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可能妨碍你的独立游戏开发的10件事

发布时间:2016-04-28 11:07:56 Tags:,,,,

作者:Gerardo Garcia

我写本文的目的是与游戏开发者社区分享一些有帮助的建议。存在一些基本元素将阻碍你的游戏的诞生,特别是你的受款游戏。

很多新手经常会在游戏创造的各种过程中犯错,而了解这些错误将避免它们去阻碍你的游戏发展。

1.复制之战!

复制《Flappy Bird》或《愤怒的小鸟》等等游戏,那么这样的游戏便是这些游戏的复制品。就我个人来讲我收集了许多《Flappy Bird》的复制游戏并且我每天也都会花许多钱去玩这些游戏。

flappy bird(from gamasutra)

flappy bird(from gamasutra)

2.雇佣最出色且最廉价的QA人员

谁能比开发者本身更了解游戏?避免任何可能会产生漏洞的情况,没有玩家会喜欢做些可能破坏游戏的愚蠢的事。总是认为如果自己能够完成自己的游戏,那么任何人便都可以完成它。

3.创造出尽可能复杂的游戏玩法

认为人们很喜欢还不理解游戏的开始部分,他们希望能够在有效执行命令前先花几分钟甚至几小时去搞清楚这部分内容。于是你便在UI中添加大量按键,不断改变命令,使用2个操纵杆去瞄准对象以及3个按键去进行简单的射击,以此去创造更高的真实性。

4.慢慢来

做事慢条斯理,特别是在与团队协作时。同时因为技术永远都不会改变,所以很容易确保很多人都专注于一个没有多少预算的项目中。例如《永远的毁灭公爵》或Gun’s and Roses的专辑《Chinese Democracy》。

5.创造大量的教程

认为市场上拥有的选择不多,如今的玩家会在开始游戏前花好几个小时去阅读文本内容。所以你会让角色能够彼此交谈,并尽可能提供更多有关游戏世界和故事的细节内容。避免让玩家发现这一点,因为他们总是希望能够独自搞清楚角色背景或游戏教程。

6.话唠。认为自己才是真正的明星,而不是游戏

认为获取大量关注的最佳方式便是不断提及自己对于电子游戏或其它项目的了解,但是你却没有任何可展示给这个世界的东西,你认为自己比游戏更有趣,所以你才会不断地重复地做各种引人注意的事。同时你每天还会不断计算自己在Twitter上拥有了多少粉丝。

7.总是进行即兴创作

认为计划的重要性被大大高估了。积极地投入时间去帮助发行工作室所面对的任务,并因此加重了同事的负担。总是将某些工作留到最后一秒。

8.挑战最复杂的游戏

特别是当这是你的第一款游戏或者你没什么开发经验的时候。你认为应该带有一些野心并认为自己能够创造出下一款《英雄联盟》或《命运》。

9.一心只想着创造全3D的下一代体验

即使是低面数的3D图像也具有挑战性,即包括需要花时间去创造角色动画,纹理等等。为什么不创造超详细的模型呢?如果你所创造的所有内容从开始到完成都需要3个月的时间,那么游戏可能就需要30个月,即好几年的时间。

10.从第一个关卡开始

通常情况下第一个关卡都是最复杂的,有时候我们会误以为基于游戏设计的学习曲线,随着游戏动态/角色技能的提高,之后的关卡将越来越复杂,但事实上第一个游戏关卡其实是最吓人的,所以它需要呈现出有趣的体验并且拥有让人惊讶的内容。

所以当我不了解之后的游戏内容便从第一个关卡开始是否是最重要的的?你可能会认为拥有动态列表能够帮助自己创造出视觉环境。

结论

对于那些对本文内容感到疑惑的人,我想说的是你们只需要去执行相反的内容便可以了。不要太纠结于此,努力去创造优秀的游戏吧。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转发,如需转载请联系:游戏邦

10 basic principles to sabotage your indie game (for Dummies).

by Gerardo Garcia

10 BASICAL TIPS FOR MAKING SURE YOUR GAME NEVER SEES THE LIGHT OF DAY, ESPECIALLY IF IT’S YOUR FIRST GAME.

The purpose of this post is to share some useful advice with the game developers community. It is basically a number of tips for making sure your game never sees the light of day, especially if it’s your first game.

Many beginner mistakes, including some of the committed during the development of Flat Kingdom, are likely to arise during various processes of creating the game , however it is good to be aware of these just in case there is some reason you want to sabotage your game for…..reasons.

1: CLONE WARS!

Copy Flappy Bird or Angry Birds or any damn bird, they are almost any clones of these games. Personally I have a huge collection of identical Flappy bird clones and i love spending thousands of dollars on them on daily basis.

2: HIRE THE BEST AND CHEAPEST QA DEPARTMENT IN THE WORLD,YOU

Who knows better a game than its dev himself? Try it only until it’s fun for you, only you. Avoid all areas that could cause bugs, it is possible that no one but the note probably say , there aren′t players who like to do stupid stuff just to troll the dev or break the game. If you can finish your game anyone can finish it .

3: MAKE YOUR GAMEPLAY AS COMPLICATED AS POSSIBLE.

People enjoy when they don’t understand the beginning of a game , they want to take minutes or even hours before performing the commands perfectly. Put as many buttons as you can on the UI, change commands all the time, use 2 sticks to aim and 3 buttons to make a simple shot, to achieve the highest realism.

4: TAKE YOUR TIME.

Take all the time in the world, especially if you are working with a team. Also, technology never changes, so it’s easy to keep a lot of people concentrated in a project with little or no budget. Think for example of Duke Nukem Forever or Gun’s and Roses album Chinese Democracy.

5: MAKE EXTENSIVE TUTORIALS

With so few options on the market, the player of today can stop for hours to read calmly walls of text before starting to play. Make the characters talk to each other, giving as much detail as they can about the world and the story. Do not let the player discover anything by himself, he wants the characters or the tutorial to solve it for him.

6: TALK A LOT. YOU ARE THE REAL STAR, NOT YOUR GAME.

The best way to capture lots of attention is to constantly mention how much you know about video games or about an eternal project that you have 2, 3 or 6 years talking but you don′t have anything yet to show to the world , you are more interesting than your game so you keep repeating the same catchy pitch time after time. Also you keep counting how many followers you get on Twitter, everyday.

7: ALWAYS IMPROVISE FTW.

Planning is overrated, if you important eyes to watch your gameplay, you use them all. Do not mind if you need to help out with some tasks at the /publishing)studio. about the extra time that this involves in development, or both will complicate your life to your colleagues if you’re part of a team. Leave everything for the last minute. YOLO.

8: GO FOR THE MOST COMPLEX GAME YOU CAN POSSIBLY MAKE.

Especially if it’s your first game or have little or no experience . Be a little ambitious and make a League of Legends or the next Destiny is a great option.

9: ALL THE WAY FOR THE FULLY 3D NEXT GEN EXPERIENCE!

Even the low-poly graphics 3D present a challenge, including the time to or time to animate characters, texturize them , rigging, etc. Why not to have hyper detailed models? Total if each you make it′s going to take to three months from start to finish , and the game needs 30 , only need … damn, it′s going to need several years…

10: START AT THE FIRST LEVEL.

Usually the first level is the most complex, sometimes one typical mistake thinks that the learning curve in game design it′s getting complicated in the last levels as the game dynamics /skills of the character can get improvements, but the reality is that the first level of the game is usually the one who should catch you, it needs to be a great experience, needs to have something shocking, etc….

So, if it is the most important should you start it even when I have no experience in the rest of the game? I have all dynamic lists and even I’m getting used to generate a visual environment or environment? Of course. There is no better idea in games that start at the first level.

CONCLUSIONS.

If anybody is confused with the content of this list, let me clarify that it is merely sarcastic, so before sending death threats to me for the project you have destroyed and the careers a have broken, do the opposite of this list. Do not take this seriously, and make great games. Counting our time updating and developing the whole game, developing Flat Kingdom took us two years and three months from start to finish, if we would have read some of these advices before starting it, it’s for sure it would have been finished earlier.(source:gamasutra)

 


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