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

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Zeus
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Posted: 24th Sep 2009 04:19
Ok so, I just want some opinions on this. What do you think the most boring part of making a game is? I think it is getting all of the media and variables set up, no reason why, it just bores me.

Cheers!
-Zeus

lil marioman
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Posted: 24th Sep 2009 04:27
I don't like the level creation. Mostly 'cause I suck at level design.

I'm fine with all the nitty-gritty programming stuff.

Programming? Not my Forte. But THAT is!
-insert picture of a KIA Forte here-
Herakles
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Posted: 24th Sep 2009 04:29
Most of the programing (controls, collision, AI, that kind of stuff) is very boring and frustrating to me. Testing and bugfixing too. But I actually really enjoy creating the media and setting up the scene.

Swordfight! My cheesy little first game!
http://forum.thegamecreators.com/?m=forum_view&t=147808&b=36
lil marioman
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Posted: 24th Sep 2009 04:34
Heh. What do you know? Polar opposites.
I happen to love collision, controls, and AI.

Programming? Not my Forte. But THAT is!
-insert picture of a KIA Forte here-
Zeus
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Posted: 24th Sep 2009 04:35
Yeah those can be a bit boring, but what about boundaries? Those are boring too.

Grog Grueslayer
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Posted: 24th Sep 2009 04:43
Quote: "Testing and bugfixing too."


I find debugging to be the most fun part of programming. It's like a murder mystery to me. Once I find the offending bug and zap it I feel like I've put an evil psychopath behind bars forever.

I only get bored if I do the hard stuff first and leave the easy stuff for later. Sometimes it causes me to stop a project if all that's left is the easy stuff I've already done a million times before (like a main menu or high score list).

Herakles
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Posted: 24th Sep 2009 04:53 Edited at: 24th Sep 2009 04:54
Actually, when I do basic stuff like a main menu first, I usually lose interest in the game before I ever get to the actual gameplay. I don't know why that happens, but I can't even begin to count how many times it has happened over the past year alone. I always come up with ideas for small "mini games" that I could play maybe once or twice before losing interest. I make the logo, the menu screen, and then I dont' care any more. I guess the whole "come up with an idea and go with it" doesn't work for me. It just gets boring to make a game that would get boring to play, I guess.

Swordfight! My cheesy little first game!
http://forum.thegamecreators.com/?m=forum_view&t=147808&b=36
Phaelax
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Posted: 24th Sep 2009 05:01
Adding polish is very boring.

Herakles
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Posted: 24th Sep 2009 05:03
As usual, I seem to have the exact opposite opinion to everyone else. I somewhat enjoy adding "polish" to make the game look better.

Swordfight! My cheesy little first game!
http://forum.thegamecreators.com/?m=forum_view&t=147808&b=36
Jeku
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Posted: 24th Sep 2009 05:28
Quote: "I find debugging to be the most fun part of programming."


Me too.

Quote: "Most of the programing (controls, collision, AI, that kind of stuff) is very boring and frustrating to me. Testing and bugfixing too."


You've pretty much described the entire programming process. Hehehe.


Senior Web Developer - Nokia
BearCDP
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Posted: 24th Sep 2009 07:04
Quote: "I don't like the level creation. Mostly 'cause I suck at level design.

I'm fine with all the nitty-gritty programming stuff."


I feel ya there. I have a vision in my head for what I want the game to look like, but my primary skill is music composition and sound editing--so anything besides that like designing levels, writing dialogue, and especially trying to make craptastic 3d models or find temp art assets is a bit draining.

It seems to me like there's two different kinds of debugging. One, where you've solved a problem and you're just cleaning up some predictable fudges here and there, and then there's the kind where you really haven't quite figured out a problem and you end up shooting aimlessly in the dark trying to find a solution. That sucks.
Van B
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Posted: 24th Sep 2009 10:36
Level design, definitely. Especially when you have to come up with a somewhat unique idea each time, sitting staring at a blank map is like torture. Even once your levels are designed, you still have to test them, work out what order they should be in, test them all again and again - hellish in comparison to other aspects of game dev.

The most enjoyable parts for me have to be adding effects and enemy logic - I'd say AI except that it would be a stretch to call most of my enemies intelligent - but I just find it fascinating to be set upon by my own creations, it's the only part of game dev where the bugs are actually funny as hell. Debugging can be very rewarding too, like fixing an annoying bug can really make your day!.


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Toasty Fresh
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Posted: 24th Sep 2009 10:44
Texturing 3D models (this is because I can only 3D model, texture and UV Map when it comes to game design).
Butter fingers
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Posted: 24th Sep 2009 11:18
Quote: "Level design, definitely. Especially when you have to come up with a somewhat unique idea each time, sitting staring at a blank map is like torture. Even once your levels are designed, you still have to test them, work out what order they should be in, test them all again and again - hellish in comparison to other aspects of game dev."


That's where the arguement for planning this stuff on paper comes from, and if it's possible having a narrative that can guide the story and level design.

For me the most sucky bit is "neccessary" work. So where you're not doing anything fundamentally cool, you're just making neccessary media, or animations or doing boring code that doesn't improve the game or make it cooler, it just facilitates something.

I want robotic legs.
Toasty Fresh
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Posted: 24th Sep 2009 11:24
Quote: "For me the most sucky bit is "neccessary" work. So where you're not doing anything fundamentally cool, you're just making neccessary media, or animations or doing boring code that doesn't improve the game or make it cooler, it just facilitates something.
"


That's alo very annoying in modding. When you make huge mods or total conversions I find it very annoying to put in all the 'filler' crap.
Van B
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Posted: 24th Sep 2009 11:48
Yeah, a firm plan on paper is certainly important, but I was thinking more about arcade games, Nanoid in particular as theres a good few levels in that made by different people. I decided from the outset that I would just arrange them later once I had all the levels, which turning into a nightmare job .

Excel was a good help in organizing them though, pretty handy application for people who do like to keep their projects organized.


Health, Ammo, and bacon and eggs!
David R
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Posted: 24th Sep 2009 13:51 Edited at: 24th Sep 2009 13:53
Player control. Mainly because it tends to be iterative, and makes the game suck until it's 'just right' (which can be quite demoralising). Obviously this problem is a bigger issue for platformers etc. than arcade games and whatnot

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Kravenwolf
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Posted: 24th Sep 2009 15:10
Working out all of the bugs; only to have three more take the place of each one you fix


Kravenwolf

Grandma
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Posted: 24th Sep 2009 15:36
Making the editors.

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Neuro Fuzzy
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Posted: 24th Sep 2009 16:06
My favorite parts are designing and programming the individual ideas that go into a game. Once you have all these cool little tech demos running, you slap 'em together, and voila, something even cooler!

My least favorite? Hmm... probably when i have a bug that i just can't figure out.
Pincho Paxton
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Posted: 24th Sep 2009 16:15 Edited at: 24th Sep 2009 16:17
I find UV mapping to be boring, because you are drawing a flat image that doesn't look like anything it is supposed to look like. Then you have to keep fixing the seams a bit. And I create several layers too, which requires drawing the same thing about 3 times. Once for light sources, once for colour, and then a sort of bump map.

Van B
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Posted: 24th Sep 2009 16:25
Hey Pincho, have you tried Deep Exploration? - when I draw textures I load the model into that, and when the texture is saved, it get's loaded up automatically into Deep Exploration, showing the results right away on your model. It really helps, and the free demo is fine for this purpose, it can take the mystery out of drawing textures, or at least give you some visibility.

I used to use it on a dual display, art package on 1 display with DE on another, I miss that D:


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Pincho Paxton
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Posted: 24th Sep 2009 16:32 Edited at: 24th Sep 2009 16:38
A lot of people don't realise that photoshop CS3 can load 3DS models and show them being textured, and in CS4 you can actually paint on the 3D model itself. I just have CS3. I usually only put the 3DS model in Photoshop when it is nearly finished anyway. I have Z Brush 3 as well, which is the best. With all of this, I still paint flat.

Butter fingers
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Posted: 24th Sep 2009 16:38
My Housemate has CS4 and I've played with painting the UVs, it's totally sick, it's changed UV mapping from a chore into a joy for me!

I want robotic legs.
Grandma
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Posted: 24th Sep 2009 16:49
Thanks for that remark, Van B. Deep exploration sounds very practical for me.

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Van B
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Posted: 24th Sep 2009 16:56
Ahh, I think I only have CS2, and I don't really get on with it - for some reason I'm so used to PSP that it's hard to switch.

Might have a look at upgrading if it'll take care of that - just a shame they haven't added that feature to PSP yet...

Personally I don't mind mixing it up, in fact I really enjoy adding new things, coming up with an idea and adding the media, code, and getting it working how I want. The biggest chore for me is going back and fixing dodgy graphics, like everytime I look at it, I end up deciding it'll be fine, nobody will care, which defeats the purpose everytime. Maybe next time I'll try using pure stand-in textures, solid colour - just so long as I don't then decide they will do, nobody will care, because I decided to make it a cartoony game . Making media is something that I have to be in the right mood for, that's why I keep a bottle of whiskey next to my graphics tablet.


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Pincho Paxton
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Posted: 24th Sep 2009 17:02
It took me ages to switch to Photoshop too, but there is no beating it. Must be on about my 4th year with it now. With CS3 you have to press buttons to update the texture on the model. CS4 is the way to go.

Kevin Picone
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Posted: 24th Sep 2009 17:13
Quote: "What is the most boring part of making a game?"



The start, the middle and the end

Jimpo
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Posted: 24th Sep 2009 17:24
The worst part is making the menus. And testing the menus. And thinking that text should be moved over slightly. And testing the menus again. And thinking that text was better off where it was before.

Darth Vader
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Posted: 24th Sep 2009 17:25
Quote: "I find debugging to be the most fun part of programming. It's like a murder mystery to me. Once I find the offending bug and zap it I feel like I've put an evil psychopath behind bars forever."


Zotoaster
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Posted: 24th Sep 2009 17:36
Everything after the first 3 days.

"everyone forgets a semi-colon sometimes." - Phaelax
Grandma
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Posted: 24th Sep 2009 17:38
Quote: "The worst part is making the menus. And testing the menus. And thinking that text should be moved over slightly. And testing the menus again. And thinking that text was better off where it was before."

I looooove making menus. I would make you one for free if it weren't for the fact that I hate doing things for free.

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Jeku
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Posted: 24th Sep 2009 17:44
Ditto, I love making menus too, because when I make them it means the game is almost completed. I save the best parts for last, like choosing sound effects, making menus, doing transition wipes, etc.


Senior Web Developer - Nokia
Diggsey
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Posted: 24th Sep 2009 18:53
I find the middle part of game making the most boring - when you have got over the intial excitement and drive of a new idea, but haven't got far enough to see it all coming together.

Fallout
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Posted: 24th Sep 2009 19:51
I enjoy the core engine and game elements. I dislike fleshing it out with content, and the massive undertaking that is constructing all the trillions of bits of media.

Ideally, I'd like to work with another coder who likes to run with an engine and a set of tools, and add all the polish and extra game elements ... plus of course, some good artists.

A great example is Carnage. This project has ended where I can't motivate myself anymore. This got far and looks good because it was funded, but where the funding died, the final motivator (money) was gone. Had I been working with someone else who could've done all the extras (multiplayer code, menus, character selection etc.) and someone willing to do the artwork, it would've been great.

This thread makes me want to form a team again! But it just never works.

Darth Kiwi
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Posted: 24th Sep 2009 20:03
I kind of like making menus. It's simple and rewarding, I find. And I love adding polish to a game, or adding a slightly new feature to it, because it feels like I'm modding a game and making something slightly different: it can completely change the game's atmosphere.

I don't like working out how to get the mechanics working, though. AI and collision and the game engine (all the under the hood stuff) is my least favourite bit: I prefer the end product and the aesthetics.

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Yodaman Jer
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Posted: 24th Sep 2009 20:09
Quote: "My favorite parts are designing and programming the individual ideas that go into a game. Once you have all these cool little tech demos running, you slap 'em together, and voila, something even cooler!"


That's what I always do, too. Although I've been working on the same game idea for over a year now, which is proving to be really redundant and boring. But I'm going to go through with it no matter what, because if I don't it will haunt me forever.

I think the most boring part is getting more than halfway through the game and then encountering strange, inexplicable glitches (this has happened with e and DBC multiple times). That sucks. It's why I'm moving to DBPro soon.

-Yodaman Jer.

Grandma
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Posted: 24th Sep 2009 20:32
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. But I'm going to go through with it no matter what, because if I don't it will haunt me forever."

I'm on my fifth year. Don't get me started on the meaning of boring.

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NeX the Fairly Fast Ferret
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Posted: 24th Sep 2009 20:35
If it's boring and you're doing it of your own free will in your spare time what's the point?

Grandma
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Posted: 24th Sep 2009 20:40
Quote: "If it's boring and you're doing it of your own free will in your spare time what's the point?"

Are you serious? I can't tell. Everyone's familiar with the concept of rewards that come trough boring activities. Working, eating, learning a language, building something...

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Benjamin
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Posted: 24th Sep 2009 20:46
Quote: "If it's boring and you're doing it of your own free will in your spare time what's the point?"


So you give up any project you work on because it gets boring (and inevitably a project of any decent size will have some boring parts to it) ?

I pity you NeX. This could be the source of all your bitterness.
NeX the Fairly Fast Ferret
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Posted: 24th Sep 2009 20:53
If it gets boring I can't justify it over playing a game or browsing the net.

What "bitterness"?

Diggsey
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Posted: 24th Sep 2009 20:59
Quote: "If it gets boring I can't justify it over playing a game or browsing the net."


But sometimes you have to consider more than just the present Think of the great acheivement and enjoyment you will get once you get past the boring part, and maybe even finish it.

NeX the Fairly Fast Ferret
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Posted: 24th Sep 2009 21:00
That'll never happen, I can assure you.

Pincho Paxton
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Posted: 24th Sep 2009 21:03 Edited at: 24th Sep 2009 21:04
Well.. most boring for me doesn't really mean totally boring, just a bit. I don't like making loading screens really. They don't add much to the game. But I'm making one today, and I am looking forward to colouring it in tomorrow. I think that it was difficult as well not to have any reference material at all.

David R
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Posted: 24th Sep 2009 21:22
If it's boring to make, it'll show through in the end product.

Nex is right: If you find it boring, why are you doing it? Sure, there are always boring bits to a project, but not the entirety of it

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Yodaman Jer
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Posted: 24th Sep 2009 21:26
Quote: "I'm on my fifth year. Don't get me started on the meaning of boring."


Wow, fifth year? That's devotion and perseverance!

-Yodaman Jer.

Grandma
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Posted: 24th Sep 2009 21:32 Edited at: 24th Sep 2009 21:37
@ David

I don't think anyone ever said their entire project was boring. That would be different. But the bigger the project, the more boring bits there are, and it's more likely to get repetitive to work on overall. Not a great reason to cancel it however. Not for me anyway.

Quote: "Wow, fifth year? That's devotion and perseverance!"

No, more like what you said earlier. If I cancel it now, that would surely haunt me forever. Not the most optimistic motivator, but if it works. Nah, there are fun parts too that keeps things entertaining. Like when I made the projectile system and tested different formulas and got some very odd rocket arcs.

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Fallout
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Posted: 24th Sep 2009 22:54 Edited at: 24th Sep 2009 22:55
Quote: "Are you serious? I can't tell. Everyone's familiar with the concept of rewards that come trough boring activities. Working, eating, learning a language, building something..."


... and foreplay.

tiresius
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Posted: 24th Sep 2009 22:54
A lot of people enjoy working on their media when they're tired of coding. Unfortunately I find that somewhat tedious and time-consuming. So for me the most boring part is trying to make the media I need and getting it to work the way I want.

I'm not a real programmer but I play one with DBPro!

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