Hello Armor Games! What I decided to do here is to share with you what I have learned during the past month developing Falling Debris, good techniques, good practices some problems that happened during the development and tools to work with a team.I also target this document to anyone interested in making games and i encourage you to also share your opinions, suggestions and tools you use.
So before I start, take note of two things: 1.I call this a successful Collaboration ,because it started from scratch, zero budget, without a programmer, through Kongregate forums i found one (Kreg) and we made the game we wanted to make, this is not Sonny 3, it's just a simple avoider, but it was made with discipline and passion for the Stride contest.
2.This is the first game i make in flash
Programs Used Adobe Flash CS4 For programming and assembling everything
Autodesk 3DsMax For the 3D Models, animations and text
Adobe Photoshop For the menus creation and composition, color correction, additional effects and details, and retouching some of the assets
Adobe After Effects For particle animations like explosions, Rocket Boosters, debris, button animations and also for the intro animation.
Audacity For Audio Editing and additional effects
By this moment you are probably asking yourself: WTF! Do i need to know all this programs to do flash games? The answer is no, those are just the programs i use, as a matter of fact, i don't know how to use flash and i'm not good at vector graphics, i come from an audiovisual artist background, and i'm no graphic designer. So stick to any program that you master when making games, if you do things in flash you will have the advantage of having vector graphics which have smaller file size, if you don't then use any program and try to balance your exports having in mind quality and filesize.
GDD First of all, you want to make a game? ---> Write a Game Design Document, this document wraps up what the game will be about and how it will work,in this case it doesn't have to be complicated like this (PDF) because we are making a simple avoider game, but if you are making a more complex one, you have to specify everything in the Design Document.
For Falling Debris this was the GDD , after that i showed it to different persons and got great feedback, feedback at this time is crucial, because later on is going to be harder to change things as you progress.
Teamwork Tools
Google Docs We used google docs to read ,modify the GDD and share it with other people for feedback.
Live Messenger We used Live Messenger to stay in contact when we worked, and also to chat about changes that needed to be done
Dropbox Dropbox is the key teamwork tool here. Dropbox is an application that syncs a folder from a pc to any other PCs that log with the same account, and also it uploads the contents of the folder to the web, where you can share, upload or delete them anywhere you are.
One really nice thing about dropbox is the fact that you can share a public link of any file you have in the public folder, and if you delete a file by mistake (happened to us) you can always return to a previous version
When we where using Dropbox, we realized that it was better to have a To Do text file with the things to do than to have to read them and edit them from the google document, it was easier.
SWF Cabin SWF Cabin was used to test alpha and beta versions of the game in the web
Resources
I had a hard time finding some decent royalty free music for the game, most of the music in the Collabs and on Newgrounds Audio Portal is not royalty free (i know that in some cases you could ask the autor for permission and they give it to you) and most of the free music i found out was 8-bit and didn't go along with the game. Remember, we have 0 budget...I was so desperate at a moment that i even tought of using classical music like Richard Strauss - Also Sprach Zarathustra for the intro, but then i found out about Incompetech, which is a place that runs a guy called Kevin MacLeoud, he offers a lot of music for free as long as you give credit, as a matter of fact, i stumbled with some music i've heard in games made by Armor Games and other developers.
I found some music that suited the game in a way, but this is not the best option to follow, it was now, because we had no budget, but if we had some, we would have hired a music composer.
And for the rest of the audio in the game, comes from mixes and edited pieces i made from Freesound They have a great sound effects library, with great quality
So, go and play "Falling Debris"//www.kongregate.com/games/Kreg/falling-debris, rate it and tell us what you think.
i made a mistake in the link to Falling Debris, //www.kongregate.com/games/Kreg/falling-debris">this is the correct one. Im also going to add open source or free alternatives to the software i used,mainly because that's software they have in the place i work, and that pretty much contradicts what i said about this project being made with zero budget
Free alternatives to some of the programs used Autodesk 3dsMax:Blender Adobe Photoshop:GIMP Adobe After Effects:Jahshaka If you don't own flash but want to do vector graphics Inkscape
HOLY MOTHER OF GOD. Simply amazing, And this is your first flash game? Very impressive. When will it be out? Can't wait to play it. Hope it's not just graphics.
I suppose this would go in the programming help section since that'd be the most relevant for people who actually write games, though I must say this is a very handy thread that does precisely what it sets out to do Previously I was unaware of synchronisation tools such as DropBox, but now certain things don't seem quite as impossible to me. Thanks for sharing.
Thanks for the feedback guys and for moving the topic into the correct forum.
@Riou1231: The game is already out, you can see the link above.
@Strop:I'm glad you learned about new tools to make your games, if you know about some tools that you definitely think will improve team work, feel free to share them with us