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Game Development advice #1

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Game Development advice #1 2023-06-15 06:57:47


I was watching a video on the History of Don't Starve and I saw a common pattern, people who don't play their own games that are very complex, those who don't have much time on their own games often don't understand the genre enough and or the design choices they're making.


I was able to learn more about the games I've been trying to make by playing them and seeing what my choices have caused, get as much play time on your own projects/ similar games as much as possible to understand what your added game mechanics are doing to said system.


A great example I learned that adding combos to gun play, bad idea; adding mobility combos and or melee combos like Megaman X8 when playing Zero, makes playing a melee build fun!

Response to Game Development advice #1 2023-07-02 04:13:33


At 6/15/23 06:57 AM, GameSmashDash wrote: I was watching a video on the History of Don't Starve and I saw a common pattern, people who don't play their own games that are very complex, those who don't have much time on their own games often don't understand the genre enough and or the design choices they're making.

I was able to learn more about the games I've been trying to make by playing them and seeing what my choices have caused, get as much play time on your own projects/ similar games as much as possible to understand what your added game mechanics are doing to said system.

A great example I learned that adding combos to gun play, bad idea; adding mobility combos and or melee combos like Megaman X8 when playing Zero, makes playing a melee build fun!


This is some pretty good advice! Personally, I like to come up with game concepts that either combine, or put a spin, on games I like playing. For example, there's a game concept I have, that's bassically the gameplay of sonic crossed with megaman (my two favorite series). Like it has the acts and momentum based speed like Sonic, crossed with the gunplay and choosing stages in any order like Megaman. I'm having alot of fun coming up with solutions to problems that I have with both series, and with the concept in general. So bassically, if you're a game designer, it helps alot to design stuff that's like stuff that you like, so you're more passionate about what you're creating :)

Response to Game Development advice #1 2023-07-05 00:23:42


At 6/15/23 06:57 AM, GameSmashDash wrote: I was watching a video on the History of Don't Starve and I saw a common pattern, people who don't play their own games that are very complex, those who don't have much time on their own games often don't understand the genre enough and or the design choices they're making.

I was able to learn more about the games I've been trying to make by playing them and seeing what my choices have caused, get as much play time on your own projects/ similar games as much as possible to understand what your added game mechanics are doing to said system.

A great example I learned that adding combos to gun play, bad idea; adding mobility combos and or melee combos like Megaman X8 when playing Zero, makes playing a melee build fun!


It's so true. It's especially important to watch other people play your game. Because they may think to use (or abuse) your mechanics in ways you'd never considered.


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Response to Game Development advice #1 2023-07-05 00:29:52


At 6/15/23 06:57 AM, GameSmashDash wrote: I was watching a video on the History of Don't Starve and I saw a common pattern, people who don't play their own games that are very complex, those who don't have much time on their own games often don't understand the genre enough and or the design choices they're making.

I was able to learn more about the games I've been trying to make by playing them and seeing what my choices have caused, get as much play time on your own projects/ similar games as much as possible to understand what your added game mechanics are doing to said system.

A great example I learned that adding combos to gun play, bad idea; adding mobility combos and or melee combos like Megaman X8 when playing Zero, makes playing a melee build fun!


Right now I'm scared about adding too many mobility options to my game. At a base, the player can run jump, double jump, wall jump up the side of a wall, and crawl. There are also mechanics for cannons and warp-pipe like traversal, and I'm planning on adding a mount that essentially behaves like a grappling hook. But it's like you said, if I test it out and experiment, I can find the right balance.


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