Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When making the transition from playing games, to making games, it can be tempting to get lost in the system building process and allow scope creep to run amock.
To get the best of both worlds, try breaking down the game into sub-games that demonstrate a small collection of systems to help constrain scope.
Why constrain scope with heavy limitations?
1. Reduces resource (budget) & R&D overheads
2. Increases likelyhood of completion
3. Forces you to solve problems elegantly
You may be supprised, how fun it can be to make a game with heavy limitations.
Have a look at Devil Daggers. It's a really good example of the game dev success that can be had under this approach.
Good luck & have fun.