So you’ve decided to drop yourself into the world of game development, have assembled a team of mighty warriors to tackle all the big issues and are ready to create the next best game in the industry… trumping Wow, Guild Wars… (you get the point). You’ve chopped up all your brainstorming and assembled some really keen concepts for a storyline and you’re prepared. But amongst all the programming, the smoothness concepts, the dungeons, and the missions — what are truly the most important tasks of your game that will determine whether someone enjoys themself? Read on, and allow me to share with you what I think SA GAMING.
When we do decide to take that drop into the development of a new game, there are five things you should consider very carefully, and pay a great deal of attention to. There are probably more of these that will hinder or help you along your way, and your ordering may be different than quarry, but these are what Which i hold to be the most important. Over the next week we will reveal each aspects, and at the end of the week culminate with the complete article. For today we’ll begin at the summit, with number 5.
When crafting your game, there is no better inspiration for features and activities, missions and dungeons, than your very own highly developed and custom tailored storyline. Some may balk at this statement, claiming that storyline is easily overshadowed and un-necessary when you have intense graphics that make your arms tingle, or when you have combat so intense that you’re literally ducking out of the way from behind your monitor. While these things definitely contribute to an awesome game, and can lead to several excitement (in fact, they’re on the list too! ), they cannot replace with a lack of storyline. One thing many players crave whether consciously or not, is a strong storyline that leads them into caring about the game — it entices you — and forces you to feel just as if your wildest dreams may in fact be possible in this environment. Storyline can be simple and to the point while being so faultlessly done that it serves as the crux of the entire game (EVE Online: We’re flying through space, ruining people out of the sky… ) and at the same time being so rich and deep with lore (the complexities in lore and story surrounding EVE is so great that it entangles even the most basic lines and inventory items) that it compels players to write their own histories.
Not only does storyline help players become engaged with all that you’ve slaved over and worked for, but it helps you the developer along the way. If you’ve been smart, and from the beginning dreamed up an intoxicatingly deep history of your game setting, it will constantly serve you throughout development. It will provide clues into what features want to be a part of the game, what doesn’t need to be included, and what does or doesn’t fit. An architecture professor of quarry once said, when referring to the site analysis element of architecture that we might find out a great deal about that which you be building on the building site by simply visiting the situation, and “envisioning the cannot be seen building that wants to be built”. This is true in architecture, and it is especially true in game development and musing up your storyline/game setting.
Storyline may be important, but is it more important compared to a snazzy game setting so rich and vibrant that your tempted to stay forever? Well, maybe — just as long as your 3d representation isn’t bogged down by hundreds of thousands of nasty polygons or quads. Why in the world is Artwork important, anyway?
I’ve heard many, many times that the artwork/3d models/characters found in your game won’t make or break things. I agree with this in that you won’t make or break the entire game, but artwork and professional looking/feeling models definitely help you along the way. Think of any movie you’ve seen recently where the sets were absolutely incredible and stunning — one such example (although not necessarily as “recent”) are the Lord of the Rings movies. Throughout the entire set of movies, rich and diverse settings are are around every corner, and help the immersion factor like you wouldn’t believe. Would the movie have been “broken” by less awe-inspiring scenes? Not really, because in the case of The lord of the Rings, there were a lot of other incredible aspects. Did the awe-inspiring scenes make the movie just that much better, and give it just that much *more* to drool over? Yes, Definitely. The same kind of effect can be seen in the game industry. I play games that have incredible graphics (EVE Online) and other that don’t (Dark Ages). I am however, enslaved by both of these games for different reasons, but you can bet that the stunning environment in EVE certainly helps to stimulate its large player base.
Additionally, your artwork can seriously effect the insides of your game. Many developers over look an incredibly important aspect of their 3d models — poly count… That’s to say, the number of triangles (or *shiver* quads) your game has. Many of the free 3d models you may find on the internet are gorgeous, but are so incredibly detailed that using them in a computer, real-time environment would not be wise because you are typically trying to appeal to as many systems as possible. Console systems have the luxury of (for the most part) assuming that everyone’s running on an even playing field. Those of us developing games strictly for the computer don’t have this luxury. Suffice it to say, it’s important to find quality, low poly game content, and there’s certainly enough than me out there that there’s no excuse for you to be shoving your game full of characters that are in the 10, 000 poly range (many online companies limit their virtual representations of personnel, or characters, to around 2500-5000 polys).
Reduced your poly count on your 3d models, the smoother your environment is going to run on the widest choice of computers… usually. One thing to note throughout this entire process is how your engine handles polygons, and to find out what the ideal poly range is that you want to have for characters and scenery. In most cases higher character polys are more acceptable, with scenery (buildings, woods, etc) being lower in poly. Another engine specific feature to note is whether or not the engine supports Level of Detail (LOD). LOD for those who may not know is a system where the engine uses very low poly versions of a model if the player is a distance, swapping the model in and out for high quality versions the deeper you get to it. As far as I know, almost every engine out there supports LOD, but some like Active Planets do not.
Down the road we go with Number 3: Music! Some may say (and argue) that music for an online game should be included into the family of “Artwork” — while this may be true depending on how you view it, music in a game is incredibly important *aside* from your 3d models and 3d characters and so it receives its very own spot.