There are no good toturials on planning

Posted by Hvatnajokl on March 5, 2007, 11:29 a.m.

Hi, and thanks for responding to my blog regarding unfinished games.

I would like to continue with another subject quite related.

As you know gamemaker forums are filled with great toturials on doing specific things. Like "How to make a turret and trajectory" or "How to jump through platforms". There are even a couple of great toturials on how to get started with GML. By the way the one that helped me most when starting with GML was not a Toturial at all, it was a translation of drag and drop to GML. Pure genious if you want to go GML, use that document and make a GML remake of a game you have already made in D & D. When talking about this I guess I can't leave out the Gamemaker help file which is really helpful.

Anyhow, so we have four types of help avalible.

1.Game Maker helpfile

2.Specific Touturials

3.Programming guides

4.D&D to GML translations

This is all great but what I really need is planning help, getting a game across the finishline is higly dependent on planning. Do you like me sometimes find yourself trying things out, little here and a little there getting it to work but loosing track of the project as a whole in the process?

When I refer to planning I meen two things, project planning. Project planning for me is the scope of the game, the overall plot, the engine e.g.

But there is also another type of planning, For example if Im going to make a cutscene how do I plan it? And how do I plan it in relation to the rest of my game? How can I reuse the work on my cutscene if I make another one later in the game, instead of getting a caos of sprites, code, timelines and animation before my game has even begun.

I dont know about you guys but in my opinion there is not enough good toturials on planning here or at gamaker forums.

Please prove me wrong by posting tips on great toturials on planning or express your opinions in the matter.

Regards

hvatnajokl

Comments

Jaythediv 17 years, 1 month ago

I really can't help you here mate, sorry, but I suffer from the same problems. I've started so many games with ideas that seem great to begin with, but I always do a little bit, then lose interest.

Planning a game is an important, though so often overlooked, part of creating a game (or anything else for that matter).

If anyone is good at that sort of thing, if they could create some kind of tutorial, i'm sure it would be of great benefit to a lot of people.

marbs 17 years, 1 month ago

I think most people here would like a tutorial on how to finish making a game. Espically me.

sk8m8trix 17 years, 1 month ago

game maker help file pwns with everything simple, more complex things your screwed…

KaBob799 17 years, 1 month ago

The real problem with having a planning tutuorial is theresso many different ays people plan. Plus theres usually one your really good at and the rest justdont work as good.

Nathan 17 years, 1 month ago

The only time I've ever finished a "large" project was when I drew the whole game out on paper before hand. It was about 30 A4 pieces of paper. Once I had done that, when I was actually making the game, Whenever I thought "What should I do now" I could just look at those papers and find something, instead of spending time thinking up new ideas as I was making the game, not finding any straight away, and losing interest in the project.

So yes, it really does help I think.