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clairavance
16-02-2011, 01:30 AM
So, I've scanned through some of the threads to see if this has been discussed before, but most threads revolving around information about game development is about the coding and the hundreds of different little things about the logistics of it.

Could someone tell me what the process is in creating a game? I know there is the conceptial period where ideas are tossed around, and I know there's a stage where the game is developed far enough to be tested by gamers. What I'd like to know is what the steps are, more or less, in order to take a game idea and turn it into a final product. No details necessary, as it'll probably go right over my head, but I'm very interested in the process of it.
If anyone here could shed some light on this, it would be much appreciated.

Fengol
16-02-2011, 05:46 AM
game development follows can follow any software methodology (http://en.wikipedia.org/wiki/Software_development_methodology). Currently popular in professional studios is the Scrum (http://en.wikipedia.org/wiki/Scrum_(development)) software process but I suspect many indie studios just cowboy (http://en.wikipedia.org/wiki/Cowboy_coding) it.

edg3
16-02-2011, 07:30 AM
The way I see it all games follow a (very) broad 3 step "process", the actual steps varying depending on scope/team/etc but hopefully I can give you an idea. (Note: This is just how I see it)

Step 1 - Concept
Basically you have the game idea/you are commissioned to make a game, here is when you work out if it is playable and fun, or what you need to do to make the game playable and fun. Generally this can involve prototyping, concept art, UI mock-ups, just to give you an idea.

Step 2 - Realisation (There has to be a better word that I can use here)
This is the main development of your game, you add all the game play elements you want to the game and then also add your content (levels, NPCs, guns, etc) and test it. This step is the biggest step, and the broadest, because if you have artists for instance a lot of time is going to be spent on getting the art right (elya did an awesome talk on this last week for us), or if your game relies on very difficult to use mechanics getting them right could take days, if not weeks or months! I think most people (meaning me, I'm not pointing fingers here) either give up on their project somewhere in this step or will end up going back to Step 1 (not necessarily on the same project). Being the biggest step this is going to be where most likely where you spend a lot of your time.

Step 3 - Polish
As far as I'm concerned, polish doesn't just mean making your game pretty (Polish in that sense belongs in Step 2), what I'm talking about is having a feature freeze. Basically only going to code to fix bugs, testing your content and tweaking it, adjusting a control sensitivity here or there, essentially you shouldn't be adding excessive amounts of code or features. Generally this step can be part of Step 2 if you follow certain development cycles, but if it wasn't stated as a step people would probably overlook this crucial part of the development.


Just as a sort of example of this, Ive been working on a Multiplayer Roguelike, and while its development still fits very much into Step 1 above, after the prototype (my second one) I'm working on I will most likely move forward to Step 2 and begin on the actual game in earnest. I have already set my goals (a list of features I want in the game and how everything will work), when they are implemented I'll go straight into feature freeze. For me, not having a dedicated artist means that I will be doing my art in the "Polish" step, but I'm sure you get the idea.

Taking this slightly further, there are various articles out there that deal specifically with certain systems and methods to follow when developing a game, a good one being "Making a Mod" on the Valve Software wiki (http://developer.valvesoftware.com/wiki/Making_a_Mod) which deals with the actual process they feel you should follow when modding, and yes it does apply as is directly to game development. Then again, as part of the process has to do with picking your team (vs. going solo) "Successful Mod Team Tips" on the same wiki (http://developer.valvesoftware.com/wiki/Successful_Mod_Team_Tips) can also give you some better ideas. Finally the last link I'm going to spam for now, FuzzySpoon posted these a while back; "Finishing
a game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game) and "Visualizing the Creative Process" (http://www.lostgarden.com/2010/08/visualizing-creative-process.html) which are also great reads on the same tangent.

If you want I can dig up some more reading material of the same sort (if I can remember where all the articles are found).

clairavance
16-02-2011, 10:19 AM
Thanks so much for the links! Truth be told I'm clueless about where to find these things on the internet so thank you for replying and for putting in the effort of finding good informative sites. Those are all pretty well explained, and gives me a fair idea of how it all works, so no need to go dig up more.
...unless you don't mind ;) Thanks again guys!

BlackShipsFillt
16-02-2011, 01:08 PM
Something that occurs to me, (and I haven't gone through all those links, it may be mentioned already), or I'd like to stress...

But if you are new to game development it's important that you learn to choose projects that you can actually finish or be able to develop them to a point where they are worth putting in your portfolio/showing to the community.

If you're thinking about making a first person shooter, or 3D strategy game, or an MMOG or anything that takes 6 months or more to develop (and I'm not suggesting you are), then you're gonna fail if its your first game (I've failed loads of times myself).

So pick your battles, start really small and make each game more ambitious than the last.

I know I'm talking about a career path more than "the process of making a game", those points by Fengol and Edg3 cover the process well, but I reckon the process of making a good game involves having learnt from all the previous games you've finished or have left undone.

...And Edg3... what's this you talk about "Feature Freeze"? Never been able to do that, in fact I don't think I have ever gotten to what you call the polish phase :P

Also I'd like to say, make games in a community. Your early games may not be instant hits, but working in a community that encourages you will help you stay inspired. Don't try do it alone, in isolation or secretly, nothing good ever comes of that. (and plus we're all keen to see your games/progress :P)

edg3
16-02-2011, 05:18 PM
...And Edg3... what's this you talk about "Feature Freeze"? Never been able to do that, in fact I don't think I have ever gotten to what you call the polish phase :P
Ive never really gotten to my Step 3 either, but it is still important. The feature freeze is mostly for people who (like me) have problems finishing games, if you aren't allowed to add stuff, you can only fix and improve stuff :P