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- Oct 12, 2011
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Part I - Opening
Part II - Getting started
Many of us have a big dream of our own game that we want to realize someday. But also sometimes, we are inspired from another great game that we want to replicate it into Warcraft III version. Don't get it wrong, but having dream is not enough. Don't be too hurried to start something big. You have to know that your spirit, effort, and dream are not enough.
This tutorial is made to guide you how to successfully develop any map with lower chance of failing. This tutorial will show you how to manage your project so that you will have lower chance to fail. This tutorial will show you how to work on your project step by step until you finish your project and realize your dream. But first you need to follow the tutorial and read every single line carefully.
This tutorial is made to guide you how to successfully develop any map with lower chance of failing. This tutorial will show you how to manage your project so that you will have lower chance to fail. This tutorial will show you how to work on your project step by step until you finish your project and realize your dream. But first you need to follow the tutorial and read every single line carefully.
Part II - Getting started
What do we need to do to get started with our project? Do we need to surf the Hive and download all possibly necessary models, icons, skins, etc.? Do we need to assemble our team first? Do we need to simply start to form the basic terrain? Do we need to finish all basic mechanisms (code/trigger) of our game? No. Assembling team to get started is not really a bad idea, but I'm not sure that other people will be interested to join your team if they don't know that your project is going to be cool. So let me show you the easiest and safest way to get started.
No one can develop any game flawlessly without a perfect preparation. You can probably get stuck in an unsolve-able problem in the mid way of your project. If you encounter too many problems in the progress, you will have a greater chance to get bored and stop the project (failed). So how can we avoid it? The answer is don't touch your World Editor before doing this.
First, you need a book, pencil, and eraser. Yes, you are going to write the whole concept of your game upon a paper. Do you think Honda, the creator of Asimo (humanoid robot), can reach their current level without this step? No. At first, they draw a very simple sketch of the model of their robots with every possible part. So what we have to write in our sketch-book? It's the same, write down every single possible partition of your game. It's up to your creativity and ability of management actually. But I can recommend some important things:
Why is it so important to do it (preparation)? I understand you very well how great do you intrigued to start off with your project, everything is so easy at the beginning. But everything is going to be harder and more complex as your game grown bigger and more troubles will come. By preparing everything (listing possible problems and solving them from the beginning, etc.) will makes it much more easier. And without a preparation, sometimes we want to do a lot of "reconstructions" in our game due to inconsistency of our concept. As example, "Heck, I played that game and the battle scene is super cool. I think I will change my game's mechanisms to mimic that game". Yeah, it looks pretty easy to change it. But it takes too much effort to do so. Sometimes, you will think, "Why on earth I change the concept bla bla bla..? It's wasting too much times. " Then you begin to feel lazy and get bored, a.k.a failed. But by writing a final and mature concept will help you to avoid those kind of problem. But how can you deal with new concepts in the middle way of your progress? It will be discussed in the next setp.
Part III - Making progressNo one can develop any game flawlessly without a perfect preparation. You can probably get stuck in an unsolve-able problem in the mid way of your project. If you encounter too many problems in the progress, you will have a greater chance to get bored and stop the project (failed). So how can we avoid it? The answer is don't touch your World Editor before doing this.
First, you need a book, pencil, and eraser. Yes, you are going to write the whole concept of your game upon a paper. Do you think Honda, the creator of Asimo (humanoid robot), can reach their current level without this step? No. At first, they draw a very simple sketch of the model of their robots with every possible part. So what we have to write in our sketch-book? It's the same, write down every single possible partition of your game. It's up to your creativity and ability of management actually. But I can recommend some important things:
- Genre, of course. Is it RPG, AoS, FPS, Action, etc.
- Map size. First you need to imagine how big your game would be. And no, you are just going to write this on a paper, not to create new map in WE.
- Backgrounds. Includes times (medieval, modern, etc.), places (mountain, forest, space, etc.), or even concept (realistic, fiction, etc.). Based on this then you can determine all needed doodads/units models, skins, etc. for your game.
- Mechanisms. Trigger/code is the heart and soul of any game, you need to imagine how will you code things. You need to list the features of your game, and measure your skill with those features. Can you deal with those alone? Or do you need help? Is there somebody who can help? You need to think about those from the beginning.
- You can also add some other things like, for RPG, number of possible town, maximum level, etc.
Why is it so important to do it (preparation)? I understand you very well how great do you intrigued to start off with your project, everything is so easy at the beginning. But everything is going to be harder and more complex as your game grown bigger and more troubles will come. By preparing everything (listing possible problems and solving them from the beginning, etc.) will makes it much more easier. And without a preparation, sometimes we want to do a lot of "reconstructions" in our game due to inconsistency of our concept. As example, "Heck, I played that game and the battle scene is super cool. I think I will change my game's mechanisms to mimic that game". Yeah, it looks pretty easy to change it. But it takes too much effort to do so. Sometimes, you will think, "Why on earth I change the concept bla bla bla..? It's wasting too much times. " Then you begin to feel lazy and get bored, a.k.a failed. But by writing a final and mature concept will help you to avoid those kind of problem. But how can you deal with new concepts in the middle way of your progress? It will be discussed in the next setp.
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