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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1445801051565.jpg (77.37 KB, 750x1120, 75:112, AN00396032_001_l.jpg)

d45ad7 No.23357

Hi /agdg/, I'd really like to make a Paper Mario/Mario & Luigi style RPG with turn-based combat that has real-time elements.

I'm planning to use Gamemaker. I've learned the basics of programming, and I have made a few simple clone games to practice (pong, simple platformer, flappy bird, breakout).

The issue is this: I sat down and started planing out in my notebook just how many different interlocking systems I need to create, and I feel quite overwhelmed. Do any of you have any resources on overall program design/management? I feel like I'm jumping in at the deep end and I'm unsure where to begin. Obviously, you eat an elephant one bite at a time, but I need a few guideposts as to what to do to keep my project organized.

Thanks!

65a003 No.23359

I don't think traditional program design applies to gamedev. Games have no specs or requirements, they're designed top-down. Start with a concept, split it into smaller systems (e.g. overworld, combat), then split systems into subsystems, etc. Prototype things as soon as possible and don't spend a lot of time on planning everything in detail. What sounds good on paper might be actually unplayable. To avoid feature creep come up with deadlines and commit to them (at some point drop features you had no time to implement to avoid indefinitely stalling the development).

In other words, JLMG.

Also use some sort of vcs and issue tracker.


d45ad7 No.23362

>>23359

Okay, good advice. That's pretty much what I was doing already. I guess I'll begin with the combat system. Thank you!




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