You won't be able to make a finished game if you continue to just go in head-first and magically "hope" mechanics will work themselves out.
Like others, you've probably realized that it takes a village to make a game and you may not be the jack of all trades.
Making a game takes:
- ...hours of work
- ...art, animations, sounds
- ...programming knowhow
And that's just scratching the surface.
Theres still polish, design, and marketing -- the list goes on and on.
...so how do you break it down?
...how do you actually get from idea -> best-selling game?
- ...how do you iterate step-by-step until your game starts to take shape?
Introducing (a not-so-unknown-yet-vastly-misunderstood-concept) Prototyping!
Prototype - (noun) - a first, typical or preliminary model of something, especially a machine, from which other forms are developed or copied.
- Prototypes can be sold.
- Prototypes can be expanded.
- Prototypes can lead to a career as portfolio pieces.
Prototypes always increase your chances of
- Finishing your game!
- Learning SOMETHING new!
- Taking the next step, no matter how small!
- Adding to your portfolio
- Building a buzz around your work
- Prototypes can be left for dead
- Prototypes can be frustrating and un-motivating
- Prototypes can destroy your soul
Prototyping is the fastest way to get your game ideas out there -- as tangible, playable products -- and I am going to show you how.