New user, first game idea

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  • Hey guys!

    First of all I'd like to say hello to the community! You seem like a merry bunch of people (I've been snooping around for a few days before I made my account :P)!

    I'm very new to game development and I have no prior skills in either programming or game design and first saw Construct2 on Steam and thought that I should try it out. It seems to me that the program itself has a lot of potential!

    Anyhow, the hardest part in game dev. as I see it is coming up with a great idea. I love platformers so that'sa what I'm currently aiming on creating!

    The idea itself: A platformer with 3 playable characters with different skillsets, level based and a progressive storyline. The main story is the same but depending on who you get to play you follow from that persons perspective.

    Now here's where it gets a little bit more interesting! At the beginning a big lottery-type wheel with each characters head on will appear. You spin it and when it stops you get to play the character the pin points at for the next three levels. Once you beat the game, depending on which character you beat it with, that person will be selectable if you choose to play the game again.

    I'm currently working on the game art and havn't really started with the actual game yet but I was wondering if this sounds like a game you would like to play? Feedback is always appreciated!

  • Hi Lemonmuncher. Welcome! Glad you made it into the forums and Scirra-community.

    Your project really sounds interesting. Reminds me a bit of "Lost Vikings". Looking forward to see some progress on the art and mechanics of your game.

  • Welcome! <img src="smileys/smiley1.gif" border="0" align="middle" /> That sounds like a cool idea. There are some really good platformer tutorials on this site which I also need to have a go at some stage, and they are definitely beginner friendly and don't really require coding experience.

  • Thanks guys! Really stoked that you seem to like my idea! After I'm done with all the art I'll create a new topic so you can follow my progress.

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  • Interesting idea, reminds me a little of "The Cave" by Double Fine. Looking forward to see the new thread so I can follow it.

  • Hi Lemonmuncher,

    Go forth and make games! Remember, though, that the hardest part of making games is NOT coming up with a great idea (a million people have great ideas every day in every topic you could possible imagine); the hardest part is finishing it to completion.

  • Yep! Coming up with an idea is the easy part. Unlike many activities, the creation process is easier (and funner) early on, and gets hard as you approach the end of your development.

  • Please don't take this as negative, but I want to give you some counter-arguments for things to be aware of. These are just problems you're likely going to run across in your development, and things that will need to be thought about early.

    First) You stand to alienate some players by taking away the choice of who they can play as (until you beat the game). If people replay it, they'll likely feel like that's how it should have been all along. I'd say keep the lottery-style stuff, but have it pertain to something else. Maybe a powerup you get to bring with you, etc.

    Second) Level-based progression is fine, just remember that you're multiplying the amount of work you'll need to do. Particularly since you have 3 full characters to fully animate. That crap adds up.

    Third) You say that completing the game unlocks the player you beat it with... but you don't get to choose that player to start with. What if the player is forced to complete the game with the one character they DON'T like. Then their only option on subsequent plays is to randomize or pick their least-favorite choice. I would try to find some way around this to make it more inviting to the player Things like that will increase the number of players you get, especially return players. And if someone dislikes choice being taken from them at the start, it will influence how they view the rest of the game.

    Please don't take this as a deterrent, but as constructive feedback for you to build on. Also, ideas are important, but execution is the real winner.

  • Consider the following games as points of interest before nailing down specifics in your Game Design (I'm good at making these recommendations, so do try to buy/pirate/emulate them if you haven't played them in your life.)

    1. The Lost Vikings

    mobygames.com/game/snes/lost-vikings/screenshots

    2. Trine

    mobygames.com/game/windows/trine/screenshots

    3. Legacy of the Wizard

    mobygames.com/game/nes/legacy-of-the-wizard/screenshots

    4. Live a Live (Japan only, though English ROM translations do exist.)

    mobygames.com/game/snes/live-a-live/screenshots

    Give special attention to #4 on the list, as outright, the game puts the full cast at your disposal at the front of the game and allows you to play through their various scenarios at your own choosing. Similar to Mega Man, which is kind of loosely also related to your idea regarding the roulette wheel element.

    Which, I must say, sounds pretty iffy. How many times must you play it to "land on each character?" I tend to get pretty pissed off when a game forces me into a random thing like that. It's nice as, say, a gimmick to decide what loot/prize/bonus you get of course, but... any thoughts on how that's balanced out?

    Not to discourage you and say "It's been done before", just saying... try your "concept" out in real time, see what you liked/didn't like, and add onto it from there. Never go with your first idea... it's usually the fifth or sixth that's the great one.

  • Thanks for the great feedback guys, I'll definitly consider your opinions and tips. As I said I've never really made a game at all so it's really helpful of you to share with me your thoughts :)

  • Y'know what, Lemonmuncher (30 Rock fantasy?) I was reminded of...

    5. Spiderman and the X-Men: Arcade's Revenge

    mobygames.com/game/snes/spider-man-x-men-arcades-revenge/screenshots

    Horrible, horrible game only because of it's insane damn difficulty, but it has a cast of heroes that change per stage: And each stage (more or less) caters to the ability of that character. It might be more worth checking out a gameplay video than it would be pulling out your hairs trying to conquer the title...

  • Never go with your first idea... it's usually the fifth or sixth that's the great one.

    Really a good point right here. Considering that you've said you're new to this, it could be worthwhile to consider a simpler design. Actually finishing a game is very empowering, whether it's simple or not. Plus it's a great opportunity to get yourself familiar with the engine.

  • > Never go with your first idea... it's usually the fifth or sixth that's the great one.

    Really a good point right here. Considering that you've said you're new to this, it could be worthwhile to consider a simpler design. Actually finishing a game is very empowering, whether it's simple or not. Plus it's a great opportunity to get yourself familiar with the engine.

    This is also very true, and I might even save this idea for when I'm a bit more experianced. I do have lots of things on my mind right now that could be a lot simpler to accomplish, might reconsider and carry out one of those first..

  • Tell us about them, dude. I don't mind helping a guy sort his thoughts.

  • Well, I've been thinking about a game where you are stuck in a pitch black cave, and the only things you see are glowing enemies and objects, the objective being to explore and find a way out, or back to the surface. Could be a platformer or a classical snestype zelda game where you view the player from above. I would think that would be simpler to work with as a beginner?

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