Am I the only person who's released a popular map in the manner described in my previous post? Does no one else do it this way?
I personally can't even begin to comprehend the notion of planning and doing things in order.
Nah, I doubt you're the only one, or even if folks like you are rare. That doesn't change the fact that each way of doing it has its pros or cons, though. If you really can't understand the value of planning, then I'm going to take a somewhat wild guess and say that that's where your weakness lies, and that your projects are often set up in a chaotic fashion. You might also lack polish in your maps and a noticeable lack of direction when it first comes out.
Obviously what works for you works, but you should try to seek the value in other techniques, especially if they've been proven to work for other people. If you cannot use them, you can always discard them, but if possible, learning from them only develops you as a person - there's no harm in being sceptic, where sceptic retains its original meaning of "taking an extremely detailed look at something before deciding whether it's good or not".
I see it the other way around. I see people who plan as inferior. It appears to me that their minds are closed and single-tracked. A more nimble, open, and flexible mind can quickly jump in the best possible direction at any given point in time.
I see it the other way around. I see people who plan as inferior. It appears to me that their minds are closed and single-tracked. A more nimble, open, and flexible mind can quickly jump in the best possible direction at any given point in time.
Sorry, but wrong. I am film making school student and we are doing a lot of reseach concerning planning and having very strong structure. All successful films, no matter if it is Casablanca (1941) or The Godfather or Shrek (which are closer to our time) have very strong foundation. And I am not talking about technical planning (sir, we need 300 high poly models with fur rendered by 30th of Ocrober!) but more about ideas and inventions.
If you dont have written on paper what is your film about, what do you want to say with it to audience, then you more likely cannot formulate it youself. It is easy to see if a movie director worthless piece of crap by asking him what is his film about. If he starts to mubmle something like "oh it is so hard to explain, I just feel it!", then you can be absolutely sure that the film will fail.
Its a little different with games and modmaking, but a lot of rules apply to them anyways. Maps are much less complex and don't need that much planning but still it is obvious that you cant make strong solid map without any kind of planning at all.
Sorry, but wrong. I am film making school student and we are doing a lot of reseach concerning planning and having very strong structure. All successful films, no matter if it is Casablanca (1941) or The Godfather or Shrek (which are closer to our time) have very strong foundation. And I am not talking about technical planning (sir, we need 300 high poly models with fur rendered by 30th of Ocrober!) but more about ideas and inventions. If you dont have written on paper what is your film about, what do you want to say with it to audience, then you more likely cannot formulate it youself. It is easy to see if a movie director worthless piece of crap by asking him what is his film about. If he starts to mubmle something like "oh it is so hard to explain, I just feel it!", then you can be absolutely sure that the film will fail.
Its a little different with games and modmaking, but a lot of rules apply to them anyways. Maps are much less complex and don't need that much planning but still it is obvious that you cant make strong solid map without any kind of planning at all.
i think all steps are equally important but you can make awesome things without planning and you cant make awesome things just with planning xP so ;p
i think all steps are equally important but you can make awesome things without planning and you cant make awesome things just with planning xP so ;p
Doubt it. Well it can happen, but it is so rare and look like spark of genius come from nowhere. You can take as example any book of classic master. If you start dig into it you will find out very well thought structure and dramaturgy. "Normal" person will never know that it exists, but it is there. Basically you have an idea, then you build up dramaturgy and stuff (you can call it planning) around it and after that you polish it with beautiful words and phrases, which make people think that those words are what makes you great author.
I work on a map team and I only do data and triggers and only touch terrain when I absolutely have to. My mapping process varies from project to project. Sometimes, I'll see a map that my terrainer has done and a complete game idea will pop in my head. Other times, I'll just think of 1 thing that I feel would be cool and build a game based on that. When I am all out of ideas, I start playing maps, reading fantasy books and playing other games (PC and console) for inspiration.
With this process, I typically start at the 'Can it be done' stage. That usually involves the data editor and/or triggers, so I guess you can say I always start there. However, I do a lot of testing in a dummy map and never add stuff into the map I will actually use until I get it nailed down tight. Then I collaborate with my terrerain and we decide on which map would be best to use. During the process of adding the data/triggers from the dummy map new ideas usually form and we try to work them in.
In my opinion, a map design should start with an idea. Whether it be an ability, mechanics, a map or a vague thought that you feel would be cool. I always try to be original too. Trying to be original is where my drive to complete a project comes from. If I have an idea and mull it over for a while and decide it's not that original, I usually scrap it.
Regardless of where you start however, getting feedback or having someone to collaborate with is a key point and a main driving force for getting it done. It helps with the overall design of the map, gives you more of a drive to complete it, can squash bugs and even become a unique game.
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1. Play the game in your head first, then when the pieces start to fit proceed to plagiarize yourself.
2. Work toward building a playable prototype as quickly as possible so you know the score.
3. Do not favor data editing over triggers. Figure out the best course of action for any given task and utilize it unabashedly.
4. Cast the word "terrain" from your vernacular. Call it instead "level design" and keep it malleable and expandable as an extension of the core design. (In most cases I shy away from standard maps consisting of a single predictable zone.)
5. Use everything at your disposal to steer the vibe in a lofty direction. If your game produces negativity and in-fighting from the players consider it a flaw in your design and go about rectifying it. Understand your power to inspire and alleviate.
6. Don't be afraid to tear down what you've built. Keep every aspect of your map close at hand, and be eager to sacrifice them for the greater good.
7. Break the rules.
8. Don't downplay the importance of graphical effects as visual feedback. Use eye candy with all the same precision as a mathematical equation. Additionally, create eye-catching cutscenes/title screens to make players feel like they just stepped into another game.
9. Make it simple but deep. Build something that is at once challenging and relaxing depending on the players' whims.
I see it the other way around. I see people who plan as inferior. It appears to me that their minds are closed and single-tracked. A more nimble, open, and flexible mind can quickly jump in the best possible direction at any given point in time.
Then I truly pity you. You'll run into a bump or two regarding planning at some point in your life, that I promise you. 'Planning' is a term so general that it's impossible to disregard all pros the action can ever have. Dismissing something outright is a lot more close-minded than investigating it, even if it's not for you. You seem so set on your own ideas that I doubt I'll be able to move you, but you can take it from someone who has both philosophy and working with hyperintelligent kids/adolescents as hobbies.
Everyone's mind works differently. My mind is much more efficient when activities are done in the manner I described. From my observations, it's different for other people. Most others need some sort of structure or plan.
To me, it's a flaw that those people have an inherent requirement for such structure.
I don't think that the best design process will ever be the same thing for all people.
Some people just function better under a Schedule, Planning, and Order, and others don't.
Vexal's use of strong words can make him sound as if he arrogantly holds him self above people that aren't like him, but I don't know if thats actually what he thinks\is trying to say.
"To me, it's a flaw that those people have an inherent requirement for such structure."
Its not always an "inherent requirement", its just more comfortable that way. (For lack of a better word)
@Vexal: Go
Some people just function better under a Schedule, Planning, and Order, and others don't.
Yeh, but the thing is the one who is planning appears to be much more successful and produces quite better quility (and sometimes genious) stuff, rather then those who dont plan things.
The thought comes to my mind concerning what needs planning and what not.
A movie definately needs. Thats obvious because it is so complicated that a single person cant hold everything in mind. Plus he must share this information with other workers and also follow budget and schedule.
A computer game needs a lot planning. In Russia most of our games fail because producers and other leaders understimate importance of planning. At the end they fall behind schedule and lose money. After all they get very rough product.
A book needs. Take as example "War and Peace" book by Lev Tolstoi. He did a LOT of research and all kind of planning before he actually has written the book. As a result - genius creation.
An oil painting needs. You have to do lot of sketches, then underpainting, then painting itself while you have to know a lot of technical stuff like how long the oil dries and when you can paint over dried oil to get more finished look etc. Basically any painting (including digital painting, matte painting etc.) needs, unless it is some rough free sketch.
But if you do some small project it often makes sense to let it flow without schedules and stuff. Basically I think anything that is fairly simple doesnt need planning and can even hurt the flow of creativity. I didn't play Vexals maps but I guess they aren't too complex so importance of planning isn't big enough here.
Sure if you do an RPG map with strong story, interesting lfe-like characters - you have to write down all this information to be able to make solid map which is interesting and preotect if from falling apart. I always liked the way Blizzard designs their maps. You feel that every corner of the map is well thought and plays along with the story and action which takes place on the map. You can barely find any useless pieces of playable area.
1. Play the game in your head first, then when the pieces start to fit proceed to plagiarize yourself.
2. Work toward building a playable prototype as quickly as possible so you know the score.
3. Do not favor data editing over triggers. Figure out the best course of action for any given task and utilize it unabashedly.
4. Cast the word "terrain" from your vernacular. Call it instead "level design" and keep it malleable and expandable as an extension of the core design. (In most cases I shy away from standard maps consisting of a single predictable zone.)
5. Use everything at your disposal to steer the vibe in a lofty direction. If your game produces negativity and in-fighting from the players consider it a flaw in your design and go about rectifying it. Understand your power to inspire and alleviate.
6. Don't be afraid to tear down what you've built. Keep every aspect of your map close at hand, and be eager to sacrifice them for the greater good.
7. Break the rules.
8. Don't downplay the importance of graphical effects as visual feedback. Use eye candy with all the same precision as a mathematical equation. Additionally, create eye-catching cutscenes/title screens to make players feel like they just stepped into another game.
9. Make it simple but deep. Build something that is at once challenging and relaxing depending on the players' whims.
Very interesting one.
I agree most to TheZizz´s post.
Generally I think it depends on one thing:
Gameplay. The way you play the game. Because most mapmakers underestimate the fact, that terraining (which is mostly the first thing mapmakers want to finish - more or less) is very important for game balance. And if you start with the terrain first, you always have to remember, that the pathing decides how smooth the game actually flows. This is a very important point, because you will only recognize it subconsciously. And it directly affects the fun the game actually makes. If the gameplay is new and innovative, balance will decide if it´ll be successfull or not. That´s the reason why DotA hit the point. The map itself always has the same mirrored buildup, but this is the most necessary thing to make the gameplay actually work.
So, ask yourself:
1. How long is the distance between two points of interest on the map ?
2. Is the game really flowing ?
3. Do the players have to wait most of the time watching the unit running from A to B ? Mostly waiting for units to be trained ?
4. Does the player Spawn-order really matter for the game balance ? Or are they just placed in one row ? This can change the priorities or orders which game element you want to add first very quickly.
5. Also how are the game elements associated to each other ? Do you have a shop that offers upgrades to buy ? Or is it only possible to upgrade your items by killing creeps that drop "upgrades" ? Or do even the players drop upgrade items ?
Do brainstorming. What do you exactly want to accomplish concerning key elements of the game ? Will they make fun at the end ? Why would you think it would be fun ? Write that down.
Then I would strongly recommend to add every single key element like for example "Hero Selection", "Shop System", "Day/Night System", "Upgrade System" etc. step by step in a very rough form, starting with the most complex one. If you don´t you may run into a problem "Foolish Fool" mentioned in a previous post: most challenging key elements of the game may prevent any further progress.
Things for yourself:
1. Do what you want to do. I recommend making a short list every day you work on the map (like a checklist). It will be a great motivation having at least half of the list checked at the end of the day. Believe me, this works great ! Add at least one key element you are a bit afraid off (perhaps because you don´t know if it will work)
2. Don´t go too much into detail. There is so much balancing and rework needed at the end anyways.
3. If you get stuck, you can lose a lot of time. Don´t force yourself solving a problem. Half an hour research is enough. Just go off to the next step and write down, that you have to look up the solution at another time.
4. Shorten delays. If you have a 30 second spawn timer, change it to about 5 seconds for testing. If you don´t you lose a lot of time just sitting there and waiting for the timer to expire, only to test if a unit will really spawn or not. But don´t delete them entirely as you always have to remember and calculate such game elements.
5. Change video settings to avoid having long loading time for the map !
6. Only add game content in little steps, don´t do an entire trigger page without testing it from time to time. Otherwise it may happen that suddenly something goes terribly wrong in your map. An error will occur or the editor crashes.
If you work after these steps, you will have a working prototype very soon.
And you will always be motivated to go on, as you avoided most situations where you loose motivation:
1. You avoided being stuck more than half an hour for one problem ! You go over to the next step, but this one works straightaway. Motivation, yay !
2. You add game elements you are really up for ! Motivation, yay !
3. And: You changed video settings, timer delays and so on to test it over and over, seeing alle the progress step by step. And seeing progress means: Motivation, yay ! :D
Motivating yourself is very important and it keeps your ideas fresh and innovative.
And for the end of your map production: Think again of the flow , splash/strike factor and balance of the game. There are only few games out there, that take advantage of these veeeerrry important aspects of a game, that you only recognize subconsciously.
And the funny thing is: There only has to be a freakin wrong-placed save spot or something like this that will cause demotivation and will make you quit the game for the moment.
Best example is Darksiders: Analyse the game. Why is it so fun ? I rarely play a game at the hardest difficulty. I did it with that one. Mostly I start playing new games and only take from it what I think is "new" or "good" concerning the fun the game actually makes.
These 3 things are essential for your successfull gameplay:
1. Flow: Not to high learning curve for beginners. Is there enough content for advanced players ? Is the game speed ok ? Again, calculate distances units have to run from A to B.
2. splash/strike factor: This mostly depends on effects and art in the game. Do you really "see" the effect of an ability ? Exagerate with effects ! Very bloody games take advantage of this aspect ! This also includes sound effects at the right spots !
3. balance: And the good old balance. Test it over and over. And if it is nearly balanced perfectly -> test it again :) This also includes writing down the seconds a unit needs to run from A to B and so on.
Did you ever look at the little graphic that changes over and over while loading the game in Darksiders ? Again, exagerated effects ! Also Bayonetta is a good example for that one.
And it works in every genre. The gory finishing kills in Warhammer Dawn of War also contribute to that fun factor. So...
All of my maps are widely popular. Complexity is irrelevant. You just applied philosophies for development that has nothing to do with custom maps. An oil painting is not a custom map. A full movie is not a custom map. You exhibit the same flaw I described above.
Yeh, but the thing is the one who is planning appears to be much more successful and produces quite better quility (and sometimes genious) stuff, rather then those who dont plan things.
Yet some people succeed merely by chance. Yes, sometimes they only have one "success" because they are "reckless" but nevertheless that isn't the point. I was making a generality that doesn't just apply to map design. This isn't game design like what you'd do if you worked for a company like Blizzard. (Some people take it that seriously though, sure - but its not our "job" to do this)
And same for the painting example. Most people don't "plan" art, truth be told. Sure, they need the technical skill to be able to make it - but things like artwork aren't "Constructed" from a blueprint.
Sure, its not like you randomly hit the Canvas with a brush and go "Her Herr, Dis is fuhn!" and have artwork come out. You have to have SOME idea of what your doing, or it won't come out as a cohesive piece, but at the same time you don't create a word document saying "There will be a tree, 3 centimeters from the right, that acts as the primary focus of the picture... Blah Blah Blah" because while that may be true, the picture is fueled from their artistic vision which is what they're really relying on, and its their technical skill that allows them to draw it masterfully.
Not that this is a be-all end-all of the way people create art.
@unit187: Go you don't create a word document saying "There will be a tree, 3 centimeters from the right, that acts as the primary focus of the picture... Blah Blah Blah" because while that may be true, the picture is fueled from their artistic vision which is what they're really relying on, and its their technical skill that allows them to draw it masterfully.
Then we probably decided what the planning actually is. For me good artist is planning and thinking about his artwork pretty damn alot. Surely he doesn't write it down, but he still knows where he will put focus, how will viewer's eye move, where are the points of interest, how the elements will create mood and atmosphere. If you are doing designs, you think a lot about materials stuff is made of, about it's function etc.
More advanced artist puts an idea, philosophy into his artwork. That doesnt happen often novadays. People tend to paint with mouse in cracked photoshop some useless anti-artistic trash with trollface onto their faces.
Then we probably decided what the planning actually is. For me good artist is planning and thinking about his artwork pretty damn alot. Surely he doesn't write it down, but he still knows where he will put focus, how will viewer's eye move, where are the points of interest, how the elements will create mood and atmosphere. If you are doing designs, you think a lot about materials stuff is made of, about it's function etc. More advanced artist puts an idea, philosophy into his artwork. That doesnt happen often novadays. People tend to paint with mouse in cracked photoshop some useless anti-artistic trash with trollface onto their faces.
Thats the thing. Not all successful artists do as you say, either now or in the past - but some do.
It also depends on what level you're doing it at. If you're doing it for fun, as a hobby, you want care what "Philosophy" goes into your picture. That doesn't mean your picture looks bad. (If the drawer has enough technical skill)
See what I'm saying?
Anyways, I support planning - I'm just often too lazy to do it with things I'm just doing for fun. =)
Nah, I doubt you're the only one, or even if folks like you are rare. That doesn't change the fact that each way of doing it has its pros or cons, though. If you really can't understand the value of planning, then I'm going to take a somewhat wild guess and say that that's where your weakness lies, and that your projects are often set up in a chaotic fashion. You might also lack polish in your maps and a noticeable lack of direction when it first comes out.
Obviously what works for you works, but you should try to seek the value in other techniques, especially if they've been proven to work for other people. If you cannot use them, you can always discard them, but if possible, learning from them only develops you as a person - there's no harm in being sceptic, where sceptic retains its original meaning of "taking an extremely detailed look at something before deciding whether it's good or not".
@Mozared: Go
I see it the other way around. I see people who plan as inferior. It appears to me that their minds are closed and single-tracked. A more nimble, open, and flexible mind can quickly jump in the best possible direction at any given point in time.
Sorry, but wrong. I am film making school student and we are doing a lot of reseach concerning planning and having very strong structure. All successful films, no matter if it is Casablanca (1941) or The Godfather or Shrek (which are closer to our time) have very strong foundation. And I am not talking about technical planning (sir, we need 300 high poly models with fur rendered by 30th of Ocrober!) but more about ideas and inventions. If you dont have written on paper what is your film about, what do you want to say with it to audience, then you more likely cannot formulate it youself. It is easy to see if a movie director worthless piece of crap by asking him what is his film about. If he starts to mubmle something like "oh it is so hard to explain, I just feel it!", then you can be absolutely sure that the film will fail.
Its a little different with games and modmaking, but a lot of rules apply to them anyways. Maps are much less complex and don't need that much planning but still it is obvious that you cant make strong solid map without any kind of planning at all.
i think all steps are equally important but you can make awesome things without planning and you cant make awesome things just with planning xP so ;p
Doubt it. Well it can happen, but it is so rare and look like spark of genius come from nowhere. You can take as example any book of classic master. If you start dig into it you will find out very well thought structure and dramaturgy. "Normal" person will never know that it exists, but it is there. Basically you have an idea, then you build up dramaturgy and stuff (you can call it planning) around it and after that you polish it with beautiful words and phrases, which make people think that those words are what makes you great author.
I work on a map team and I only do data and triggers and only touch terrain when I absolutely have to. My mapping process varies from project to project. Sometimes, I'll see a map that my terrainer has done and a complete game idea will pop in my head. Other times, I'll just think of 1 thing that I feel would be cool and build a game based on that. When I am all out of ideas, I start playing maps, reading fantasy books and playing other games (PC and console) for inspiration.
With this process, I typically start at the 'Can it be done' stage. That usually involves the data editor and/or triggers, so I guess you can say I always start there. However, I do a lot of testing in a dummy map and never add stuff into the map I will actually use until I get it nailed down tight. Then I collaborate with my terrerain and we decide on which map would be best to use. During the process of adding the data/triggers from the dummy map new ideas usually form and we try to work them in.
In my opinion, a map design should start with an idea. Whether it be an ability, mechanics, a map or a vague thought that you feel would be cool. I always try to be original too. Trying to be original is where my drive to complete a project comes from. If I have an idea and mull it over for a while and decide it's not that original, I usually scrap it.
Regardless of where you start however, getting feedback or having someone to collaborate with is a key point and a main driving force for getting it done. It helps with the overall design of the map, gives you more of a drive to complete it, can squash bugs and even become a unique game.
1. Play the game in your head first, then when the pieces start to fit proceed to plagiarize yourself.
2. Work toward building a playable prototype as quickly as possible so you know the score.
3. Do not favor data editing over triggers. Figure out the best course of action for any given task and utilize it unabashedly.
4. Cast the word "terrain" from your vernacular. Call it instead "level design" and keep it malleable and expandable as an extension of the core design. (In most cases I shy away from standard maps consisting of a single predictable zone.)
5. Use everything at your disposal to steer the vibe in a lofty direction. If your game produces negativity and in-fighting from the players consider it a flaw in your design and go about rectifying it. Understand your power to inspire and alleviate.
6. Don't be afraid to tear down what you've built. Keep every aspect of your map close at hand, and be eager to sacrifice them for the greater good.
7. Break the rules.
8. Don't downplay the importance of graphical effects as visual feedback. Use eye candy with all the same precision as a mathematical equation. Additionally, create eye-catching cutscenes/title screens to make players feel like they just stepped into another game.
9. Make it simple but deep. Build something that is at once challenging and relaxing depending on the players' whims.
@TheZizz: Go
That's exactly what I said but with buzzwords.
Then I truly pity you. You'll run into a bump or two regarding planning at some point in your life, that I promise you. 'Planning' is a term so general that it's impossible to disregard all pros the action can ever have. Dismissing something outright is a lot more close-minded than investigating it, even if it's not for you. You seem so set on your own ideas that I doubt I'll be able to move you, but you can take it from someone who has both philosophy and working with hyperintelligent kids/adolescents as hobbies.
@Mozared: Go
Everyone's mind works differently. My mind is much more efficient when activities are done in the manner I described. From my observations, it's different for other people. Most others need some sort of structure or plan.
To me, it's a flaw that those people have an inherent requirement for such structure.
Truth.
I don't think that the best design process will ever be the same thing for all people.
Some people just function better under a Schedule, Planning, and Order, and others don't.
Vexal's use of strong words can make him sound as if he arrogantly holds him self above people that aren't like him, but I don't know if thats actually what he thinks\is trying to say.
"To me, it's a flaw that those people have an inherent requirement for such structure."
Its not always an "inherent requirement", its just more comfortable that way. (For lack of a better word)
Yeh, but the thing is the one who is planning appears to be much more successful and produces quite better quility (and sometimes genious) stuff, rather then those who dont plan things.
The thought comes to my mind concerning what needs planning and what not.
A movie definately needs. Thats obvious because it is so complicated that a single person cant hold everything in mind. Plus he must share this information with other workers and also follow budget and schedule.
A computer game needs a lot planning. In Russia most of our games fail because producers and other leaders understimate importance of planning. At the end they fall behind schedule and lose money. After all they get very rough product.
A book needs. Take as example "War and Peace" book by Lev Tolstoi. He did a LOT of research and all kind of planning before he actually has written the book. As a result - genius creation.
An oil painting needs. You have to do lot of sketches, then underpainting, then painting itself while you have to know a lot of technical stuff like how long the oil dries and when you can paint over dried oil to get more finished look etc. Basically any painting (including digital painting, matte painting etc.) needs, unless it is some rough free sketch.
But if you do some small project it often makes sense to let it flow without schedules and stuff. Basically I think anything that is fairly simple doesnt need planning and can even hurt the flow of creativity. I didn't play Vexals maps but I guess they aren't too complex so importance of planning isn't big enough here. Sure if you do an RPG map with strong story, interesting lfe-like characters - you have to write down all this information to be able to make solid map which is interesting and preotect if from falling apart. I always liked the way Blizzard designs their maps. You feel that every corner of the map is well thought and plays along with the story and action which takes place on the map. You can barely find any useless pieces of playable area.
Very interesting one. I agree most to TheZizz´s post.
Generally I think it depends on one thing:
Gameplay. The way you play the game. Because most mapmakers underestimate the fact, that terraining (which is mostly the first thing mapmakers want to finish - more or less) is very important for game balance. And if you start with the terrain first, you always have to remember, that the pathing decides how smooth the game actually flows. This is a very important point, because you will only recognize it subconsciously. And it directly affects the fun the game actually makes. If the gameplay is new and innovative, balance will decide if it´ll be successfull or not. That´s the reason why DotA hit the point. The map itself always has the same mirrored buildup, but this is the most necessary thing to make the gameplay actually work.
So, ask yourself:
1. How long is the distance between two points of interest on the map ?
2. Is the game really flowing ?
3. Do the players have to wait most of the time watching the unit running from A to B ? Mostly waiting for units to be trained ?
4. Does the player Spawn-order really matter for the game balance ? Or are they just placed in one row ? This can change the priorities or orders which game element you want to add first very quickly.
5. Also how are the game elements associated to each other ? Do you have a shop that offers upgrades to buy ? Or is it only possible to upgrade your items by killing creeps that drop "upgrades" ? Or do even the players drop upgrade items ?
Do brainstorming. What do you exactly want to accomplish concerning key elements of the game ? Will they make fun at the end ? Why would you think it would be fun ? Write that down.
Then I would strongly recommend to add every single key element like for example "Hero Selection", "Shop System", "Day/Night System", "Upgrade System" etc. step by step in a very rough form, starting with the most complex one. If you don´t you may run into a problem "Foolish Fool" mentioned in a previous post: most challenging key elements of the game may prevent any further progress.
Things for yourself:
1. Do what you want to do. I recommend making a short list every day you work on the map (like a checklist). It will be a great motivation having at least half of the list checked at the end of the day. Believe me, this works great ! Add at least one key element you are a bit afraid off (perhaps because you don´t know if it will work)
2. Don´t go too much into detail. There is so much balancing and rework needed at the end anyways.
3. If you get stuck, you can lose a lot of time. Don´t force yourself solving a problem. Half an hour research is enough. Just go off to the next step and write down, that you have to look up the solution at another time.
4. Shorten delays. If you have a 30 second spawn timer, change it to about 5 seconds for testing. If you don´t you lose a lot of time just sitting there and waiting for the timer to expire, only to test if a unit will really spawn or not. But don´t delete them entirely as you always have to remember and calculate such game elements.
5. Change video settings to avoid having long loading time for the map !
6. Only add game content in little steps, don´t do an entire trigger page without testing it from time to time. Otherwise it may happen that suddenly something goes terribly wrong in your map. An error will occur or the editor crashes.
If you work after these steps, you will have a working prototype very soon.
And you will always be motivated to go on, as you avoided most situations where you loose motivation:
1. You avoided being stuck more than half an hour for one problem ! You go over to the next step, but this one works straightaway. Motivation, yay !
2. You add game elements you are really up for ! Motivation, yay !
3. And: You changed video settings, timer delays and so on to test it over and over, seeing alle the progress step by step. And seeing progress means: Motivation, yay ! :D
Motivating yourself is very important and it keeps your ideas fresh and innovative.
And for the end of your map production: Think again of the flow , splash/strike factor and balance of the game. There are only few games out there, that take advantage of these veeeerrry important aspects of a game, that you only recognize subconsciously.
And the funny thing is: There only has to be a freakin wrong-placed save spot or something like this that will cause demotivation and will make you quit the game for the moment.
Best example is Darksiders: Analyse the game. Why is it so fun ? I rarely play a game at the hardest difficulty. I did it with that one. Mostly I start playing new games and only take from it what I think is "new" or "good" concerning the fun the game actually makes.
These 3 things are essential for your successfull gameplay:
1. Flow: Not to high learning curve for beginners. Is there enough content for advanced players ? Is the game speed ok ? Again, calculate distances units have to run from A to B.
2. splash/strike factor: This mostly depends on effects and art in the game. Do you really "see" the effect of an ability ? Exagerate with effects ! Very bloody games take advantage of this aspect ! This also includes sound effects at the right spots !
3. balance: And the good old balance. Test it over and over. And if it is nearly balanced perfectly -> test it again :) This also includes writing down the seconds a unit needs to run from A to B and so on.
Did you ever look at the little graphic that changes over and over while loading the game in Darksiders ? Again, exagerated effects ! Also Bayonetta is a good example for that one.
And it works in every genre. The gory finishing kills in Warhammer Dawn of War also contribute to that fun factor. So...
This was a long one, but I hope it helps :)
@unit187: Go
All of my maps are widely popular. Complexity is irrelevant. You just applied philosophies for development that has nothing to do with custom maps. An oil painting is not a custom map. A full movie is not a custom map. You exhibit the same flaw I described above.
Yet some people succeed merely by chance. Yes, sometimes they only have one "success" because they are "reckless" but nevertheless that isn't the point. I was making a generality that doesn't just apply to map design. This isn't game design like what you'd do if you worked for a company like Blizzard. (Some people take it that seriously though, sure - but its not our "job" to do this)
And same for the painting example. Most people don't "plan" art, truth be told. Sure, they need the technical skill to be able to make it - but things like artwork aren't "Constructed" from a blueprint.
Sure, its not like you randomly hit the Canvas with a brush and go "Her Herr, Dis is fuhn!" and have artwork come out. You have to have SOME idea of what your doing, or it won't come out as a cohesive piece, but at the same time you don't create a word document saying "There will be a tree, 3 centimeters from the right, that acts as the primary focus of the picture... Blah Blah Blah" because while that may be true, the picture is fueled from their artistic vision which is what they're really relying on, and its their technical skill that allows them to draw it masterfully.
Not that this is a be-all end-all of the way people create art.
Then we probably decided what the planning actually is. For me good artist is planning and thinking about his artwork pretty damn alot. Surely he doesn't write it down, but he still knows where he will put focus, how will viewer's eye move, where are the points of interest, how the elements will create mood and atmosphere. If you are doing designs, you think a lot about materials stuff is made of, about it's function etc. More advanced artist puts an idea, philosophy into his artwork. That doesnt happen often novadays. People tend to paint with mouse in cracked photoshop some useless anti-artistic trash with trollface onto their faces.
Thats the thing. Not all successful artists do as you say, either now or in the past - but some do.
It also depends on what level you're doing it at. If you're doing it for fun, as a hobby, you want care what "Philosophy" goes into your picture. That doesn't mean your picture looks bad. (If the drawer has enough technical skill)
See what I'm saying?
Anyways, I support planning - I'm just often too lazy to do it with things I'm just doing for fun. =)
Good luck working with a team (or even just another person) while doing the "no planning, just do whatever I want" approach.