HAVE you ever fancied your chances at writing a game, in the hope of getting it released? If you like the idea of a pushover job, with the reward of instant fame and fortune, forget programming. Most ideas never get further than the drawing board, and of those that do, very few make a mint.
But if you're still prepared to settle for the fame of seeing your name on someone else's screen, perhaps I can give you a few pointers in the right direction. One of the first things you must consider is the language in which to write your game. Make a list of everything it will incorporate, including graphics, joystick or keyboard control, animation and available memory. If the language you had in mind cannot cope with some of these, you'll either have to look for another or re-design the game.
The next step is to develop the game ideas. Plan it out, preferably with a storyboard of cartoons, describing exactly what's happening at each stage. The best thing to do now is take a break for a couple of weeks, so when you come back to it you can easily spot the weak points before wasting your valuable time and money.
In order to sell your game it must appeal to a particular section of the market. Maybe it could include brilliant graphics, amazing sounds, novel gameplay or a mixture of all these and more.
You might lean heavily on humour, with all the descriptions, puzzles and graphics having a humorous slant so the whole feel of the game comes together. Remember, the atmosphere of a game can determine its success or failure.
Don't try to compete in an already overcrowded market, as yet another version of Chess or Pacman would have to be exceptional to succeed. Likewise, don't fall into the trap of producing something nobody wants anyway.
A good hint is to ask yourself, friends, family and anyone who'll talk to you, would you buy this game? If the answer is No, start again. If your idea needs graphics, they must be of a high standard. Most people are used to a level of sophistication unheard of a few years ago, but it's well to remember that some of the best concepts rely on few, if any, graphics at all. Some games, such as TETRIS, have sold thousands on their addictive gameplay rather than fancy pictures and sprites.
Few good programmers can produce quality drawings, so look around for someone who can. Whatever you decide, you'll need outside help eventually, so why not get together from the start and sort out all the problems at the beginnning?
You can now start the job of writing the program. Spend as much time as possible on it, keeping notes of everything, and try several ways of achieving the same result. Just because the first method works, it isn't necessarily the best.
Try to keep your ideas innovative, and don't re-use existing routines in new clothing. If you do, there's a good chance that potential buyers will recognise them, and the original author may get a little upset. Also make sure the program is user-friendly, which not only makes it easier to play, but more fun as well.
When you eventually emerge from the attic with a working prototype, let someone else play it. You'll be so indoctrinated by knowing the game backwards, you may never try doing the silly things novices are prone to.
After the few bugs have been removed, and the whole thing tidied up, you may end up with a product that you have enough confidence in to start seriously thinking about marketing. Get expert help if you can. Even small towns have a local computer shop, so try selling it to them. Give them a few copies, along with a demonstration, to try out on their customers.
You could also try sending copies to all the major software houses, but don't expect an immediate reply, as they're probably inundated with other folks' efforts.
Before having thousands of copies produced, try sending the final game to magazines, as they may decide to review it for you.
Deciding on the packaging and inlay design is the next big hurdle, but don't be tempted to go straight for the least expensive, as this could leave your otherwise excellent program looking rather cheap.
Choosing the right price can be bewildering. Weigh up how long it has taken to write, and give yourself a reasonable rate of pay. Also take into account costs, including advertising and copying, and then take out the distributor's slice, not forgetting a discount for large orders.
Do not be talked into large production runs and expensive advertisements, as any well produced, thought-out and attractively presented program should sell reasonably well without having to spend too much in the first place. Shop around for the best deals, and work to a tight budget.
Don't have too many copies produced at first, otherwise you could find yourself with masses of unsold games and nothing coming in but bills. Plan well in advance. There's no point in trying to get a release date for Christmas in October, as you won't get it advertised and it won't sell. Many magazines have a small backlog of games to be reviewed, so be prepared to wait.
As you can see, it's certainly not a get rich quick operation. Don't be disappointed if in two years you're not a millionaire. If it were that easy, everyone would be doing it.