When you are working on your game, do you guys change your rules constantly while working on your game? I've found a lot of things I wanted to put in my game are too hard have to get rid of them. Is that considered unprofesional?
(I don't know if i should be talking, lol) I think it may seem somewhat "unprofessional" but as long as it runs good and is fun, thats all that matters.
..no it isn't. It can't be THAT hard to put these "too hard" things into your game, just look for tutorials, articles, and never give up.
Most commercial games how ever, go through months of planning with alot of people, alot of concept art, alot of editing, before the design phrase is even thought of being taken to the PC, so most profesional games do end the way they were planned, but the original idea how ever, can & 99.9% chances are will be changed when being planned ahead of time. But for most indie developers such as ourselfs though, who dont do months of planning, & most times improvise from 1 idea the entire time we are designing a game, changing the original idea while actually designing the game as we go, is compeltly normal, though not 100% completly profesional, but what is profesional when it comes to game design? Everyone makes games differently, so no idea can be concidered full proof & completly profesional, just so long as the final project is good.
It's no problem if you have to scrap ideas if you think they're too hard. It shows you that you're not capable of something, and that you must work on that part
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
25th June, 2005 at 10:10:03 -
Professional products are more likely to be different from the initial plans because of technical or financial restraints. Peter Molyneux for instance is most adept at setting out to make the best game ever in the whole wide universe and returning with a slightly above-par RPG. I think it'd be unusual for a proper game to veer from the plans as it is made because of whimsy... unless you have a little kid like Molyneux in the director's chair.
As for clicking, adding new stuff and having new ideas is all part of the fun. Unprofessional sure, but who are we kidding, 99% of this community is unprofessional.
The problem with spending more time here is that you don't work on your game as much, and that means that your projects take a lot longer to finish, if they're ever completed.
i always start my projects with something like "an epic RPG with tons of weapons and at least 500 levels and bosses" in mind, and after a few months i have an active object trying to imitate human behaviour, failing miserably, and a go-kart racing course, a few skeletons and a spaceship, AND I'M FRICKKIN PRO!!!