Ugly First DS Design? Yeah, I've Been There!
Okay, so let's talk about something a lot of us game developers struggle with: that cringeworthy first design for a game. I'm talking about the initial concept art, the first attempt at a user interface... the whole shebang. Mine was, to put it mildly, a disaster. Think early 90s internet design, but somehow worse. It was ugly.
I remember working on my first serious game design for the Nintendo DS—a platformer, naturally, because everyone wants to make a platformer when they start out. My initial sprites? Let's just say they looked like they were drawn by a toddler with a crayon that had been chewed on by a dog. The level design was confusing as heck; I had no idea about flow or pacing, so it was a mess of randomly placed obstacles. The UI? Forget about it. It was a jumbled mess of buttons, text that was too small, and colors that fought like cats and dogs. I even tried to cram in a feature where you controlled the character using only the DS's microphone - a complete and utter failure. It was a train wreck of epic proportions. The sheer ugliness of it all was depressing.
<h3>Learning from My Massive Mistakes</h3>
Looking back, it's hilarious. But at the time? Brutal. I felt like a complete failure. I’d spent months on this thing, poured my heart and soul into it, and the result was… well, let's just say it wasn't winning any beauty contests.
But here's the thing: that ugly first design was crucial. It forced me to confront my weaknesses. I discovered my design flaws - a lack of coherent vision, a flawed user interface, and bad use of the DS's capabilities. It taught me the importance of early prototyping. It highlighted what didn't work, paving the way for what eventually did.
What I learned was invaluable:
- Iterative Design is King: Don't expect your first draft to be perfect. Embrace the iterative process – design, test, revise, repeat. It's the only way to create something polished and intuitive.
- User Testing is Non-Negotiable: Show your game to others early and often. Gather feedback, even if it stings. Seriously, get feedback from your friends, family, heck, even strangers. You need to see how others experience your game. A friend once pointed out a bug in my game that I'd missed—a game-breaking one, I might add!
- Master the Basics Before Adding Flair: Get your core mechanics right. Don’t get hung up on fancy graphics or features before you've nailed the fundamentals. I was so focused on flashy effects that I completely neglected the core gameplay. My graphics were hideous, yet the gameplay was even worse.
- Know Your Tools and Your Platform: I didn't understand the Nintendo DS properly, which led to ridiculous design choices. Spend time understanding your development platform. Research the capabilities and limitations; there's nothing worse than trying to shoehorn a feature into a system it wasn't designed for. This is especially true for the DS, with its dual screens and unique control scheme.
<h3>Turning Ugly Ducks into Swans (or at Least, Decent Games)</h3>
My early DS design was so bad, it was laughable. But that early failure helped me become a much better game designer. I learned to accept feedback, to iterate effectively, and to focus on the essential elements of good game design. The eventual game wasn't a masterpiece, but it was a significant improvement. It was playable. And more importantly, it didn’t induce instant headaches.
So, if you’re staring at your own ugly first draft, don't despair! It's a stepping stone, not a tombstone. Use that hideous design as a learning opportunity, gather feedback, and keep iterating. Eventually, you'll create something you can be proud of. Trust me, even the ugliest ducklings can become pretty sweet swans, with a bit of hard work, of course.