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What kind of hardships im gonna meet in developing...

| Hi ,fellows.I am now working at a project -postapocalyptic game.
Im intrested in hard parts of code of this thype of game.And these are gameplay features-I need inventory ,home system,Large map,health ,hunger.And by home system i mean all ventures to the game world starts from home location -i dont need Fallout 4 stuff.And it is 2d metrodivania i guess.Same as rain world. So what fo you think programmers ,can you point to hardest code parts of it?


| The hardest part is to actually start realizing the idea, heh.

I'd say those are all doable within reason. If you're a one-man team, then you'd obviously suffer at sprinkling details into the world, as making a large map with precise detail is *hard*.

Inventory, stats, home system — all of those things can be done quite easily. Depending on your experience these might be the very first things you'd want to tackle (1/2).


| If you're also planning on making an open world type of game, another thing you should consider if how the player will play the game.

The problem isn't how 'hard' it is to 'code' these. It's how you can impose certain limits to the player whilst keeping the game feel 'open' (2/2)


| (okay, a 3/2)
But seeing on your description here, "Metroidvania", it may be closer to a platforming game? If that's the case then you shouldn't worry much about details and player controls and focus more on stage-building instead.

None of these are 'hard' to code, like I've said earlier. With enough time, patience, and experience, all should be well.


| Well actually i am not alone ,im more like man that has concept and wants to know is it doable or not .Im not the programmer .But i dont want to make programmer suffer .so i try to make concept that suitable for code.



| >>117480
Well, hot dang. Could've said that beforehand. If you only have the concept, talk it out with your developers in board. As long as they're willing to put up with the ideas and is in generally same vision as you are, it's all doable.

You can pass them the notes I have given above if you think they (the developers) needed them.


| If you don't want to make them 'suffer', you can ease them out by splitting them into smaller bits of projects.

What's your role in the team apart from being the one that writes down ideas? If you have a managing/supervising role over the programmers/devs, then you can split over the ideas and do the tasks you think are easily the most doable. I'm not manager myself, so I don't have a big picture how project managers usually handle these.


| Well it just me and couple of my friends doing stuff at my garage figurativly speaking.ACtually thanks for advise.it's gonna help a lot.


| >>117506
Ah. That cleared up some things. Is any of your friends experienced in the game development scheme? If not, then it would be a great time to learn about them with your friends as well.

Even if you don't plan on programming the game yourself, it'd be good to know what the programmers will go through – even if it's only a little bit – so you'll know what you can consider 'hard' and 'doable' before pushing the task up to the programmers.


| Start small. Prototype a lot. Fail faster. Don't rely on the big picture right away. See if you can make the small parts work first.

And keep your team up to date. Good luck on the game op


| >>117804 thanks. We are developing android app. I think we gonna do that for 1 year. Well, I think I'm gonna write dev log here.


| >>117459
Also, if you want to make something with a preexisting engine, think about using assets as placeholders, or others.
As some musician once said in a song:
>TALENT IS AN ASSET.


| Purple you're real helpful.

Total number of posts: 13, last modified on: Wed Jan 1 00:00:00 1516427834

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