Flash games are the heart of an exciting and innovative industry. These games might individually seem small or minor, but when grouped together they offer boundless opportunities for creative game designers. The skills necessary for starting up in the field are not terribly difficult to acquire. Of course, mastery comes through patience and practice.
However, aspiring game designers often wonder about the story behind these games. Just how are they made? No matter how different the individual game might be, the answer is quite similar. This article will explore the making of these kinds of games, and it will offer insights into the art of game development.
The Importance of a Plan
Before sitting down to sling code, it is important to have an overall plan for the game. First, the game designer must dream and dream big. There is no need to consider budgets, time allotments, coding requirements or even popularity. This is the chance for the designer to create the kind of game they would want to play.
Here, the designer must think about such disparate topics as the story, the options available to the player and the look. Jotting notes and making rough sketches are part and parcel of this stage, and they are highly encouraged.
Having strong visual cues and an engaging game play are all essential components. If it is a game that really inspires the designer, then it will likely inspire players. However, if the game designer is simply plugging in values he or she expects to be popular, the game will feel like a routine and uninteresting past time. After the ideas have flowed, it will become time to group them. Some ideas can be considered immediately usable.
Others might best be reserved for a future endeavor. During this process, an underlying theme, overarching objective or description might become evident. In fact, many flash games can be boiled down to a single descriptive sentence. This is the spine for your game, a skeleton from which all the subsequent choices will stem from and feed into. Developing this spine will guide the progression through the later processes.
Getting and Exploring the Necessary Software
Once the plan is in place, it becomes time to make sure the software is up to date. Adobe Flash software is like any other program. It receives regular, internal evaluations and occasional updates or a new edition. Getting the latest version of the software is essential to game development because it will make the programming and testing stages far easier.
Playing around with the software to get a feel for both it and the ActionScript scripting language is vital before sitting down to create the actual game. This step is necessary because it begins to place limitations upon the end game.
Before, the designer could dream big. Understanding Flash’s limitations will subsequently place limitations upon the game. Game designers should not lose hope, however. Understanding software’s specific shortcomings can also inspire creative solutions for working around those limitations. While doing this, the plan should be adjusted accordingly.
Programming: A Necessary Evil
A particular personality type finds the meticulous act of programming to be an enjoyable endeavor. This personality type is, unfortunately, not in the majority. The rest of the world sees programming as a necessary evil, not a glorious calling. Whether evil or glorious, however, programming is a vital part of creating a flash game.
Luckily, the Adobe Flash software is much more forgiving and user friendly than other, older languages. It enables users to incorporate animation and interactivity, and makes these kinds of games possible. It may never become the designer’s close friend, but it must become a trusted ally.
Testing and Troubleshooting: Deliberately Trying to Break Your Creation
Once the initial program is completed, the designer must play their game. They do not play it passively, however. The testing and troubleshooting process requires an active attempt to break the game. Doing so provides insights into the sorts of things players might try. This gives the designer the opportunity to plug holes and logic lapses before they become an issue in the open market.
Each testing phase should end with a list of things in need of repairing and recoding. These corrections can then be made with additional programming efforts, before another test is performed. As a rule of thumb, a minimum of three thorough test-and-recode cycles should be performed on any game, though some will require many, many more.
Releasing, Resting and Reinvesting
Once the game is designed, programmed, tested and recoded, it has achieved its potential and can be released to the gaming public. Of course, a designer does not sit back to await the imminent arrival of wealth or fame from this one game. They will likely be at work on the next and the next.
Of course, game designers should likely remain aware that updates for their previously released games are as essential as new material. A quality career requires more than regular releases of new material. It requires customer satisfaction and quality control, which may mean reinvesting attention in older products.
Game creation workflow explained by ArcadePreHacks, hacked arcade games directory .