What inspires me?
My own insanity, classic games, cool clicking games...There are so many places where one could get inspiration for a game.
As for making it good?
Making a good game takes planning. I draw the levels out on graph paper (or any paper), and if I don't have any paper, I'll plan out levels on the skin of innocent doggies. I think that drawing what the baddies and the main character look like also helps. I also need an unlimited supply of Sugary snacks to keep me energized.
I like to pressure myself to finish a game. But if I have a melt down, I blame it on the rabbit. Oooh that rabbit.
When I get bored, I draw, write or play video games until my eyes start to burn.
I wouldn't say my games are 'great,' but I think I am getting better.
Fine Garbage since 2003.
-Paying off a massive amount of debt in college loans.
-Working in television.
I find getting back to the basics, ie working on a game for the KNP comp, makes me consider how I worked on games in my 'prime'...well most productive maybe not my best work ...which was using KNP itself 9 years ago.
Anyway, so a few words from Muggus are as follows that kept me through those times...
- Know where your heading. Set yourself some kind of goal or a criteria of what your game must have. Say you want to have 10 weapons, 20 levels and you want an awesome Ai...there's your checklist, but that's not it...it's enough to write a bloody list, but to complete them I find it's important to take a systematic approach of sorts.
For the example I mentioned up above it's best off to try tackle the big problems first...the Ai...take things one step at a time.
As far as coding goes for more complicated things like custom movement engines and Ai you start with the most basic engine and TEST IMPROVE AND TEST AGAIN!!! Until you have it work how you want it to. You should be your harshest critic! You have to able to play your game and be proud of what you have made...otherwise why would someone else like it if you don't.
So yeah...know where your going. Make all of the complicated, time consuming stuff...graphics, engines etc... first then get on with it. And have some kinda idea of where your game is going. Sure, you could make an entire game on improvisation, but there are limits...especially if you have some kind of storyline.
Anyway...that's mainly just common sense, but yeah, I found it helps to Klik with a bit of common sense.