4 Game Organization Tips
When creating megaprojects, or even just something as simple as a calculator- maybe even a house out of barrier art, little things end up getting very confusing. Hard work also gets lost if you don’t know what does what! If anyone needs images, tell me in the comments!
Tip 1 - Renaming Objects
I bet you may have not known how to do this, but hopefully you have! So, all you have to do is click on any prop/device, and you will see the name of the prop and the settings. All you have to do is click on the object name- then, you are given a text field to rename it. But- make sure you don’t click out of the text field nor click enter, the name will not be saved!
How this helps
I’ve had many painful experiences with layers- all about 'em, simple yet infuriating, until I learned how to rename objects. This helps a lot with barrier art, though it takes a while to rename a ton of objects, the end result will feel a lot more rewarding. This is also a form of labeling, which lets you know which device does what, so you don’t get into a mess of random devices!
Tip 2 - Labeling
Picture this- you’ve just finished the biggest Gimkit project of your life, but then- you need to create a system, maybe a trigger loop, but you forget what does what. Now, your plan now is to redo everything. However, this could have been prevented! This tip is something I use all the time, that allows me to create incredibly high-effort stunning maps & more.
This tip is also incredibly simple! The only thing at risk here is running out of text. This, on top of that, needs very little explanation. All you have to do is bring out a text device or a physical piece of paper- whatever suits you the best. I’d recommend using a text device so you can see everything next to everything else digitally- and everything at your fingertips. With a piece of paper, however, you will need to use tip 1 for functionality. Write down the device name, and next to that, what it does and its channels.
The text device is a lot simpler to use, you just add an explanation of the device next to the device, and explain what it does, or just label it.
How this helps
This is one of the most important tips for organization, & great prevention from a project fiasco. Other than that, there’s not much more explaining I can do, so here’s the next tip-
Tip 3 - Object/System Grouping
For this one, your choice of item identification which will help you is what this is about- grouping your items.
Some basic classifying may include groups of..
- Object Orientation (What gameplay WAS this made for)
- Object Color - (This is mainly for the eyes, not for the understanding)
- Object Priority - How vital the object may be for the rest of the game
There are many more, but I encourage these three! I also recommend to sort props seperate from devices, as they mainly serve two different functions. Make sure to have clear groups, for example.. don’t put two groups right next to each other! This is another path to confusion…
There isn’t an explanation for this one as I’ve done all of it + the reasoning in the entirety of this section.
Tip 4 - Predevelopement Planning
Before you start making your game, I recommend having a REASON to start make your game other than “I just want to have recognition” or something. Make the game if you WANT to make the game.
I recommend writing down/typing a plan, with the structure being:
Structure:
System 1
Sub-system 1/1
How it works
System 2
Sub-system 2/1
How it works
What the game is about....
...
Possible additions....
...
Backup Ideas....
...
Explanation....
...
I personally don’t like this method/tip myself (more half the time, not ALL the time) because it takes a lot of time. However, the first time I actually TRIED this, I was able to create my game much earlier than I expected. (Half of it was procastination. )
How this helps
Well, isn’t is much easier to know what to do than actually making things up as you go? I suppose the exclusion of a time limit would be the exception of my skepticism… I don’t see a reason to not try this, at least.
Structure IS KEY. A building would fall without a plan of what to actually BUILD, it would just be chaos. The same applies for a GKC map.
I’d reccomend trying this!
That sums up the tips, time for the extras/random lists…
Do/Dont’s
Here’s some simplicity, in a list of what to do… and what to not do.
This is mainly for beginners.
What to Do
- Save your game (Settings > Showcase & Save > Save) ever couple of minutes, when low on wifi, because your game may not auto-save.
- Create your own organization tips that help YOU, not just these!
- Take your time with all of your maps! Effort pays off.
- Don’t make a game for the recognition (and more) of creating a game, create a game because you WANT to create a game, not just to create it. This one you may need to trust me on, but it really helps you focus on what you want to do! Your maps will also have more quality + originality.
- Make your maps as if they were an example for someone else making a map of the same general idea. You will understand your maps and systems a lot better, and not have to make your map in one entire sitting just so you understand how it works.
What to Not Do
- “Forget the orginization! Total menace”…
- Make your maps for like.. no reason.
- Do your maps in one sitting only to remember you forgot something, and you didn’t organize.
There’s a lot more on here, but this list would have just gone on and on. I hope this helps- not just for organization but game making in general!
Q&A
Information
[Q]
[A]
But won’t this take so long… I just want to create my map!
Unless you want to do your map in one sitting (this may be the preferences of some) but generally increasing effort is correspondent with quality. But your preference is your preference!
Why organize your game?
Organizing your game is a key thing to do while and before creating your game! One reason I love organizing my game is to understand it- and to be able to come back to it!
Any other questions I WILL answer in the comments!
Happy Gimkitting!