Introduction:

Guide language: no matter be child, adult, old person everybody likes to play game, no matter be ordinary person, still star, public figure, no matter be ordinary family, still rich 2 generation all like to play game, but the generation process of a game do you know? As a brick remover of the game industry, introduce the life of games.

1. Game ideas

Generally speaking, different developers have different goals. Indie game developers, for their dreams, are respectable people, pathfinders of games. Companies develop games to make money, because money is the only way to grow, to make more money.

 

 

2. Identify the user base.

This should be the easiest to ignore. Is it heavy or casual, is it standalone or networked, what type of game is it, is it for men, women, children, etc, this step is simple, but very important, very important, very important!! Because direction is the foundation of effort, if you look for the wrong North star, you will never reach the north.

 

3. Identify core gameplay.

Core gameplay is the circular subsystem around which the most user action and game feedback is generated. For example, parkour, the core gameplay is jump, flash, eat, and adhere to the longer the better, while other character cultivation, increase speed, various props, and so on is the auxiliary system, is a small system. Another example is the normal ARPG core system is combat, and the other subsystems include pets, heroes, events, arenas, guilds, equipment, and other regular gameplay. SLG, for example, focuses on tactical combat, while the other subsystems revolve around this purpose. The core gameplay is determined so that the overall direction of the game will never change.

4. Demo stage.

The so-called demo stage is the prototype of the core of the game, the program to write the code, the planning to write the case, the art to determine the art style. Only the basic design of the core gameplay is completed during this period, because the gameplay of the core gameplay determines the fate of the entire game. The demo’s playability at the company level will determine whether or not to proceed with the project.

4.1. Project approval.

The so-called project is in the company according to a variety of market data support verification, the parties of the company under the evaluation of the bigwigs, decide whether to set up a project team to continue to invest in the production of resources, the game is born is dead in a nidea. Of course, indie game developers don’t have this step, because the idea of the game is already set in stone.

The games that are copied don’t need this process of exploration. There is no need for upfront discussion, exploration, and uncertainty, because most games are market oriented, and if there is a market, it’s worth copying. So most development teams just copy, saving time and bringing harmony to the team, as long as one person says “how does XXX game work?” I can stop all discussion and get back to work.

 

 

5. Development period.

The project has entered the development period. Large games in general is a version of a month, little game is a lot faster, some week a version of the game faster, some six months couldn’t hold back, this time schedule is a project manager at the head is the fine arts program and to hold, the contents of each version needs to be fixed in advance, rather than literally change, many things can move on to the next version, don’t be too hurry. This process is a process of repeated modification. You don’t need a gun to kill a programmer. Change requirements three times. A picture illustrates the problem.

 

6. Open test phase.

After n iterations of the game, it’s almost time to meet the player and take him or her out for a walk. The company also needs to see if real players like the game and have any suggestions for it, since it’s all closed doors. If players don’t buy it, the project will die sooner or later, so free up resources early to develop new games. If the data is ok, the beta phase collects a wave of player suggestions, as well as a wave of online bugs. The first test is basically delete file test, after all, do not charge for the version.

 

7. Release and promotion.

This is where the real money comes in. Indie game developers are basically steam. Taptap shows his face. Rely on the quality of the game to win. Companies basically work with publishing companies. Promote, warm up what game development procedures, and is a very important process, the so-called “breathtaking last leap of capitalism”, the last is how much money you can get as many people. Finally, to calculate the difference between the number of people to promote the cost and the ARPU value, the competition is quite fierce, there is no passion, interest, method to speak of. This process kills the most games because players don’t like it and there’s nothing they can do about it. In fact, every game will have players, just find out how much their time and money cost. I just want to say that it doesn’t matter to sell my soul and principles, but I’m afraid I can’t sell it for a good price.

 

8. The game was officially launched.

The development process is still repeated, planning -> art -> programming. The difference is that the planning is no longer a plan that comes up with a head. During this period, the data of players will be referred to, because players’ preferences affect the payment rate of players. After all, the rich is the father! Without the fullness of the purse, there is no peace of mind.

9. Take it together.

With the loss of players, the game is not active enough, and in order to save server resources, this stage will start to co-serve, gather active players together to prevent the game from becoming a ghost server. This game suit entered the late game.

Private service, abnormal service.

That would be a side quest. Some companies will launch private or abnormal services, just to make another profit. After all, earning a little is a little.

Conclusion: Games are just spices for our boring life, never as the staple food, controlled games, care about people around, love people around. Play in moderation makes life return to life.

 

1.

No fullness of purse, no peace of mind!!