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PostPosted: Wed Aug 08, 2012 5:46 pm 
Hi all, I'm new *waves*

I'm currently working on my own game. The fun part is the designing, planning and day-dreaming about it, and i get that THAT isn't the hard work yet. I've done some programming before and i work in the IT sector, so I am familiar with what it would take to make a game.

Already my game has become quite complicated, so i decided that i was going to plan everything out to make sure that i don't miss one detail of the game, and then i was going to write it in pseudocode(eg: what needs to be in a program, what actions need to perform and what needs to be kept track of) and from there was actually going to dedicate myself to finishing it.

now i've rambled a lot to get to this point, but i wanted to know, how would you go about finding people to bounce your ideas off of? to get people to make suggestions and suggest why something may work and may not work? things like this could be detrimental to my health if i start programming a game only to realise people do not enjoy it later, and i'd like a sort of audience(read: slaves) to give me feedback on my initial pitch.

i thought you guys may know the best place to go or the best way to approach people with this.

anywho, amazing site, used it a lot but never posted here before =)


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PostPosted: Wed Aug 08, 2012 6:04 pm 
Source Code Swashbuckler
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Joined: Wed Nov 09, 2011 3:58 am
Posts: 199
Location: Brazil
First, welcome. =)

Show screenshots, mockups! If you take a look at PixelJoint, you will see some people saying "I would like to play something like this!". If your game is 2D, and make use of pixelart, join this website and place your mockups there.

Once your game is finished - better, once you get the demo, release it, publish it on TigSource, send a request for the editor of IndieGameMag, as far I know, they will play your game, if they like, they will make a post about it. Also, IndieGames usually take games from TigSource and IndieGameMag, and make a post about them.

It is hard to get your own "slaves" with your first game, but it is possible. The screenshots are the first thing that will call attention of your public, the second is the history - by the way, never post a giant history, nobody will read a big post just about the history.

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My WebBlog: PixelDeveloper
English is not my native language, so excuse me for any writing mistakes.


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PostPosted: Wed Aug 08, 2012 6:25 pm 
Harmlessness does no harm
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Joined: Tue Sep 14, 2004 8:37 pm
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Location: Ferriday, LA, US
Don't forget that you can post ideas here, too, for feedback and such. :)

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What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


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PostPosted: Thu Aug 09, 2012 11:25 am 
Shake'n'Baker
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Joined: Fri Feb 05, 2010 1:11 pm
Posts: 52
Location: MiddleEurope
Neck_monster2 wrote:
things like this could be detrimental to my health if i start programming a game only to realise people do not enjoy it later,...


I believe NOTHING you do - if are particular about it - is doomed to "not to be enjoyed". Every piece of code or graphics you do will make together a compound of a nice work. There's something spiritual in good work - some power that will reflect on people that will see your work in action. So try something and post it here, too, and something new will be born. ;)

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Even this world is "programmed" by a Creator, the most skilled programmer of us all. What do you think of all that exists and all the environmental phenomena? He that maketh all had programmed it all and whenever needed, He can call one of the functions with input specified by Him. :)


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