Hi, in this topic I will explain my experiences with the development of my games and the things I learned back then. Chapter 1 Creative side I remember finishing previous games such as the underworld 2013, 2014, AI Explorer, Batalla Naval. After making all of them: in my platformer games I learnt about the mix of controls and state machines, it was difficult and the process takes long than expected, you need to keep track of the gameplay and animations in order to link them together. Strategy and RPG games sure are difficult as you have to make your own world and statistics for your character, it has a difficult curve that I might explain later in this chapter. The underworld games. Graphics Most things used to be placeholders, one were kept in the final build and some were changed, don't be afraid to use them. The purpose is to see if your plan works in your game and if not, you can drop it without worring to use those assets. The character is a silluete, it's all about perspective and the animations take small changes, make it wrong or make it right, you see what you like, only few people will try and interpret the image projected on screen. The environment used to be blocks, it was everything about blocks like most games. I remember making bars as Health. A handicap meter for movement called Energy When I noticed how movement was very punishing, I decided to add the EX orbs that would refill your energy, these would refill depending of your health. The potions didn't take longer than 15 minutes to be drawn, it was an easy task. Yes, in case that you noticed, I used pre made assets that came with the engine. I decided to keep them as I was not skilled enough to animate them, this could be the placeholder that I never changed. Game unlockables/consumablesThings like currencies were the most difficult as I wanted the player to have everything in an easy way. Randomized currency might bring from the luckiest person to the most inopportune one, so I had to separate things and make two types. One where you would find it, no matter what, and the other that you won't have to worry to find that much. GameplayMost gameplay is a connection to what you have drawn of your character: they can fly, walk or extend an arm. It depends the way you use it, add some context with your weapons. The character extends the arm. Did they found something? Are you about to do an attack? What might happen? This is what we mean by intuitive controls. The learning curve must go from slow and steady to a sudden WOOSH! and jump straight into action after you have mastered every single bit of it. The experienced you are, the easiest. But this is not about who's skilled or not, you must take care of the previous mentioned, not everyone has the same timing and or patience like others. One of my biggest mistakes when making the 2014 version was to mix a sequence like in fighting games and put it into a platformer, this is where I came to the conclusion to add a new character, making this sort of sequel into something people can practice at first. So I made a character that will adapt to your current state/position OR you adapt yourself to the things sorrounding you by doing that sequence. Story is not involved in this post. Technical difficulties are not involved either. Costs weren't needed yet. Marketing wasn't applied. Next post might be about strategy games.