Post by ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ on Sept 9, 2016 14:10:16 GMT 1
Would be nice if everyone saw this. The community likes to go for popularity rather than effort though, which is sad. Even people who know how to build very well will still get as click-baity as possible.
On the old forums, the developers indicated that they wanted KoGaMa to be partly used for teaching players about game development (and possibly move on to making their own real games/art/music). I always thought they would have shared more of their personal insights in the industry. However, this was also around the time when they stopped communicating with the players so we didn't get to hear their stories or what influenced them.
To that regard, there hasn't been much of a push on their "Learning and Development" objective for a young children's game learning platform. What makes a game? It's core components? What are tips and strategies in making games fun? Look cool? Play smoothly? What are some things that have been proven to work? What doesn't? How do you define a goal or objective in a game? What are things that real game developers struggle with? How do you overcome those problems? What are the methods used in game design? And so on...
When I first saw these intentions, I was hoping to be inspired. However, there isn't really anything of a formal nature that players can use on this website to educate themselves about the game development process.
This thread is merely a simplified example of the waterfall model, which is one approach to development. In reality, there's more to the creative process and even more to how actual development works in the real world. For example,
Idea -> Research -> Plan & Design -> Prototype -> Scale & Implement -> Test -> Publish -> Reflection & Maintenance
where every step can be revisited depending on if a better idea or a problem is discovered. Parts of the process can be skipped, others cannot. Finding ways to teach this in an interesting way would be awesome for KoGaMa and its players. Game quality would likely improve and creators would be more encouraged to learn from their mistakes and think at a higher critical level.
Anyway, I wanted to share that teaching concepts doesn't have to be intimidating. Or maybe that's just the Comic Sans font. Who knows?
What's next: N Tips and Strategies to KoGaMa Level Design