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Proper timing...? 
 PostTue Jan 05, 2010 3:17 pm
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Ok, so I'm working on a game right now, and I was wondering at what time I should start asking for feedback.

I just finished the whole 'design' area, and now am working on intro and maps.

Is this a good time to start posting stuff about it, or should I wait for later?

(Although, I realize that the start of this thread is, in fact, posting stuff about it. Kamina )
Liquid Metal King Slime
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 PostTue Jan 05, 2010 3:58 pm
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If posting stuff helps motivate you to work on it more, then posting now is definitely a good idea... but if posting stuff distracts you from working on it, then posting now is probably a bad idea.
 
 PostTue Jan 05, 2010 6:48 pm
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So, it's perfectly fine to post about stuff when I've only just started?

Just checking, cuz I've heard otherwise elsewhere... Mad
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 PostTue Jan 05, 2010 8:47 pm
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I've become very enamored with the phrase "Pics or it didn't happen". You should definately post some screens of your work, even if they're not very detailed. Besides, you may decide to make some changes to your game based on the feedback you get - and that might just make you a better game designer. Take everything with a grain of salt though - don't worry about too much negative feedback, and at the same time don't let too much praise get to you. I'm still learning stuff all the time.
To friends long gone, and those I've yet to meet - thank you.
Liquid Metal Slime
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 PostTue Jan 05, 2010 9:13 pm
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Quote:
So, it's perfectly fine to post about stuff when I've only just started?

Just checking, cuz I've heard otherwise elsewhere..


I'm under the impression that help, feedback, etc. is valuable regardless of the stage of development you're in. Likewise, to refrain from posting because of an "etiquette" issue really shouldn't apply here. If you need help or advice, there really isn't a wrong time to ask it. If you need validation, you should at least have a working idea about what you want, otherwise no one can help you there.

Just going by my own forum tastes, I don't enjoy reading about vague, starry-eyed descriptions of cliched games. All too often new users will post about a game they plan to start, talk about how they want to start it, and then never start it. Most of the time these stories mimic something we've already played. If you want to post in this manner, you're welcome to--it is acceptable--but I for one won't have anything to add to the conversation, or any reason to look forward to the game. It's better to discuss with a screenshot (gives us something to feed off of), filter gameplay ideas you'd like to try (while opening up a discussion for other tricks that maybe you haven't thought about), and avoid being vague. This will do a better job of getting people interested.

Another thing to consider: If you do start working on a game, log your progress in a design journal as you go. Set weekly goals. Try your best to make those goals. If you need the extra motivation, update the journal right here in this forum. There are plenty examples of the design journal on this site (which many authors have been neglecting lately, I've noticed--hint hint, slackers), so it shouldn't be too difficult to fall right in and start one. But this is quite honestly what keeps me working on my games, so if you're worried about dropping an idea midgame to start something else, this might at least help deter that. You'll also find that the satisfaction of seeing great progress logged each day/week will motivate you to keep going. If you're serious about it, this does work.
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 PostWed Jan 06, 2010 3:24 pm
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Wow, Pepsi Ranger. That's all I can say right now. Wow. I am totally going to do that. Wait for the new thread. Thanks, guys! These are some really cool ideas. I particularly like the journal idea. Wow. Thanks!
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