Heriberto at speak.

Since i`m in the mood for writing, i`m gonna talk about some suggestions in the process of creating a game. i do hope they haven`t mentioned it yet.

|Tip No 1:
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Feature plan, before time |
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When you are going to do a Game or program, you must first think about the main features it will have and what do they mean, this is quite useful, and for an example. i`m gonna make it quick.

I`m doing an RPG game... so what do i need to do, what features does it has ingame.
I want it to be like, i dunno Zelda for the snes or terranigma. ok, then we have a character seen from above, i want him to have an attack button and, maybe three moves, normal attack, block and special.

Character: "Name"
Movement: 8 directions.

Actions:
-Run: Tap direction twice
-Attack normal: Tap Control once.
-Block: Tap Shift and hold.
-Special: Tap control repeatidely.

See what i mean? do not leave any possible feature unexplained.

|Tip No 2:
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Self Library |
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When you start with the creation process you first do all kinds of plannings and then move on to graphics. But one way to do this more efficiently is to minimize the creation of graphics "on the go" and to start making them "before time". For example, you have an action game, you need Characters, enemies, powerups, backgrounds, special Fx... You should at least do all characters you are going to use, make the pieces so you just have to place them later. If you are going to use explosions, do some animations and store them, anything that will actually appear many times in your game goes here. Try to add the game file to the libraries for easy acces.

|Tip No 3.
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Flow is go baby. |
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Always try to make a scheme for game flow. so you can actually explain the different stages of the game. let`s see, gameflow for falling star saga:

1-Logos.
2-Introduction sequence n / credits.
3-Game menu options
Start game
-> Character selection screen.
->Selects mimmet: Start episode 1: Dream gazer,
From beach scene.
->Selects leon: Start episode 1: Dream gazer,
From Maelstrom`s assault.
Continue
-> Continue from last episode save.
Exit
-> Confirm exit
-Yes: Endgame
-No: Title screen.


Also, inside a normal stage, game flow goes like this:

"Dungeon stage" layer tries to reach the exit of the dungeon.
-Enemy encounter:
-Battle scene.
-If it loses: Go back to title screen.
-It it wins: Go back to last position in Dungeon.

Even battle will have his own flow to explain it`s actions, see what i mean?.


|Tip No 2:
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Test type|
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A small tip, try to do first game test`s as engines before actually starting production. If you want a game feature that makes enemies follow the player without crashing on walls, do that engine with simple graphics to make it work, this way you will actually know exactly what you are doing and how to do it.
You should do this for special effects too. like making fire or the sort.

I hope this helps somebody, Heriberto out.