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Socoder -> Concept/Design -> now what?

Wed, 10 Nov 2010, 06:38
waroffice
Right chaps,

I have completed the map details so it can move around and change screens, I need inspiring or challenging even into the next phase. The problem is im not sure what i should tackle next, my options are.

    Phase 2 Options
  • NPCs
  • AI/Combat
  • inventory/items
  • visual effects like particles
  • something else


Wed, 10 Nov 2010, 07:18
JL235
Until you can play it, all you have is a bunch of files sitting on your disk. So I would do whatever will get your game playable in the least amount of time.

Three of those (NPCs, AI/Combat and inventory) sound like core features; the other two don't. So I would do one of those core features first.

But you can probably live without an inventory for a while; that leaves just two. Of those I vote combat. I don't know what sort of RPG your producing, but in some the NPCs are just there as almost just a backdrop and so are clearly less important then the combat.

If however they are crucial to your game then it'll still be a while before you can truly use them since your still building the engine and tools. Implementing features that don't get seen/used for a while is usually disheartening.
Wed, 10 Nov 2010, 07:33
Jayenkai
I usually leave Particles until last, then I get all ticked off that I have to flick through the whole game adding particles to everything, and usually give up doing it..

.. I'd probably aim to do that much earlier.
..
But I never do...!

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