Form a concept
The first step in creating any game is to define its concept. What will the project be dedicated to? What genre and theme will he relate to? Which audience should be targeted? Answering these questions, you can set the direction of development for your creation, understand what goals you want and can (if you have the due diligence) to achieve. So, the orientation on battles or competitions guarantees increased interest among gamers, on training or logic – the absence of serious competitors. A choice in favor of a fantasy world or post-apocalypse will contribute to the comfort and quick adaptation of players (since these universes are familiar to them), comics or anime – a narrower (but more loyal) audience that will not run away from the similar project.
Determine the possibilities
The next step in creating a game masterpiece is to realize your own abilities. Typically, at this stage, developers are determined with the maximum allowed budget of the project, choose the engine on which the development will be conducted, or select the most suitable programming language, and also assesses the available resources (both technical and human). It is necessary to decide all these nuances in advance. Otherwise, you may encounter a situation where after the development, for example, of a spectacular super-blow with the original hook-up from the whole chain of quests, it turns out that there is no possibility to realize this brilliant idea within the framework of this project.
Let’s calculate the mechanics
In-game mechanics is one of the most important components of any project. While the graphic component is designed to attract the attention of players, to be interested in a new project, the task of the gameplay is to leave a lasting trace in their hearts forever. A striking example of this is Stardew Valley – a farm simulator with pixel graphics, which from the first days of release topped the tops of sales on Steam. It must be understood that attention should be paid even to small things. For example, if there is a class division in the game, an explicit skew in favor of one or more factions is unacceptable, and the more opportunities the player will provide to the project (quests, pumping, puzzles, etc.), the longer he does not want to leave the game world. And in the study needs not only the character himself, but all surrounding objects, such as: NPC and enemies ( artificial intelligence), scenery and objects (physics engine), levels and everything else.
Let’s think up the plot
If before the development of online and offline projects was approximately the same, now at this stage there appears the first cardinal difference. Thinking over the plot of the game, you need to clearly understand its time frame. While the passage of single-player projects rarely takes more than 1-2 months, multiplayer online games tend to have no end. Therefore, the plot here should not have a logical conclusion, but be submitted with an open ending, which can be delayed weekly / monthly, adding new quests, subjects, skills. In single-player games, the finale is worked out almost from the first days of work on the storyline. At the same time, he should not leave open questions (unless, of course, you plan to release the continuation of the game) and some omissions, although it can be an alternative (as in Silent Hill 2).
Create the design
Thinking over all the nuances of the project’s framework, you can move on to its graphical component (interface, sound accompaniment, backgrounds, artams, special effects, animations, etc.). Particular attention should be paid to the direction of the game. If it is supposed that updates for it will be released quite often (for example, once a week), there is no sense in creating art with detailed elaboration and animations, numbering several dozen (and even hundreds) movements. The simpler the characters will be, the fewer shoals you get when you implement them and spend less time on regular releases. In the case of rarely updated or offline projects, as a rule, everything is the opposite. The more elaborate a virtual world will be and the player’s effective moves / skills, the greater the chance for the game to attract the attention of a wide audience.
We will understand that the work is just beginning
Do not think that the work on the game is over after her pre-reconstruction. On the contrary, from that moment the developer acquires additional duties. He should test his product, detect and eradicate bugs in it, properly advertise his creation and create a certain image in the minds of players, start developing possible additions, DLC and localization, think over the system of sales and support of players.
As you can see, the work on creating a game requires tremendous effort. So before you criticize another release, think about whether it really is so bad, or you yourself gave it unrealizable features.