HeroEngine Support > General Discussion

Starting Your Project - READ THIS

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Hey guys. Starting up any video game project can be a case of "where do i begin" It can be really daunting and sometimes scary. But all of the information is out there. You are not alone in your journey as many many others have been in the position where you are. This little helpful tips package will help to guide you in your first strides within the video game development scene.

1 - Planning:

Every good and solid game project starts with planning. You will need to write down basically EVERY idea and possible piece of detail for your game as humanly possible. This includes but is not limited to

>System Write ups
>Game Design Document (most important, basically your design bible)
>Mind maps

2 - Organisation and management:

Organising and managing your project is also extremely important. No matter how good an idea you think you have, if your team is not well organised you will fall apart at the first hurdle. You should have in place a file management system such as

>Google Drive/Docs

Also you should have a very solid and tested means of organising your tasks, waypoints and milestones. Our team personally use a system called OnlyOffice. This website costs a little and there are cheaper, more expensive or free alternatives out there, but at the end of the day they should all do the same thing. Giving you the ability to marshal your team onto one task management system and assign any relevant tasks to whoever it may concern. - https://www.onlyoffice.com/

3 - Helpful Websites:

There is an extreme plethora of helpful websites. Finding them is pretty easy but ill post them here. These sites will help you as an indie to gather information, plan, design, build your teams and beyond.

The most important one ive found is - http://www.pixelprospector.com/

Then you have - http://www.tigsource.com/

And - http://www.indiedb.com/

4 - Social Media:

I can not stress how important this part is. You may be able to create the best looking and most enjoyable game to play, but if noone knows about your game, you will never get anyone to play it. Ive seen most HE groups simply leave this until the last minute and it is not healthy. You need to get eyes on your project as soon as possible, even if its just a concept image or two and some writeups about what your game is about.


Also, many magazine style video game websites have forums that you can put up a post about your game. Here is a small list of these that you should post on. Some are more active than others, but you should post on all of these. It will get you views and members joining your website when it is up.


5 - Publicity:

When you feel ready to give it the old college try and start your kickstarter campaign, depending on your project scale and how much funding you want to achieve, you will need to have at least the following up and running

>1000+ Facebook and other social media site followers
>1000+ Website signups with active forums
>Have your game on as many websites as possible
> Ideally having a couple of half decent youtube or twitter video game bloggers on your side

Also have a PR pack ready made that you can mass email to the editors of as many of these sites as possible. I have compiled a short list of these contacts below

http://www.eurogamer.net/ - contact@eurogamer.net
http://www.rpgamer.com/ - indiesubs@rpgamer.com
http://www.thunderboltgames.com/ - webmaster@thunderboltgames.com
http://www.honestgamers.com/ - http://www.honestgamers.com/contact.html
http://www.gamerevolution.com/ - pr@gamerevolution.com
http://gamesareevil.com/ - pete@gamesareevil.com            
http://www.snackbar-games.com/ - editors@snackbar-games.com            
http://www.nowgamer.com/ - enquiries@imagine-publishing.co.uk
http://www.hookedgamers.com/   http://www.hookedgamers.com/contact/            
http://www.dailyjoypad.co.uk/ - http://www.dailyjoypad.co.uk/?page_id=23869            
http://www.nextgenplayer.com/ - inquiries@nextgenplayer.com            
http://gameplasma.com/ - http://gameplasma.com/contact/            
http://www.hardwareheaven.com/ - info@heavenmedia.com            
http://www.atomicgamer.com/ - heroes@atomicgamer.com            
http://www.gamefreaks365.com/ - kyle.bell@gamefreaks365.com            
http://www.gamesnation.it/ - comunicati@gamesnation.it            
http://worthplaying.com/news/ - news@worthplaying.com            
http://www.gamingexcellence.com/ - ssnider@gamingexcellence.com            
http://www.ztgd.com/ - press@ztgamedomain.com            
http://www.gamesxtreme.com - contact@gamesxtreme.com            
http://www.gamesabyss.com - editors@gamesabyss.com            
http://gamerlimit.com - robert.hunter@gamerlimit.com            
www.games4all.it - redazione@games4all.it            
http://www.pcgamer.com/ - letters@pcgamer.com            
http://www.gameplayer.it - valeriofusco@gameplayer.it            
http://www.gamesource.it - info@gamesource.it            
http://uk.gamespot.com - pr@gamespot.co.uk            
http://www.videogamer.com - news@videogamer.com            
http://www.totalvideogames.com - chrisl@totalvideogames.com            
http://www.destructoid.com - tips@destructoid.com            
http://www.extremegamer.ca - info@extremegamer.ca            
http://www.pcgames.de - redaktion@pcgames.de            
http://gameplayer.se - info@gameplayer.se            
http://www.gamecell.co.uk/ - pr@gamecell.co.uk            
http://www.hardcoregamer.com - CONTACT@HARDCOREGAMER.COM         

A few things to add.

An idea is but a few pages long, generally 10-20 pages.
A design doc is a little bigger with much more details, about 50 pages.

A full game design doc shows all the details, all the art (ideas), all the layouts for GUIs, all the functions of what should happen when the player interacts with it, and all possible things that can go in the game, plus the game world, the break up of sections of the world, the details of rooms within the world, things the player can interact with, all the NPC, all the mobs, all the moving objects, all the sounds, the music, everything that would go into Your World.

It is generally about 500+ pages. I have worked with 1 of these when we made a game for Electronic Arts (their design specs). And this was a simple single player game.

The size of the GDD really depends on a game, but it really should detail as much as possible in tiny detail. As Thazager said, they range from 25-500 pages.

My tidbit for anyone starting a project or considering this engine.

--- Quote ---If you want a one stop shop for an online collaborative gaming platform that can support MMO like environments (as well as any other online multiplayer environment) then this is your solution.

I don't have to worry about setting up and hosting a server, they do it for you.

I don't have to worry about "builds" or making sure everyone is synced, they handle that for you.

I don't have to worry about "compiling", scripts are tested on the fly before committing, returned with clear errors.

This really is a turn key solution to setting up an online multiplayer game that can scale from extremely instanced worlds to massive seamless worlds.

While the seating plan is a little weird it still beats having to host your own server.

--- End quote ---

My one note to IF (owners of HeroEngine)

--- Quote ---Restructure your payment plan. The basic plan should offer at least 5 slots.

Putting a price point between being able to see the collaborative abilities is insanity.

Might also want to note that the price per month is cheaper than basic shared web hosting plans ha.

--- End quote ---

From my experience the only thing you need is:

1. start coding ;)


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