The asset creation process
Hey everyone! This is my first post on OGA ever, so sorry if im doing this wrong. I was just wondering what your procss is for creating assets for your games. What are your first steps? Do you rough sketch some ideas down? Do you create backstories for your characters before even considering drawing? What programs do you use? What programs would you recommend for a noob? What tools do you find ABSOLUTELY NECESSARY for your work? What does your workstation setup look like?
Sorry to bombard you with a bunch of questions all at once haha. I just started programming my first game, its just a little top down space shooter but I thought it would be fun to AT LEAST design my own ship, if for no other reason then to get an idea of the game art process. Really my ultimate goal would be to make the ship look as though its moving side to side and also for it to look like its thrusters are increasing when the ship moves forward. Static movement just looks really artificial to me.
Ive googled some stuff but would also appreciate your thoughts and guidance as well, can never have too much help you know. If it helps any I use Linux LXDE and would perfer to stick to free software till i get decent enough to justify an increased investment.
Welcome to OGA!
Personally speaking, I've actually had a hard time coming up with game ideas lately, so I might not be the best person to ask in relation to how to develop good ones.
Let me try to answer your questions one at a time still ^^
My first step is always the core game idea. I build the game around it and always adapt the rest of the game to that. Getting good ideas consistently is something which I find tricky though, especially if you're running everything solo. I try to get testers and other sources of feedback, including from this community into it as early as I can get away with it-
Yes, I tend not to be very strict when it comes to delivering a finished project first-try and I will always allow unfinished protoypes to linger if I get can a better idea in the meantime. So these unfinished prototypes can be considered rough sketches, I guess.
I usually think about their personality and role first, then their appearance. Most of my games don't have complex backstories.
I use Game Maker as the main engine, Asesprite for pixel art,Paint Tool SAI for drawing,CSP for animation,OpenMPT for music
OpenMPT for music, and MediBang for drawing, since both are free. You will probably need a tablet/MIDI controller to really take advantage of them though.
I use everything I mentioned above very regularly, it should be mentioned that I never use any 3D tools.
A desktop+ a laptop PC, a drawing tablet and a Yamaha DX7IID synthesizer. I hope this information can help you somehow :'D and remember it's only my outlook.
How early is too early for testing? Ive always had a hard time understanding the idea of minimum viable product lol
"I Don't care if he rodgered the Duke of York with a prize winning leek! He shot my pigeon!"
- Gen. Melchet
Good question, I'm not sure there's a definite answer.
However, I would say when updating your game or announcing news for it in general, try to keep the updates as large and fleshed out as possible, even if they'll be more infrequent.