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Geek Culture / What is the most boring part of making a game?

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ZackS28
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Location: Washington, USA
Posted: 24th Sep 2009 23:11
The most boring part of making a game is when you are totally stuck on something and you have to ask a question on the forums and wait for an answer.

Your signature has been erased by a mod because it was gay.
heyufool1
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Location: My quiet place
Posted: 24th Sep 2009 23:18
Everything after making the engine, so basically expanding the game is the most boring.

Games are like life, they should never stand still.
Grog Grueslayer
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Playing: Green Hell
Posted: 24th Sep 2009 23:18 Edited at: 24th Sep 2009 23:22
Quote: "Although I've been working on the same game idea for over a year now, which is proving to be really redundant and boring."


A long time ago I started making a computer version of a board game my family and I played (using QuickBasic). I was all into it till I realized that the game didn't really need a human to even do anything because there was absolutely no strategy to the game whatsoever. Unfortunately not all games are better on a computer.

t10dimensional
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Posted: 24th Sep 2009 23:23
After I've done all the hard stuff and their is just easy stuff like displaying text or trying to find a bug(fixing bugs are fun though)left is when it gets boring for me.

I think the best way to make a game is:
-Think of gameplay
-Think of how are you going to do it/plan
-Make media
-design the layout of code
-Fill in functions and subs
-Testing/Fixing

A good game is one percent inspiration, ninety-nine percent perspiration.
Yodaman Jer
User Banned
Posted: 24th Sep 2009 23:35
Quote: "A long time ago I started making a computer version of a board game my family and I played (using QuickBasic). I was all into it till I realized that the game didn't really need a human to even do anything because there was absolutely no strategy to the game whatsoever. Unfortunately not all games are better on a computer."


Haha. So in other words, the game could basically play itself?

Quote: "I think the best way to make a game is:
-Think of gameplay
-Think of how are you going to do it/plan
-Make media
-design the layout of code
-Fill in functions and subs
-Testing/Fixing"


I do it this way:

-Plan the game in its entirety (levels, features, enemies and whatnot)
-Do some tests for certain game features (like power-ups, saving certain information and other physics aspects)
-Design the media
-Start coding
-Fix the bugs and optimize the performance

-Yodaman Jer.

t10dimensional
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Posted: 24th Sep 2009 23:55
Quote: "-Plan the game in its entirety (levels, features, enemies and whatnot)
-Do some tests for certain game features (like power-ups, saving certain information and other physics aspects)
-Design the media
-Start coding
-Fix the bugs and optimize the performance"


That's about the samething as I said, Except for the layout thing, I like to think of all the functions and subs I'm going to need before coding

A good game is one percent inspiration, ninety-nine percent perspiration.
t10dimensional
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Posted: 25th Sep 2009 00:00 Edited at: 25th Sep 2009 00:01
Quote: "A long time ago I started making a computer version of a board game my family and I played (using QuickBasic). I was all into it till I realized that the game didn't really need a human to even do anything because there was absolutely no strategy to the game whatsoever. Unfortunately not all games are better on a computer."


I've actully seen a game like that on GameBoy, it was a version of Sorry. You draw a card but the cards only had numbers no choises. You have to get to the end and if you land on someone they go back to the beginning. I think it was called Frustration.


EDIT:

OPPS,
Sorry about the DB I thought I was on edit on the last post.

A good game is one percent inspiration, ninety-nine percent perspiration.
draknir_
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Location: Netherlands
Posted: 25th Sep 2009 00:09
I hate solving that one really hard bug I've left for last because I've somehow convinced myself the player can live with it, while all my testers are complaining about it.
Pincho Paxton
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Posted: 25th Sep 2009 01:01 Edited at: 25th Sep 2009 01:05
Funny how we learn. I had a bug in a program for about 4 years, couldn't find it. Left the program alone, and didn't code in DBC for a couple of years whilst I was programming in VB, and learing 3D modelling a bit more, and Photoshop. Last week using the DBC application for about the 200th time I figured out where the bug was without even opening the editor. Then went straight to it, and fixed it. What I am saying is that I somehow learned something about DBC without actually using it for ages.

NeX the Fairly Fast Ferret
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Posted: 25th Sep 2009 13:04
So, let's turn this around. What's the most fun part of making a game and which genres are the most fun to write? I'd go for a powder game clone being the most fun.

Van B
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Posted: 25th Sep 2009 13:21
I sometimes get that Pincho, I'll be walking somewhere, usually getting lunch and I'll figure out a bug that's been bothering me, or a way to do something I've been thinking about. It's like my subconscious is a worse geek than me, who sits and worries about this stuff while I get on with other things .

The most fun projects for me are the non-serious ones, well I don't think I've written a serious game yet, but things like adding the rockets to OIE, and the maggots and mercury to Nanoid was great fun. Doing stuff like that is more fun than playing games IMO, I always see game development with DBPro as a huge sandbox, it's like the ultimate god game once you can see a project all the way through. I think a lot more people would get into hobbyist game development if they just gave it a shot. Game dev might be the geekiest thing anyone could do, but it's the ultimate hobby - collecting thimbles just doesn't come close (anymore).


Health, Ammo, and bacon and eggs!
Darth Kiwi
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Posted: 25th Sep 2009 14:52
I like it when you get near the end and it all starts coming together. You feel like you've done all the hard work, and the thing which existed in your head now exists in reality. That's always pretty rewarding.

I think my favourite projects are ones which are quite small, so you can work on then for just a little bit and you'll get somewhere with them. Regression was fun because in one day I could add a new weapon in, which completely altered the gameplay, as well as add some AI stuff and work on the tutorial. Whereas my larger projects (all of which have failed due to being too big) could be worked on for a whole day and I'd only end up adding one small thing in, and wondering where on earth I was going to go next. (Ah, the importance of top-down design... If only I'd known...)

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Dazzag
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Posted: 25th Sep 2009 15:18 Edited at: 25th Sep 2009 15:23
The last bit. The little things that make it complete, which includes fixing bugs, making menus, prettying things up, and testing testing and more testing. 99.9% of the time I get bored, have a better game idea and move onto that meaning to finish off the first in a few weeks (now expanded into decades). Amusingly in my job the best bit of a programming project is the last bit. Everything becomes focused, falls into line, and I put on the much faster songs on my iPhone (Megadeth comes to mind from a previous thread) to start coding blindingly fast.

Heh, didn't see 2nd page. Ok so swap the above around for the best bits. Games are great in the first few days, business projects are the worst (mountain of pain with a normally stupid client). And best genre? Don't know, hard to tell. I think it comes down to three things. One is how much you personally like to play a genre, second is how much you think you like a certain genre but not necessarily to play (I loved Elite type games as a kid, but would fall asleep now and don't have the time, but would *love* to code a massive space epic), and third is what sort of clever idea you have. For example I have a clever idea at the minute that just so happens to lend itself to 2D shoot 'em up games. Never been the biggest fan of that genre (space epic yeah!) but it's a cool idea. My other cool idea is more of a Worms type game (not that bothered about that genre either) but it's pretty cool to raise it in interest for me.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
Current fave quote : "She was like a candle in the wind.... unreliable...."
Dr Tank
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Posted: 25th Sep 2009 17:32
Making media. Been putting it off for ages.

Bizar Guy
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Posted: 25th Sep 2009 19:34
Finishing, when you have to budget your time, and you've been working so long it takes a lot to get you in a groove that you can only stay in for a few hours.

Pincho Paxton
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Posted: 26th Sep 2009 03:29
The most fun thing for me is working on my Lottery Predictors when they actually win some money. Won £1300 a couple of months ago. Currently have a really hot version working, and it's just fun to use too.

Current project is fun as well. I suppose if I break the whole thing down the best part is actually playing the games, and using the apps, then the best creative part is Photoshopping backgrounds.

Dark Dragon
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Posted: 26th Sep 2009 04:25
Starting is the hard part.


oh yeah,for those who know what i'm talking about....

Quote: "he?"


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(O.o ) / WORLD DOMINATION!!!!!!!!!!
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Fallout3fan
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Posted: 26th Sep 2009 04:27
Not doing anything cause I need some help with coding DBPro So Help!!!

Im a making a game soon..
Grog Grueslayer
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Playing: Green Hell
Posted: 26th Sep 2009 07:51
@ Pincho Paxton:

That's cool I was actually thinking about making a Lottery program today.

@ TheZachadoodle:

Out of the 9 messages you posted only one asks for help back in July. We aren't mind readers... if you need help post your problems in the appropriate areas and you'll get help from somebody.

Zeus
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Posted: 26th Sep 2009 15:19
Quote: "The most boring part of making a game is when you are totally stuck on something and you have to ask a question on the forums and wait for an answer. "


Agreed.

YavinB
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Posted: 26th Sep 2009 22:23
Scripting 500,000 lines of code.

YavinB
SunnyKatt
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Posted: 28th Sep 2009 12:56
To me, the worst part:

Coding the basic engine, like movement and collisions and click-able characters. No actual content, and you never feel like you're making visible progress.

The Best part:

Hmmm, tough one. Releasing it? If that doesn't count, then probably the addition of a new feature that works and makes the whole game much better. I always feel so proud of myself when I come up with something that makes the game much more fun.

Join Nation Of Design - A large volunteer graphic making team!

greenlig
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Posted: 29th Sep 2009 16:24
I haven't had much experience developing games professionally, only worked on three titles, but I think the bit that bored me most was the last few days before submission. We knew we had it finished, and all that was left to do was play the thing through a billion times. It got very tedious. Luckily for me, I was working as a technical artist, and got to mess around in almost every aspect of the development process. Three cheers for small game developers!

My favourite part of game development is...everything I love getting stuck into everything that creates these virtual worlds. I love the psychology behind games, I love creating art styles, I love programming (when I get in the mood), I love all the technical jibber-jabber that goes on.

Ah games. We are a blessed bunch.

Greenlig

Blender3D - CS3 - VISTA - DBPro
Travis Gatlin
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Posted: 13th Oct 2009 03:40
Level Design gets me,especially if its a big level cuz i use blender for my design and the modeling space limits and the the freakin buggy exporter

Google.com. Nuff Said
Drew Cameron
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Posted: 13th Oct 2009 04:10
The "end" of the project, by which point you've lost interest in it and want to move on to other things, but you have to keep adding stupid small things in, fixing bugs etc etc

Van B
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Posted: 13th Oct 2009 16:10
Hehe, that's only boring if you've no deadline to meet - really most of my games have been for competitions so there's been the desire to finish in time. It's pretty useful to have a deadline, even if you know you won't make it - your more likely to at least try and make it. I know what you mean though, I've had a 99% complete game rotting on my HDD for about 3 years, it's like I just don't enjoy it enough to put in that last couple of days on it, there's always something better to do.

I think it would be cool if any game project finished get's mentioned in the newsletter, maybe even a review or something if it's warranted. But having that as a punctuation, once you get your game done it ends up there, kinda like employee of the month, but for games, and basically any finished game should be featured. I can feel the cold bat-stare from Batvink as I type this.

My point is that it's tough to promote a game, so most people don't bother too much - finishing a game project should be something to celebrate, it's a great buzz, which I think should continue after the game is done. This largely happens already, but if it was official, like if you submit your program announcement it'll be listed in the next NL, I think that would encourage people to see it through, maybe even get a bit competitive with it. Knowing that people will at least play your game is a good incentive, knowing that your game link will be made available to 10,000+ people is incentive too. I think I'd be more likely to play them all if they are listed, whereas a program announcement can easily be missed.


Health, Ammo, and bacon and eggs!
Drew Cameron
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Posted: 13th Oct 2009 18:23 Edited at: 13th Oct 2009 18:24
Yeeeeeahhh, at the risk of blasphemy, I think the newsletter is a bit hit and miss with what they choose to include, too. Some great finished games are overlooked or just relegated to a small thing at the bottom whilst we have to endure a million word essays on FPSC.

The newsletter actually has a very high circulation, too. Tons of people read it who don't neccesarily come to the WIP or PA boards.

Remember that Robin guy had a site with all the DB games on it? I miss some kind of cohesive place like that. dbgames.com or something it was.

Yodaman Jer
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Posted: 13th Oct 2009 19:13
Do you mean this site?



"Having kids is hereditary. If your parents didn't have any, you won't have any either."
Peter H
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Posted: 13th Oct 2009 19:20 Edited at: 13th Oct 2009 19:29
I second Van and drew.

It is demoralizing to spend months working on a game only to release it into an apathetic world that doesn't notice. obviously some games, especially amateur games, can be asinine. However, if the creator put actual hard work into creating the complete game then they deserve some recognition.

I think we can all tell the difference between a game that is crappy because the creator is a beginner and a game that is crappy because the creator is lazy.

It would be awesome if the newsletter featured 90% of the completed games, instead of just a few games (sometimes good ones, sometimes questionable ones). Even a simple list of new games with links to the forum threads would be an improvement.

@yodaman: most of those 33 games are just the games from the retro and alienware competitions. It is a list of some of the best DB games, not average recent games. Also it looks like it's not receiving much/any traffic, while the newsletter has a large distribution.

One man, one lawnmower, plenty of angry groundhogs.
Drew Cameron
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Posted: 13th Oct 2009 21:14
Quote: "most of those 33 games are just the games from the retro and alienware competitions. It is a list of some of the best DB games, not average recent games. Also it looks like it's not receiving much/any traffic, while the newsletter has a large distribution."


I think it's the right idea though, this site. Just need to see more games on it now and maybe a link from TGC itself would bring through the traffic.

Don't know if Robin is still around...

The Master Dinasty
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Posted: 13th Oct 2009 22:25
Right now since i am using FPSC as my engine i think getting the Collison, and exporting from various 3d tools like Maya,blender,sketchup,ms3d,mudbox. is really the most boring part i love all the other aspects.



-Massap2

Beacause massa is the master!

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