![]() Creating a platformer that “feels” good is very very difficult. If you really need to vary your world, set it to random and call it a day.Ī Platformer (both 2D and 3D) I know Super Mario Bros. You can sink infinite time here with minimal improvements each iteration. Instead, try to focus on games that allow you to get away with just setting enemy behavior to run around randomly or in a straight line towards the player. All an open world means is that you have to make a whole lot of content so it doesn't feel like players are exploring a barren landscape.ĪI The trouble with AI is that it can suck infinite development time with only minimal improvements. Learn the basics of how to make a game fun first then go open world in your sequel. **Open World ** If your game isn’t fun in a single room, it isn’t going to be fun in an open world. Also, networking code probably means you are making a multiplayer game or an MMO. Networking Writing networking code is hard and you will spend a lot of time getting it right before you even start work on your game. Also releasing your first game means it will be hard finding just one person to buy it much less enough people to play against each other. The only way to test your game is to find people to play against each other and that is just another burden that will slow down your development. Multiplayer Although super fun to play, you are going to spend a lot of time trying to balance the rules to feel fair. It is a slippery slope to narrative town when you have dialog because as soon as your characters open their mouth, they start telling stories. Making a puzzle-based game is actually like making a game composed of several little games.ĭialog This ties in with games with story. This means that you will have to constantly rework your game in order to make it fun. To thread this needle you will have to constantly test your game with users who have never played it before and re-calibrate each puzzle to make it the right difficulty. Puzzles are very very tricky to make because they have to be hard enough to be challenging but not so hard that people put your game down. ![]() Games with Puzzles If you were inspired to make your own game because of Braid, Limbo, Talos Principle or even new ones like Gorogoa, watch out. Trying to juggle characters, a mult-act-structure, a climax, resolution, and themes while at the same time trying to wrangle the technology to accurately portray these things is like trying to assemble a ship-in-a-bottle while navigating a real ship in a hurricane.ĭuring development you are going to run into conflicts between your story and your game play in the form of ludonarrative dissonance and you will have to redo your gameplay or story or both. However, putting together a coherent story is hard skill to learn all by itself. Just don't attempt them if you want to try and release your first game:Īnything with a story This might be heartbreaking for you if the reason you got into gaming was because of all the rich lore, stories, and characters in classic RPGs. Please note that this list is NOT a list of game types you should never make. Avoid these if you want to keep thing simple. If you have trouble figuring out how to scope your game down so it is simple, I came up with a list of things that will make your game much bigger and harder to release. I have released 5 games across Mobile and XBOX 360 and specialize on compact play experiences. However, nobody really defines what simple is. If you are a struggling game developer working on your first game, you have probably already heard the same advice: keep your first game simple.
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