Play the game in your head before you code a single line. You must imagine every detail: gameplay, flow, visual style, UI, etc. ↳ The clearer your vision, the smoother the development. ↳ If you can't picture it distinctly, development will be chaotic. Because every new game starts in your head, in your imagination. So push it to the limits before spending any resources on development.
The realistic nature of the beast right now is that even if you make a great game, chances are you won't secure the funding needed to carry the game out of a vertical slice phase. There's more to it than making a great game, which is honestly a terrible thing to say. Your advice is good, but should show more of a trajectory leading to success. Make a game that's good, that also has appeal to not only an audience, but also a publisher if you're going that route for funding.
Then immediately sit down and prototype your hook. Because it might play great in your head but in the real world you could discover it's just not fun.
That's plain nonsense. One should "play" the CORE mechanics of the game, and implement it in the form of a PoC as soon as possible w/o any specific detail. THEN you can refine and invest in every detail. Unless you are Kojima, of course. :>
if you can picture your idea fully formed in your head, someones already done it prior for you to be able to understand it and imagine it fully formed.
clearly this guy has no idea.What a dumb advise.Its like just picture getting fit without stepping inside of the gym 😂 you just have to start thats all
That's pretty much the opposite of what anyone should do ;)
Beyond just mechanics and visuals, it's about crafting an immersive world that resonates with players. By pushing the limits of imagination upfront, developers unlock the potential for groundbreaking experiences and streamlined production.
I wouldn't do that. Experimenting with a prototype will make you progress faster imo
💪🏻.. I did this a lot with the gameplay of any new idea videogame. I repeat the scene every day in my mind. If after 1 week the gameplay seems good and funny in my mind, I start to design the structure and after that, the development
I help studios make multiplayer games right | 11+ yrs gamedev (multiplayer) | #JustDevIt | Senior Software Engineer @ Unity
1moIs this a guide on "how to never get started?" You don't need the full picture from day 1. Games evolve thanks to user feedback. Get a prototype running, instead of thinking about it for ages.