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I have one informational bit to share with you who are planning to make a split-screen game: It is a very hard to determine if your split-screen game is fun. You can't test it with your friends over the internet (unless you make support for it) and testing it alone is just a waste of time. Sure you find the bugs, but the actual gameplay needs two players on one machine. Period. When I played a prototype of Tanksalot with our team for the first time, I felt like a utter retard. I just had some kind of false expectation, that two tanks fighting against each other, on plain ground with unlimited ammo, would be fun. It worked for the Rocket Arena-mod in Quakeworld, so why not here too? Well all I can say that it was a very very sad five seconds for me personally.
I took some lessons from my disapointment and even found some deeper insight later: I noticed how my pattern of doing gamedev has always been the visuals and the engine beneath the game. I just end up using huge amount of time to get some textures or bloom (oh I just love the bloom) for some early prototype, where no one else gives a s**t how it looks. Or maybe try to optimize some part of the code to give me +0.23 frames per second. The truth is that I have never really paid too much attention to what is (or could be) really fun for the player. I was just too busy having fun myself with building stuff out from nothing and making it look extra nice. One of my friends nailed it down in a simple slogan: "You have to decide if you are making games or game engines". The right way to make great games is just the opposite of what I was doing. You need to prototype your idea without the glitter and make it fun. You can paint it with pretty colors afterwards. Well, I'm still a new kid on the block, and there is a lot to learn, so mistakes are bound to happen.
That's it. Now it's time for this new kid to get some sleep. Ciao!
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