In the next 7 articles, I will create a basic prototype of a game with offers, gameplay, and everything I've been talking about in this blog for the past year. In the end, you will have a complete understanding of where to start your path in game development.
Facts right away:
In this part, I will make a plan, and choose the genre, and format of the game. The rest of the parts will soon be in my Telegram channel.
For indie developers, there are essentially two options: casual and hyper-casual formats:
In short:
Therefore, I choose the casual format, even though it's tens of times more complicated.
What should be in the game:
Graphics and sounds
The main part will be generated using AI tools, and some will be taken from image stocks:
Stocks:
Stocks are needed primarily to assemble the game menu and all UI elements; the rest will be done by AI tools.
All services have free subscriptions, which should be enough.
AI tools:
Here it would be logical to mention Stable Diffusion, and that would be enough, but it requires a powerful graphics card that most people don't have. Therefore, to make the experiment more objective for everyone, I will use analogs:
The game will be on Construct 3 — probably the simplest engine in the world, with which you can create a game in just half an hour of clicking. And if you encounter difficulties, you can turn to Jarvis.
Let's try the advice in practice:
And it works.
Of course, it won't write the entire project for you, but it will help you find out local points, and that's awesome!
First, let me briefly explain what mechanics are from the point of view of body chemistry:
In short, to make the mechanics interesting, you need to alternate between two micro-cycles:
Negative cycle:
Positive cycle:
The result of these micro-cycles will be the victory at the level, which will give the maximum dopamine, or the defeat, which will take away the maximum.
In essence, any game works according to this principle:
But the phenomenon of match-3 games is that the density of these cycles is one of the highest in the entire gaming industry, which is why millions of people get hooked on these games.
In short, it's like in toxic relationships, when they mess with your head with both good and bad behavior, you get hooked on it like a drug addict.
I will choose a ready-made mechanics in which these principles are already considered.
Let me just say that the main gameplay will be as simple and basic as possible to fit within the confines of 7 days of pure time.
The puzzle category is the most accessible 2D game option that can be created even alone, and on top of that, it is the most profitable genre in all of game development.
The category includes about 20 sub-genres:
Ideally, combining two puzzle mechanics into one and creating something unique, but it will take at least a couple of weeks, so I will choose the Blast mechanic, which is self-sufficient in itself:
The Blast mechanic looks like this:
The principle is almost the same as in match-3, but:
In short, it's perfect.
By the way, one of the misconceptions in game development is that organics are only keys and category searches. In reality, 90% of the traffic is recommendations to people playing similar games, so there's no need to be afraid of competitive niches.
Contact me in my Telegram if you have any game development questions, I'll answer some in private and reveal some in the next articles.