen member Caius's topic for having a dev section for the forum and I believe that's a wonderful Idea. But I would think we should go further and have a formal AJSA team for making games that could not only be for the community, but also go farther towards the general populace. I'm talking a game which is pure. Not tainted by the many corporations ( of course cd projekt red and other rare companies don't count) that put money making decisions ahead of making a well fleshed out game. If anything, no one knows what makes a game better then the ones that play them. Now I know for certain there will be those who have played around a little with game developing software, and then you have those that have gone the step farther. We could take the best that is to offer, those rising in the field of game development that are individuals who would like to go this route and are pure devotees of pure gaming. Now naturally your going to have differing opinions on what pure gaming is, and that divides further depending on the genre of the game itself and developing aspects of what it can be. Well thats whats discussion is all about and there's no reason it couldn't be worked out well with so many to give with their experiences and skills. [My idea for an engine we could use] http://www.blender.org/features/ http://www.blender.org/support/ http://www.blender.org/download/ I mean to make it easier we could even go as far as to have particular teams who work specifically on certain genres. Team that works on rpg's, those that work on fps's, strategy, etc. And if one happens to come up with an idea that would meld those genres together it would be completely bad ass to have them work together to create something even more unique, giving their expertise of what they know to create something grand. I can't even count how many times there have been games that have been put out that just make the rest of us go wtf, because we know just what points could have been worked upon to make it better. Going down this road, we could nip that problem in the bud and show these other devs how its supposed to be done. [infrastructure] How it works naturally will be dependent on on how many individuals are willing to put their time in for something like this. I want be clear on what I mean about having an infrastructure. Obviously in thinking of wanting to implore we have an AJSA Dev Team, it would mean a team of the forum for the forum. Naturally your going to have different tastes in games within a gaming community. So what would be a way we could contend with that? My idea as I put above was to have sub teams that altogether make up the AJSADT as I'll call it for shortenings sake. So how would we go about this? Well having an official section for the AJSADT would help and under that section of the forum a subsection listing the different genres of gaming that exist that would be for deciding on the team and what engines to use for that particular genre. Under that genre's heading for the team made there would be a following for additionals as far as people wanting to give ideas for plots, those who would want to do voice acting, music, etc, etc. So you could have individuals outside the main team that could still get involved and to which the gaming community can make votes as far as the options for plot that are chosen, the music, voice actors for when characters are formed. Initially it would look something like this for example, I'm only going to list 3 genres for minimal showing with the " - " meaning categories under those topics. AJSA Dev Team "AJSADT" ------------------------------------------------- FPS - [FPS Dev Recruitment] [story] [Music] [Voice Actors] [Concept Artists] [Projects in motion] RPG - [RPG Dev Recruitment] [story] [Music] [Voice Actors] [Concept Artists] [Projects in motion] Strategy - [strategy Dev Recruitment] [story] [Music] [Voice Actors] [Concept Artists] [Projects in motion] ------------------------------------------------- Note that above that is just my idea of how it could go. Feel free to give your own ideas on how it could be set up. If your all for this, you don't have to but I think it would be a good idea to make a link as I've done in the signatures box so we can get more people aware of this topic and more individuals talking about it so the more people going off to other topics to speak on it can give an awareness to it. >_> ....or we can just put this under crazy aspirations that may never come to be. But I can dream...
  6. I saw a rather lengthy discussion about an AJSA game development team and it seemed like a lot of people were interested in it. I've been working on a 2D game for a while now using C# and I've made a lot of progress on a game engine based in XNA. I plan to release an RPG style game sometime within the next year or so. It seems like there are a lot of talented people here so I was wondering if anyone wanted to join the project. I'm primarily looking for artists. This is a laid back project. I'm just looking for people who enjoy this kind of thing. There will be pay based on game revenue but this project is mainly for fun. The style of the game is a dark, 2D, fantasy RPG with multiplayer elements. Just to give a sense of style and scale, below is test of the lighting system with a couple concept sketches. If anyone is interested in the project just let me know!