Hi Gamedev! My question is: when you want to test if a game idea you have has potential, what do you do? Where do you begin? Thank you!
I would start at the beginning - by prototyping the core gameplay. Open up Unreal, Unity, GameMaker, RPG Maker, or whatever tools, and start building simplified versions of the core gameplay systems. What kind of activities will the player be doing from moment to moment? Minute to minute? Core gameplay mechanics are the activities that the player must perform in order to reach any secondary or tertiary objectives, like leveling up or advancing the story. They’re the foundation upon which the rest of the game is built. In this sort of situation, I would try to build out each of these core mechanics as quickly as I can and see how it feels to play with it.
Maybe I want a free-form combat system. What does that mean to me? How can I approximate it? What is the smallest possible prototype I can build to illustrate this? Maybe I decide that free-form combat means a brawler-style combo system that lets me choose which attacks to perform and have additional attacks open up as part of the combo. The result might be a combat tree-like structure, like this:
Maybe I can approximate this by setting up a single bad guy to play some basic hit reactions and a player character with a light attack and a heavy attack, and I build a combat state machine using some free animations and assets from the Unreal marketplace to map out my combo trees. Then I can try it and see how it feels. Is it fun? Why or why not? What needs to happen to make it fun? Maybe I want more input options at each branch point. Maybe I want more combo tree depth. I can try making adjustments and seeing if it is more fun. But whatever is there should be engaging at the prototype level. If it isn’t fun at the most fundamental level, adding complexity to it probably won’t make it cross that threshold to fun.
I then repeat this process for each of the core gameplay elements for the game idea. Maybe I want a skill system that lets the player choose how they approach the game. How many different skills do I need in order to prove that giving the player these choices will play sufficiently differently? What will each of these skills do? How will I test whether they feel different? Let’s build it and see how it feels. Maybe I want a combo bonus system that gives me great gameplay bonuses for maintaining a high combo count. How big is the combo window? What kind of bonuses do we give the player? Let’s build it and see how it feels. And so on and so forth. Once all of the core gameplay is prototyped, I can start integrating into one whole to see how all of the core mechanics interact with each other. Is the overall experience fun? Do these mechanics feel like they belong together? Is this game idea still worth pursuing?
I can’t count the number of gamers who don’t understand the difference between an idea for a story and an idea for a game. They often come to me with this elaborate idea about this world, these characters, this setting, and so on and tell me it would make a great game, and then I ask them what the player actually does along the way and they have a totally blank look in their eyes. A story has characters, a setting, a structure, a beginning, middle, and end. A story does not necessarily have gameplay mechanics or engaging activities for a player to perform. Without interesting and engaging core gameplay, even an absolutely amazing story won’t hold the player’s attention. It’s probably better off as a movie, book, or television series. A game idea has to have a solid and engaging core gameplay loop, and that means the core gameplay mechanics have to be fun and engaging on their own and when put together. Build a prototype that proves out these core gameplay mechanics and you’ll have the beginnings of a real game.
The FANTa Project is currently on hiatus while I am crunching at work too busy.
[What is the FANTa project?] [Git the FANTa Project]
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