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Author Topic: The Rules of Making a Good Fangame  (Read 42675 times)

ActorOfVeil

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Re: The Rules of Making a Good Fangame
« Reply #60 on: May 19, 2011, 05:03:57 pm »

I think people shouldn't expect a fangame to be done in a week i think they need to accept that to make a decent fangame a year might even be too early.

I've heard this comment before...

but I agree with it, i'm estimating my game will take two years to be completed

I agree with the above statements when the project is done as a solo work but couldn't that time be reduced if you have multiple people in your game making team?
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Storyyeller

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Re: The Rules of Making a Good Fangame
« Reply #61 on: May 19, 2011, 06:16:49 pm »

It depends on what skills each team member has and how well they work together.
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Miracle

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Re: The Rules of Making a Good Fangame
« Reply #62 on: September 04, 2011, 05:46:06 pm »

It depends on what skills each team member has and how well they work together.

And how willingly they are to test the game properly.
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shitty name fixed

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Re: The Rules of Making a Good Fangame
« Reply #63 on: September 26, 2013, 08:17:15 pm »

One thing I've never understood is that games like GB and Tribute seem to break a lot of these rules. Why does everyone like them?
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When will it be my time?

infern0man1

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Re: The Rules of Making a Good Fangame
« Reply #64 on: September 26, 2013, 08:29:23 pm »

We USED to like them (I personally never liked Tribute, but still like GB due to difficulty).

When they first came out, we all thought they were good. Now, since so many god awful fangames have come out (http://www21.atwiki.jp/iwannabethewiki/pages/283.html) people think these are shit.

MetaKK

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Re: The Rules of Making a Good Fangame
« Reply #65 on: September 26, 2013, 08:29:31 pm »

One thing I've never understood is that games like GB and Tribute seem to break a lot of these rules. Why does everyone like them?
Nostalgia probably.

They were 2 of the earlier fangames that didn't completely suck. They lack in comparison by todays standards next to stuff like Boshy yes, but look around the forums at the time these 2 were finished and compare with the flood of "games" created with tijit's I Wanna be the Engine.
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RebornIsaac

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Re: The Rules of Making a Good Fangame
« Reply #66 on: March 09, 2015, 02:14:28 pm »

Well, I was making a fangame earlier, and now I see that I broke a bunch of rules.
Thanks to you now I know what to do in my game!
Thank you a lot!

SpaceH3R0

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Re: The Rules of Making a Good Fangame
« Reply #67 on: November 07, 2015, 03:59:07 pm »

The secret paths, disappearing spikes, etc. are allowed if you add clues for the people to find out, like a sign on top or something like that.
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LOLGAMMER

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Re: The Rules of Making a Good Fangame
« Reply #68 on: November 07, 2015, 04:38:26 pm »

Needle:
-Being able to see your character is very important. Make the backgrounds clear and paint the spikes to a different color from the background.
-Minimize the use of generic garbage jumps such as corners, ledges, diamonds, inverts  and the one I hate the most is plane jump. These jumps are very easy to come up with and all they do is create a fake sense of difficulty.
-No grid
Nice examples: Neurosis, Catharsis, Vector, Not Another Needle Game, ArioTrap2, 3200min.

Avoidance:
-Don't make avoidances.

Adventure:
-Make it as open world as you can.
-Don't use retarded gimmicks, and try to be creative with areas.
-Traps are fine unless they are used right before the next save.
-One boss each area is fine. Try to not make them hard so they won't break the pacing.
-No grid
Nice examples: Dun Wanna Be Anything, Crimson, Destination, See the Moon.

Medley:
-No K3 cloning.
-No Happil cloning.
-Don't make a boss rush. Even if you do make the bosses easier than the other bosses, since there will be 4 or more.
-Don't nerf or buff the room you're copying too much. Might end up annoying or anticlimactic.
Nice examples: Kamilia 2, Thank to Daburyu, Kill the Needle Games 2, Cultured.

Trap:
-You know the rules, try to be as unpredictable as possible.
-Even though you make a trap game, don't over overuse the traps. 7 traps per save is fine.
Nice examples: fa trap, Metamorphosis.
-No grid

100 Floor
-It's very hard to make a 100 floor game so good luck
-1 gimmick per 10 floors is fine.
-If you're making 100 floors of pure needle you must absolutely have a slowly increasing difficulty curve.
Nice examples: Crimson Needle 2, NANG(this is a 400 floor game if youre going for true ending but w/e),Reach heaven, Survive
« Last Edit: November 07, 2015, 04:40:46 pm by Mu TtaLu L0rD »
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infern0man1

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Re: The Rules of Making a Good Fangame
« Reply #69 on: November 08, 2015, 09:49:21 pm »

Corners can be used in interesting ways; so can planes, diagonals, diamonds at times, maybe inverts. Also, have you not seen some of the avoidances that have come out recently? (I Wanna Know the Everlasting Stories, I Wanna Beat the Flower, if(I Wanna be the GOD){}, etc.)

LOLGAMMER

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Re: The Rules of Making a Good Fangame
« Reply #70 on: November 09, 2015, 06:35:50 pm »

. Also, have you not seen some of the avoidances that have come out recently? (I Wanna Know the Everlasting Stories, I Wanna Beat the Flower, if(I Wanna be the GOD){}, etc.)
Yeah that was probably a bit harsh but I can't stand avoidance-only games at all. Not to mention that I haven't played one more than 2 minutes.
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