StormWorksWeb & Game Design

Devlog #1 – Game Design Brainstorm

April 27, 2016 6:06 pm Published by

I’ve been dabbling in Unity on and off for about a year now, doing tutorials and then leaving it just long enough to forget absolutely everything I ever knew. I have resolved myself to finally seeing a complete game through to completion and I have until December to do it. The first couple of posts will cover the initial stages of my game design, prototyping and eventually (hopefully) to a finished product.

Creating a feasible game design

It’s easy to start with a grand vision of magnificence, you’re going to make an online role-playing game with infinite player choice and a myriad of interesting monsters to fight. Take it from me and many others, put this dream game on the side and concentrate on getting something, anything complete. Be honest about your abilities when coming up with a design document and consider these points:

  • Your coding skill level

  • The amount of spare time you have each day to work on your game

  • How are you going to get art and game assets?

  • Similarly, sound is one of the most important aspects of a game, how are you going to get audio?

There’s a lot of different skills involved in game creation and it’s important to know your limits. I, for example, have never had any experience in making music or any sound editing program and my c# is very basic. Therefore my focus will be on the look and feel starting with a relatively straightforward game design.

Game Idea No.1

I’ve decided to go for a strategy game, turn based to keep it as simple as possible. I’ve always liked the look of board-game style games and it should be relatively straightforward, with a focus on art style. There will be a hex grid for the map, divided into a number of different Land types, from plains to mountain. Like this:

map

The game will play out like risk, with a set number of units on each side and the goal is to defeat the opposing team. There’s a little more to it than that, but it’s the basic gist. Next is to actually get something up on the screen.

First things first – Do something visible

The best way to figure out if your idea for a game actually works is to make a simple playable version of it, a prototype that will show you if your design will actually be fun to play. That’s what I’m going to do over the next week or so, starting with blank filled hexagons and circles representing the units.

Tomorrow I’m going to be getting a 10×10 hexagon grid representing the map on the screen as well as setting basic colours to represent the different land types.

Leave a Reply

Your email address will not be published.