Game Development & Technical Checklist

Discussion in 'Game Development (Technical)' started by Gilzu, Jun 4, 2006.

  1. Gilzu

    Moderator Original Member

    Joined:
    Jul 27, 2004
    Messages:
    368
    Likes Received:
    9
    Since this subject had been discussed in so many ways from "How can I improve my game?" and "what constitutes polish", I thought it would be nice to have one concentrated checklist of things we can improve in our games.

    Instead of vague descriptions like "polish", this list contain specific features that can be considered as an added-value to your game.

    I encourage you to suggest more ideas, thus helping other game developers in improving their games.

    Techincal Issues:
    1. Allow alt-tab and Switching to other programs (and the all-known DX issue)
    2. Allow alt-f4 and manual program shutdown at every stage
    3. Sound and Music Volume control
    4. Software capability tests (DX, OGL, Accelerator caps)
    5. Support both windowed and fullscreen modes
    6. Mouse / Keyboard / Joystick / Keypad support
    7. Allow player to choose input device and choose which keys to use
    8. Prevent multiple game launch
    9. Low FPS handling
    10. Saving game settings and preferences
    11. Call stack dump upon a crash
    12. System config for tech support
    13. Version number for tech support (and if you're really up to it, web update check)

    Game Issues:
    1. Having Music and Sound effect for every possible event (including GUI event)
    2. Highscore table (or even better, an Online highscore system)
    3. Tutorial level(s)
    4. In game documentation, or an off-line one (for the sake of us, the laptop users)
    5. Pause option
    6. Difficulty levels
    7. Save Games
    8. Level selection (or at least select episodes / levels that had been unlocked)
    9. co-op play or duel mode
    10. Level/Scenario Editor

    Polish & Demo:
    1. Smooth screen transitions (fades ect.)
    2. Loading Screens
    3. Game elements and Controls slide before first game/level
    4. Nag Screens
    5. Show in-game which features are available in full version
    6. Kiddie mode - you'll be amazed how many parants will pay for a game for a "keep the dward busy with infinit credits" mode.
    7. Bonus level(s)
    8. Screenshots - let your gamers show-off their achievements thus giving you more publicity (works well with any sim/RPG/RTS)
    9. Minigames
    10. Multi lingual support
    11. In game hints
    12. ...or cheats/walkthrough for those points everyone gets stuck.
    13. Strategy guide
    14. Game progress indicator (such as maps with the road that had been played)
    15. Skins & Personalization (allow user to choose/make his own symbol, choose NPC's names)
    16. Credits to contributors

    Installer:
    1. Have one, not zipped.
    2. EULA
    3. Game icon
    4. Optional link on the desktop
    5. Optional Program group with meaningful name
    6. Uninstaller. One that doesn't leave any remains.
    7. Option to run the game after installation complete.
     
  2. MrGoldfish

    Original Member

    Joined:
    Jul 28, 2005
    Messages:
    50
    Likes Received:
    2
    Adjustable mouse cursor speed! So annoying when this simple feature isn't implemented. Just because you like your mouse to move slower than a snail it doesn't mean the rest of us do.
     
    JuegoStudio and Layenem like this.
  3. Arex

    Arex New Member

    Joined:
    Oct 7, 2006
    Messages:
    66
    Likes Received:
    1
    Great list! Thanks! :)
     
    saara william likes this.
  4. kaolin

    kaolin New Member

    Joined:
    Apr 17, 2008
    Messages:
    10
    Likes Received:
    0
    Ditto. I've been looking for a list like this for ages :D
     
  5. Bad Sector

    Original Member

    Joined:
    May 28, 2005
    Messages:
    2,742
    Likes Received:
    5
    Very good list. I would like to add that single player games should take advantage of the internet if you can find some use for it (like online highscore tables, in-game mod downloads, auto updates*, etc), but not demand it. I'm at vacation with my laptop and i was running around to find an open wireless hot spot so i can set Steam to offline mode for playing my games :p.

    *=auto updates, where available, must *NEVER* installed by default, unless the user asks so, especially if they break savegames or change the gameplay (this includes fixing bugs that some gamers took advantage of in their single player session :).

    EDIT: Also...

    Make sure your art style is consistent. Don't use a few pretty elements and leave the rest plain. Make everything pretty or everything plain. If you can't afford high detail, stick with medium or even low detail as long as it looks good. Detail does not equal good. When you start designing a game, write down some design specs, like how big doors will be, what colors or shapes enemies will have. Don't describe each enemy, just some guidelines that will help you keep a consistent style.
     
    #5 Bad Sector, Apr 29, 2008
    Last edited: Apr 29, 2008
    saara william and JuegoStudio like this.
  6. Sol_HSA

    Indie Author

    Joined:
    Feb 27, 2005
    Messages:
    470
    Likes Received:
    1
    May I disagree a bit?
    In my opinion there should not be any need for tutorial levels, or documentation - the game should be easy enough to get into without any explicit studying. This doesn't mean that the player doesn't need to learn stuff - look at Lost Vikings, as a classic game example - simple to get into, but the combinations of things you can do is quite large. You pick new stuff all the time while playing.

    Same goes for difficulty levels and save games. These should be automatic, reacting to what the player is doing.

    This all depends a lot on the kind of game we're talking about, naturally..
     
  7. Game Producer

    Moderator Original Member

    Joined:
    Jan 13, 2006
    Messages:
    1,418
    Likes Received:
    2
    Hey, this is nice list. Good job gilzu.

    word "Techincal" should be "Technical" ;)

    * Auto-updating is nice technical thing if it's possible
    * Packet saving for replays (and also for debugging) in Network games
    * I'd like to add "Buy Now" button (and perhaps not "order" or "purchase" ;)) for demo.
     
    JuegoStudio likes this.
  8. Grey Alien

    Indie Author

    Joined:
    Nov 29, 2005
    Messages:
    2,790
    Likes Received:
    0
    Yeah good list but Polish and Demo should really be in separate groups, then polish could be expanded LOTS (haven't got time to list them though ;-))

    Also Metagame(s)! Story/Plot etc.

    True it's good if a game doesn't need tutorial levels or documentation but some types of game may well require something along those lines.
     
  9. Vesper

    Vesper New Member

    Joined:
    Apr 28, 2008
    Messages:
    3
    Likes Received:
    0
    First time poster here, but in answer to the tutorial/no tutorial discussion (or the levels of gray between those two), I've had a lot of interest into game design and relations between it and the psychology of learning. One aspect that could be useful when considering how to approach 'tutorial' content is to consider the end goals.

    What I mean is that there have been some studies (sorry can't link them off the top of my head) that have indicated some links between knowledge retention/application and the method that you present 'tutorial' content.

    The two methods described where either 'direction intense' or nearly devoid of directions. Direction intense would be tutorials where say each step is delivered by a message and you continue through the messages as you do the specific things and hit triggers in the game. The studies suggested that 'direction intense' styles inmbued the player with more confidence about the subject since their path was reinforced a lot. Those people tended to do better on formal tests of the concepts the game was trying to teach afterwards. The less direct approach simply focused on having teh content more silently direct the players and allowed them the chance to test their own ideas against the game's system. On formalized tests they didn't do as well (the study notes that the whole thing could be biased a bit since people in general are currently more used to reading to learn, especially for tests so the 'direction intense' version might be benefitting by being similar). However, they found that given the time the people playing the 'quiet' tutorial had more 'fun' and were more enthusiastic to continue, and actually seemed to grasp the concepts just fine if not better.

    The studies I've read make me think that the latter method is 'better' but should be accompanied with information to reinforce the player that their ideas are infact correct as you go along.

    But after all that it kind of depends on what the player might be expecting too, so it's ultimately always a judgement call.
     
  10. electronicStar

    Original Member

    Joined:
    Feb 28, 2005
    Messages:
    2,068
    Likes Received:
    0
    I think some of the gameplay mechanics are best left to be discovered by the player, it then gives the player a sense of achievement and/or pride (even if the player was actually subtly guided to the discovery of the technique) and it tends to increase the playing enjoyment. and it gives the impression that the game is "deeper".
    Of course it's risky, you run the risk that some player don't "get it" and to possibly get some negative reviews by sloppy reviewers.
     
  11. haileyjonathan

    haileyjonathan New Member

    Joined:
    Apr 30, 2009
    Messages:
    1
    Likes Received:
    0
    Wow very good list, more informative.,
    Thanks for your sharing...
     
  12. giomak

    giomak New Member

    Joined:
    May 2, 2015
    Messages:
    4
    Likes Received:
    1
    It was very helpful for me, thank you for sharing this information.
     
  13. Taka

    Taka New Member

    Joined:
    Oct 9, 2016
    Messages:
    12
    Likes Received:
    2
    I feel that a skippable tutorial should be added to the list
     
  14. prachi sharma

    prachi sharma New Member

    Joined:
    Feb 10, 2020
    Messages:
    1
    Likes Received:
    0
  15. JoyFreak

    JoyFreak New Member

    Joined:
    May 3, 2019
    Messages:
    149
    Likes Received:
    36
    Thank you so much for sharing this info!
     
  16. Rauchbier

    Rauchbier New Member

    Joined:
    Feb 6, 2021
    Messages:
    7
    Likes Received:
    1
    Newbie team looking for other newbies for a hobby project.

    We have a basic idea for a 3D game. We currently have 2 programmers, a level designer, a 3D modeler, a writer and a dialog specialist. Some have experience with game development and we have started building a development plan. We can always use more and will probably need a 3D animator..

    Email me at Rauchbier2021@yahoo.com with your skills if you are interested.
     
  17. shamu

    shamu New Member

    Joined:
    Oct 7, 2021
    Messages:
    14
    Likes Received:
    0
    That’s a very obvious, very intuitive point, but sometimes those are the most important items to put on a list. Diving into game programming before you have a fleshed-out idea is a great way to waste a lot of your time. The real-time consumption is going to take place while you’re actually using software to create the game.
     
  18. shenrey

    shenrey New Member

    Joined:
    Jun 16, 2022
    Messages:
    1
    Likes Received:
    0
     
  19. GelloStudio

    GelloStudio New Member

    Joined:
    Nov 7, 2021
    Messages:
    5
    Likes Received:
    0
    Is this list updated? Otherwise very good list! Thanks!
     

Share This Page

  • About Indie Gamer

    When the original Dexterity Forums closed in 2004, Indie Gamer was born and a diverse community has grown out of a passion for creating great games. Here you will find over 10 years of in-depth discussion on game design, the business of game development, and marketing/sales. Indie Gamer also provides a friendly place to meet up with other Developers, Artists, Composers and Writers.
  • Buy us a beer!

    Indie Gamer is delicately held together by a single poor bastard who thankfully gets help from various community volunteers. If you frequent this site or have found value in something you've learned here, help keep the site running by donating a few dollars (for beer of course)!

    Sure, I'll Buy You a Beer