THE DMG GUIDE TO MAKING A GAME FOR THE FIRST TIME

THE DMG GUIDE TO
MAKING A GAME
FOR THE FIRST
TIME
OR: CECILY’S UNSOLICITED ADVICE
YOU CAN MAKE A
GAME
•Even if you’ve never made one before
•Even if you don’t know how to code
•Even if you can’t draw
WHAT TO ASK
YOURSELF
•What kind of games am I interested in?
•What technical resources are available to
me?
•What are my existing skills? Writing,
illustration, music, 3D modelling,
programming, design?
•What skills do I want to learn?
A NOTE ON CODING
•It’s not the only skill that matters. Games
need artists, writers, designers, composers,
and musicians too.
•Best benefit/time ratio will come from
understanding logic flow concepts rather
than “coding”
PROGRAMMING
CONCEPTS TO
LEARN
•Variables
•If/else statements
•Boolean logic
•Loops
SOME TOOLS TO
TRY
TOOLS THAT DO
ONE THING
•Twine (interactive fiction)
•RPG Maker (RPGs)
•Adventure Game Studio
•Ren’Py (visual novels)
•Inform 7 (text adventures)
TOOLS THAT DO
MANY THINGS
•GameSalad
•GameMaker
•Stencyl
•Construct 2
•Unity
THE ESSENTIAL
TRADEOFF:
FAST AND EASY VS.
FLEXIBLE AND
POWERFUL
GETTING THINGS
DONE
THE FUN PART
•Plotting the narrative
•Designing and planning
•Drawing and animating
•Writing the dialogue
THE LESS-FUN PART
•Integration and testing
•Project management and organization
•Bug fixing and resolving technical
difficulties
ASK YOURSELF:
•What is the simplest possible version of
my game?
•If I get short on time, what can be safely
cut?
YOU MIGHT BE
TEMPTED TO...
•do all the design and planning THEN
•do all the art and writing THEN
•cram the whole thing into your tool of
choice and do the programming THEN
•test and debug
A BETTER WAY
•As much as possible, move in a spiral
rather than a line.
•Build something SIMPLE first, make it
playable and test it
•Then iterate to add complexity and fill in
blanks
TO PREVENT NASTY
SURPRISES...
•Start somewhere comfortable, but put a
limit on how long you stay there
•Get familiar with your technology as early
in the process as possible
•Placeholders are your friend
•Try to finish a complete cycle before diving
deeply into your “fun part”
PITFALLS
THE “MAGNUM
OPUS” TRAP
WARNING SIGNS
•“I’ve had this idea for years…”
•“If the game doesn’t have [x] then I don’t
want to do it anymore”
•You have an enormous folder of concept
art but no demo
THE “CHOKE” TRAP
WARNING SIGNS
•You get hung up on choosing the
perfect tools/engine
•“I’ll start building it as soon as I figure
out this one thing…”
•You’re reluctant to talk about your
project or show it to anyone
•You have a beautiful title screen but no
demo
THE “FEATURE
CREEP” TRAP
WARNING SIGNS
•Your core gameplay isn’t working yet
but you’re already thinking about adding
additional modes/moves/weapons/etc.
•You don’t have a clear idea of your
“simplest possible game”
•When random people say “hey, you
should add [thing] to your game!” you
wonder if you should start over
THE “I’LL JUST
START OVER” TRAP
REMEMBER:
Your first few games will probably be:
•small
•buggy
•not quite what you imagined
THAT IS OKAY! IN FACT, IT IS
ENCOURAGED!
YOU ARE WAY MORE LIKELY TO
MAKE THE GAME OF YOUR
DREAMS
IF YOU MAKE A BUNCH OF
TERRIBLE GAMES FIRST
ASK FOR HELP
Dames Making Games
@DMGToronto
http://dmg.to
Cecily Carver
@cecilycarver
[email protected]