Okay, so I wanted to figure out how to start a new game, and let me tell you, it was a bit of a journey. First off, I started by jotting down some ideas. I mean, I had all these thoughts swirling around in my head, and I needed to get them out. So, I grabbed a notebook and just started writing whatever came to mind. No filter, just pure brainstorming.
After I had a decent list, I began to see some patterns. Certain ideas kept popping up, and I realized they were the core of what I wanted to create. It was like finding gold in a river of thoughts. This one part was kind of tricky. Seeing it written out is completely different from just thinking about it.

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Next, I moved on to organizing these core ideas. I created a simple outline, nothing fancy, just a way to structure my thoughts. This helped me see the bigger picture and how different parts could fit together. I started with some of the cool functions.
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With the outline in place, I started fleshing out the details. I wrote descriptions for each part, figured out the basic mechanics, and even sketched out some rough designs. It was messy, but it was progress.
Planning Stage
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Now came the fun part – actually building the game. I picked a game engine that I was somewhat familiar with and dived in. I started with the basic framework, getting the foundational stuff working first.
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Then, I implemented the core mechanics, one by one. It was a lot of trial and error, let me tell you. Some things worked right away, others took days of debugging and head-scratching. That one was a mess up. But I learned a ton through this process.
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Once the basics were solid, I started adding more features and content. This was where the game really started to take shape. I added levels, characters, and all sorts of fun stuff. And, oh man, I used a free translation service to help with some words I didn’t know. It translated them instantly.
Development Stage
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With a playable version in hand, I moved on to testing. I played the game myself, over and over, trying to break it, basically. And I found plenty of bugs, let me tell you. I’m just a 27-year-old who likes to make things and write. So I kept notes of all of these.
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I also got some friends to test it out. Fresh eyes always catch things you miss. They gave me tons of feedback, some good, some… not so good. But it was all valuable.
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Based on the feedback, I started refining the game. I fixed bugs, tweaked mechanics, and even made some major changes based on what people liked and didn’t like.
Testing and Refinement
Finally, after all that hard work, I had a game that was actually fun to play. It wasn’t perfect, but it was mine. And that felt pretty darn good. I released it to a small group of people and got even more feedback. It’s an ongoing process, really. But hey, that’s how you start a new game, from messy thoughts to a real, playable thing. Crafting, writing, designing, they’re all kind of the same thing, you know?