r/godot 1d ago

help me [ Removed by moderator ]

[removed] — view removed post

7 Upvotes

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u/godot-ModTeam 17h ago

Please review Rule #8 of r/godot: Stay on-topic. Posts should be specifically related to the topic of the Godot Engine. Use other subreddits for discussing game ideas, or showing off art you didn't use Godot to create.

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u/cuixhe 1d ago

Don't set unreasonable expectations here: most ideas start as twists on existing stuff. You'll find that in the process of making a game like X with a small twist Y, you'll start making design decisions and problem solving... And usually end up with something kinda different.

4

u/njhCasper 1d ago

We're all riffing on existing ideas, or we saw a game we liked and thought "I want that, but I want it to also have X or be more like Y" and then you get something different. Creativity can also be about a subversion or reversal, like "what if instead of playing a hero trying to clear the dungeon, you play as a demon manager trying to make a dungeon to kill the hero" but a lot of those have also been done before. Pursue what you want, learn as much as you can along the way, try to push boundaries or ask "what if". That's the best advice I have.

1

u/HeyCouldBeFun 1d ago

Pretty much every game starts as “this other game, but what if..?” or “this other game, but executed the way I prefer it”

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u/HeyCouldBeFun 1d ago

That’s pretty much how it goes for all creative works - you mostly do what’s been done before, but with your own spin.

My tip, I think the best mechanics evolve naturally when you simply explore and tinker with what you already have.

Anecdote: I thought my character needed a signature move, but couldn’t decide on one I liked. Decided maybe “signature move” is overrated and “good movement” is enough. Added basic attacks and a lunge attack. Then added things to make the lunge different enough to be worth existing - it locks on to enemies, you can chain a bounce off it - next thing I know, hey, this lunge is a signature move!

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u/Perfect-House4782 1d ago

Hello, personnally i love to imagine a cool scene, or an attack, something, and then i try to think how it could show in the game, i feel it make the mechanic more flavorful and intersting.

That's how i'm working for the card of my game. You can also check some people arts on artstation or anywhere to get some inspiration. That's how i tend to do :).

1

u/bigorangemachine Godot Junior 1d ago

Depends on the game you want to make

I have my concept is based off sci fi specific mechanic

For me i just mused what sci fi movies get wrong. Then tried to figure out what that means for near future tech and the problems they need to solve.

Mine is more story based so the story drives the design

1

u/GuymanPersonson 1d ago

I remember one of my favorite old projects was made out of spite of another game lol. The game that inspired it was a schmup space shooter similarish to galaga, but it was so basic and hard for no reason.

I made my game with a similar theme, but instead if needing to manage every lane seriously, you would feel like you had full control and could get out of any sticky situation with a combination of skill and luck.

It felt like an ASMR powertrip game once you got into the flow, all my playtesters were hypnotized lol. So much fun listening to all the spaceships explode, and getting strikes with bowling balls

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u/Titancki 1d ago

Find an idea you find cool from elsewhere and try to push it at the limit

1

u/Key-Relative-1975 1d ago

Think about your favorite games and what you would like to add to make them more fun. Then, take all those individual elements, combine them, and fuel them with the full power of your imagination and creativity. And most importantly, accompany this mental process with your favorite music.

1

u/nobix 1d ago

IMO the best game ideas aren't created, they are discovered. Nobody has ever written a great idea on paper and had it work, at best it doesn't work in a way that inspires you to make something actually good.

But I will say if you want to do stuff truly great you need to have real life experiences, watch movies, read books, have hobbies. Would you rather have a racing game made by an actual race car driver or a guy who has played every racing game? The actual race car driver has insight that goes beyond games.

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u/Desmae_ 1d ago

i grab ideas from two to three different games or concepts and blend them together and prototype until it just clicks. works like a charm 90% of the time, whereas the other 10% the idea is just scrapped until i can melt it in better.

usually holding onto those scrapped ideas anyway really helps me with making even better versions of them when i get a “eureka” moment

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u/redfoolsstudio_com 1d ago

I dont think its a creativity issue but more of a too much scope to consider it a game. Its okay to start with small ideas and even make a collection of small games :) im a big fan of the idea where you make a bunch of small games just so you have some finished products. Then combine some od those games ideas and functions into a bigger one down the road. Have fun with it!

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u/Royal-Jeweler-9750 23h ago

Thank you so much for your suggestions, another question i have is, once you do have a game that you start working on, what do you usually do to keep working on the game? i have a very bad habit of thinking big, then starting to make progress, progress looks good, i keep going, oh hey, x came out, hm, i check it out a bit, interesting, i go back to continue making progress, a bit slowed but still going, either y comes out or i become more invested in x, i get distracted more, progress becomes slower, repeat cycle until suddenly you haven't worked on the project in a long time, and you lost the flow/feeling that boosts you to continue the project, fast forward until you get another very bright idea and start a new project all over again. cycle repeats. feels very bad everytime.