Start doing game Chen Hao

xiaoxiao2021-03-06  13

Your ideal game Every player seems to be a dream in a dream. So, let's talk about the concept of games. You should know that the works that eventually knock on the gate of the game are brainstorming. In this article, we will talk about how to organize ideas in the mind into a through, realistic design. We must explore the situation and potential shortcomings that you may encounter in your conception. Let's get started ... Creative from creative creative from anywhere. You can get from other games, or your dreams, or TV programs, or movies, or your friends and acquaintances, even those who have just met from newsgroups or chat rooms, from them. In order to be a ambitious designer or programmer, you'd better have a pen and paper around you, and record them when creative germination. Many professional designers always take notebooks around. Although most ideas may not be novel, at least worth trying to show their original look in your game. There are already too many "I also like this" in the market, and I don't want your creativity to become a simple replica. If you work for a game team, you can get an unique insight through free discussion. This approach is often adopted by a professional team and runs throughout the development process. The initial idea comes from all players sit together for new games. Each new idea that is introduced into the team will try and determine after discussing, and it is good to determine whether it is still good or not. Finally, the team will choose the best suggestions that sounds to R & D. If you intend to talk about free discussions, it is best to set up a strong leader to control things on the track. If there is no leader who can make a ruling, then these ideas will become unnecessary quarrels, then they are nothing. Once the creative is adopted by the team, it is necessary to enrich the details. Use unique technology throughout the development process to solve a wide variety of problems and find the reason. Can you do it, whether it is for beginners or someone who has experienced people, and the ideal is the biggest negligence. Don't go to plan ideas that are not impossible or far beyond the production strength. This incorrect or occasionally occasionally occurs in all level developers, this is a very common thing. So let's see how to avoid this happening. Too many ideals are probably the most common mistakes in the game design. Many commercial games will have to cut off some design from the original solution due to the limitations of the production time. There are many cases, and the project is very large when the project is started, and it is very simple after being cut. How to avoid this mistake? Hey, as a beginner, it is best to make your design short and simple. Don't try to fell out of your huge dreams in your mind. If you really do this, it is likely to be hit because of insufficient experience, this will make you lose confidence. Do it at the beginning, simple, let things don't spend too much strength. Doing so you may not get a lot of experience, but you can build your own confidence. This is also a good suggestion that makes you spend too much time and energy at the beginning. There is also something that needs to be avoided, that is, there are too many content when designing a game. Many beginners have a heavy environment for everything, but there are many unnecessary designs. If you want to complete such a game, it takes too long time and a huge production team. Work hard to keep your design within the category you can implement. Another common mistake of unrealuble is too high to estimate its own technical strength. In many ways, mainstream technology has many restrictions. Especially in a three-dimensional game based on triangular technology. For example: Although the three-dimensional model can be very close to the life of life, or the high detail scene, you may have no way to achieve them in real-time three-dimensional games. These triangular calculations will be very consumed by resources so that the three-dimensional engine crashes. When doing real-time three-dimensional game, you need to make decisions on many difficult things. You have to be familiar with the technical restrictions of the selected engine, only this may implement a very difficult design. Even if you make your own three-dimensional engine will be restricted in the mainstream technology field. Experience will have a great help in achieving things you decide. Moreover, the simple design is to obtain experience is the best starting method.

Once you feel that you have an executable game design, the final test of its feasibility will be achieved by doing a conceptual verification. Will use a unit to explain what is "concept verification". The last universal error of the exceeding the ability is that there is an attempt to complete something but not prepared. First, you have to exercise your skills in a short, simple project. No professional game developers start from world-class games. Don't think that Id Software started by Wolfenstein 3D, their first work is a simple reel game similar to Commander Keen. It is like other things worthy of efforts, you can't start too high. To make your dreams become an excellent work, you need to constantly make small projects, and then make them complex. In the end, your skill will be hone to a hierarchy that can make charming games. This requires your patience and drilling. The Roman city is not completed in one day, nor is it built by great game developers. Write down once a meticulous idea, you should write it on the paper. In the field of professional game designers, this document is called the plan. Most commercial game projects have their own plan. These documents take the role of the map during development, and can help you concentrate on design. The policy contains all details to describe your game plan. It can be long or short, or contain some details you are eager to describe. Writing these documents is no standard format. If you want the publisher to buy your game, then in the planning case, you will contain the following contents. The following list is the case-in-the-casement: 1) Overview of the game 2) Game background story 3) Description of the role or unit unit 4) Description Game 5) Picture Model 6) Describe the level of the game 7) Target Market Machine Configuration (Basic System Requirements) 8) Game Style, Type, Visual Feel 9) Description Game Features 10) Description Game AI Control If you plan to make the publisher to accept your design, perhaps The following items: 11) Members of the production team and its skills 12) Demand list of development tools 13) Project engineering development schedule 14) Daily expenditure Budget (also: office space, salary, equipment, etc. Wait) 15) The symptom of game features (commercial selling points) Join you in your plan, it is necessary to guide the details of the development. Most game developers insist on writing a development log. If you want to make a high quality game, then these are very good suggestions. Concept verification may have some obstacles on the road that your game is implemented. I'm a verification refers to the most basic model in your game. What you have verified to verify your game, and verify that it is interesting like that you want. This is a severe test for your design. If you intend to sell the game to the publisher, then you will be helpful to you. Your model should include a small one or more playable demonstrations. These demonstrations are to demonstrate the principles of the main gameplay, and any expertise or effects of any specialized technology for your design. It can be incomplete, but must work normally in important aspects. Very important, if your game features new technology, you must prove that they can be implemented. This is very important in especially when you manage the publisher to invest in your development. Before you start your day, you must clear all the things you start from the technical perspective. The game project found an important feature in the next six months, which is not optimistic. Independent producers or teams earlier, game development can be done by one person or two people. Today's game development requires a complete development team. why? Basically because the total content of commercial development is far exceeding one person's ability. Making a successful business three-dimensional game, needing art, building a modest designer, a musician, a game designer, of course, and programmers today. Let us discuss these situations and what method is suitable for you.

How can an independent producer be able to complete a good game independently? First, you should take programmers and designers. You have to have these skills to make you develop independently. So let us assume that you already have these skills. How do you do it below? Use an existing engine to replace the engine you need to create, so that those who write code are omitted. As an outstanding programmer, you must have the ability to cope with such engines. There are many game structure on the Internet, you can check them through the searcher. For example, the game resources in Quake II, SHOGO, SIN, and Blood II are available. Although you can't use these code directly in your program, you can use them as a reference when you write code. Of course, these games may be not the same type you want, but all engines are similar to the functional structure. In order to complete the art part, you need texture and model. Online can be downloaded to many free such resources. In the worst case, you can pack these work to the form of our enthusiasm in the form of contract. There are also many places to purchase directly into the texture and model. In order to complete the sound part, you need the background music and sound. There are many tools to generate music, giving those people who have no ability to make music, these tools are like a band in the box. There are many places you can buy a record music and sound effects, use them in a product that is not used. The last way, you can sign up with enthusiastic musicians to complete these music and sound. Finally, let's take a look at the level design. The level design is a mature process, which means it is not very difficult, but you need to practice for a long time to master it. Now most game engines are related to the card editor, you can use them to practice levels. Let the level you have made better are the way you master the level of the level. Many online sites are designed on the site, which can be used as your reference. Then, with a large number of work and some creative alternatives, independent producers can make beautiful and decent games. In addition to independent production, there are other ways to form a team. Players may be friends or acquaintances, they have talents in a particular field of game making. If you intend to establish a team, it is best to specify a person to specifically be responsible for decision-making and project control. If you don't have a strong captain, then your project will easily fail because of lack of orientation. Because there is an emergence of the Internet, there is another way to form a network virtual community. That is to say, your team may be scattered in various corners of the world, but they can keep contact via the Internet. If you use this approach, you will choose a team member, because this work is often failed because of personnel problems. Finally, if you can pay salary for the player will be the most optimistic. Although many initial stages cannot be supported by salaries, if you have enough capital, you should attract more talented and enjoyable partners. If you can't pay immediately, you must at least distribute profits fairly after the game is released. This makes it better to raise funds and let the project grow forward. good luck!

转载请注明原文地址:https://www.9cbs.com/read-47739.html

New Post(0)