General advice for a game developer virgin

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Obesitybee #377 0 36

I just started on a game yesterday (7/31/1) and it's the first game I'm making that will ship. I'm giving myself 1 month to complete and I'm sure it will go over schedule but that 1 month goal will limit the scope of the game and tell me when to stop adding features. I'm using CS2 and I'm a total amatur, I only dabbled with CS2 occasionally before. So talk to me like I'm a idiot, lol. What general advice you all have to part?

18
Tim Ruswick #1 89 1930

I would just say that whatever you think you can build in that time, cut the concept in half. Work in iteration cycles, so start small with a super basic playable game and add onto it. ANd dont get discouraged. Don't obsess over the little details, and just keep moving forward.

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thedavid8 #315 0 211

I would maybe add a couple weeks to that and reserve it for testing and tuning. Try to program with potential changes in mind early and make good use of encapsulation. Cheers.

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Obesitybee #377 0 36

i wondered about this.. after you made the barebones game and playtested it and made the tweaks and all is left is production value. Do you use the old sloppy program that runs the draft version of the game or do you scrap the old code and build new from ground up. 

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Tim Ruswick #1 89 1930

It really depends on the scope and your skill level. If you do a TON of stuff the complicated way, and the game isn't too big, it can make a lot of sense to start over and do things right. Just be careful because this cycle can get addictive when you are learning. Every time you build it, you learned so much that you want to start over...and it can actually kill your productivity.  So I generally tell newcomers to just stick with their original project and build on top of it.

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