I wonder....
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:26    Post subject: I wonder....
What would it take to get talented and dedicated gamers together to make a game?

Not to dream about it, but to actually make one?

What do you think?
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potatoman




Posts: 153

PostPosted: Wed, 22nd Jun 2011 19:31    Post subject:
Infinity? You'd actually need some artists for a decent game. As for some pacman clones, anyone would do it alone within a day.
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:32    Post subject:
I can do UI art - and game design better than any man on earth - but who would do the code, sound, music, fancy art, writing, and all that other stuff?
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Radicalus




Posts: 6422

PostPosted: Wed, 22nd Jun 2011 19:34    Post subject:
Casus wrote:
I can do UI art - and game design better than any man on earth - but who would do the code, sound, music, fancy art, writing, and all that other stuff?


Well, if that's the case, then it's safe to come out of hiding, and admit ... that all the rest of the stuff you need? Well, how did you put it ... I can do it better, than any man on earth!

Cool Face
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PumpAction
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PostPosted: Wed, 22nd Jun 2011 19:34    Post subject:
Time, motivation and a good concept. I'm trying to write my own small games but I don't have much time, it's a bitch to motivate me and the game concepts I'm thinking about change every time I think about them Very Happy


And you definitely need an avatar! So that people can match your texts to an image, instead just of another piece of text(your nick).


=> NFOrce GIF plugin <= - Ryzen 3800X, 16GB DDR4-3200, Sapphire 5700XT Pulse


Last edited by PumpAction on Wed, 22nd Jun 2011 19:35; edited 1 time in total
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:35    Post subject:
Radicalus wrote:
Casus wrote:
I can do UI art - and game design better than any man on earth - but who would do the code, sound, music, fancy art, writing, and all that other stuff?


Well, if that's the case, then it's safe to come out of hiding, and admit ... that all the rest of the stuff you need? Well, how did you put it ... I can do it better, than any man on earth!

Cool Face


Can you?

Bring it on baby! Smile
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Radicalus




Posts: 6422

PostPosted: Wed, 22nd Jun 2011 19:35    Post subject:
Seriously though, the best you can do while not paying people is some kick ass mods/small games. If you want a serious game you need a budget, executives, and people who know how to not only design/code/create assets, but are also capable of keeping timetables.

Don't have money? I'd say stick to mods or small very-indy games Very Happy
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:37    Post subject:
PumpAction wrote:
Time, motivation and a good concept. I'm trying to write my own small games but I don't have much time, it's a bitch to motivate me and the game concepts I'm thinking about change every time I think about them Very Happy


I have my own little one-man project going at the moment. I have a VERY primitive step-by-step engine up and running, and I've learned Blender well enough to do reasonably attractive wall-sets ala Dungeon Master.

But, with regular work and a "Life" TM - it's hard to find the time to really get anything done.
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PumpAction
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PostPosted: Wed, 22nd Jun 2011 19:38    Post subject:
He never said that he intended to make AAA titles Smile

And I don't want to belittle any body but "game design" is such a wide term, how do you define it for yourself and why do you think that you could do "game design" better than any body else?


=> NFOrce GIF plugin <= - Ryzen 3800X, 16GB DDR4-3200, Sapphire 5700XT Pulse
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:39    Post subject:
Radicalus wrote:
Seriously though, the best you can do while not paying people is some kick ass mods/small games. If you want a serious game you need a budget, executives, and people who know how to not only design/code/create assets, but are also capable of keeping timetables.

Don't have money? I'd say stick to mods or small very-indy games Very Happy


Problem is that I'm a greedy bastard in terms of what I want to accomplish, and I can't accept just doing a small mod or whatever.

I can't work up any creative excitement for a tiny "Tetris with RPG elements" Smartphone game either. I need someting meaty and with a reasonable amount of depth to it.

Argh, hard times Smile
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Casus




Posts: 4429

PostPosted: Wed, 22nd Jun 2011 19:43    Post subject:
PumpAction wrote:
He never said that he intended to make AAA titles Smile

And I don't want to belittle any body but "game design" is such a wide term, how do you define it for yourself and why do you think that you could do "game design" better than any body else?


Obviously, it's a stupid thing to claim.

I wouldn't be able to design a sports game worth shit, for instance.

I just have some ideas, big and small, that I tell myself will work brilliantly.

Primarily, I'm a gameplay "mechanics and structure" dude.

I've spent ~28 years digging in my navel and thinking about the perfect game. I probably have around 10 perfect game designs in my head.

But it's worth shit as it is... I have such a hard time getting in the zone!
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chiv




Posts: 27530
Location: Behind You...
PostPosted: Wed, 22nd Jun 2011 22:10    Post subject:
i once made a game. programmed it myself. it was called click the button. you just had to click the button and then you get a screen saying YOU WIN!

even had job offers from bioware, but i turned them down... im keepin it real.


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esG




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PostPosted: Wed, 22nd Jun 2011 22:35    Post subject:
Razer™ For Gamers. By Gamers.™ Cool Face
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Mister_s




Posts: 19863

PostPosted: Wed, 22nd Jun 2011 22:56    Post subject:
Why not make a good adventure game first? Use static backgrounds, show some innovative elements. The first thing a starting developer needs is a good, innovative idea. You can have a dozen people and thousands of dollars, without something new the product will still turn out shit.
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Roach_666




Posts: 1299
Location: Hell in its Alpha Build
PostPosted: Wed, 22nd Jun 2011 23:24    Post subject: Re: I wonder....
Casus wrote:
What would it take to get talented and dedicated gamers together to make a game?

Not to dream about it, but to actually make one?

What do you think?


If you've the money then start a company.

If not, then create a website for the project, post screenshots, playable builds and state that you're looking for talents and can't pay them. Interested emerging talents will likely offer to help you as it happened here.
http://www.pentadact.com/index.php/2011-03-28-let-me-mumble-you-through-an-early-version-of-gunpoint
http://www.pentadact.com/index.php/2011-03-31-gunpoint-the-setting
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Lafie




Posts: 14

PostPosted: Wed, 22nd Jun 2011 23:41    Post subject:
Everyone that has ever thought of or tried to do their own hobby project (gaming-related) has run into many of the challenged listed here (I speak from personal experience):
http://altdevblogaday.org/2011/06/22/6-challenges-to-the-hobbyist-game-developer-and-how-to-overcome-them/

It's an interesting read and the next time I'm trying to undertake a hobby project, I'll likely read that article over a couple times to get familiar with the solutions to those main challenges and to motivate myself that it is actually possible to finish something.

BTW, this is where my previous hobby project stranded: http://bit.ly/mambajs
Play with WASD or the Arrow keys, restart with R and pauze with P. It's a Javascript remake of an old snake-like game called Mamba (original from 1989), but with bad sprites and bad Javascript performance.
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Dunge




Posts: 1201
Location: Québec
PostPosted: Wed, 22nd Jun 2011 23:53    Post subject:
A bit the same thing about me. Since I was 12 year old (25 now) I learned game development, every aspect of it. Took college and university course about it. Even worked 1year as an internship in a big video game company on real games.

In my spare time I decided to create my own game engine (not using one, not a mod, a new one from scratch). I have a pretty big project, all in C++, using DirectX10/DirectSound and fmod/DirectInput. I set my renderer as an isometric view and did lot of utility function so it handle as a 2D game. I've integrated Box2D physics. Framework is kinda great, objects are vectorial based, move and collide smoothly. I have functional particle systems, projectiles, health, and more stuff than I can remember. I also began programming a "shape editor" (draw vectorial shapes, attach box2d elements to it) and a "level editor" (place theses shape in the world, place enemy spawns, level logic) and to be honest it don't need much more to create a game out of it.

Problem is, I'm alone as a programmer, have 0 artists and no money to spend. This project is started since nearly 3 years and I stopped completely this years because my real work load is heavy and I don't feel like programming after a complete 8h day of work. If I had a salary to live on it for a year, a helper programmer and 1-2 artists I would sincerely consider making a commercial game out of it and it would probably be very profitable, but that's only a dream.


Last edited by Dunge on Thu, 23rd Jun 2011 00:13; edited 1 time in total
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Interinactive
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PostPosted: Thu, 23rd Jun 2011 00:08    Post subject:
⁢⁢


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krell1983




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Location: Poland
PostPosted: Thu, 23rd Jun 2011 00:17    Post subject:
Game designing is not having good game idea. You need to know how to crate IT project. Game project could be made in UML. You need to choose engine / programming language, all have advantages and disadvantages.
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Interinactive
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PostPosted: Thu, 23rd Jun 2011 00:22    Post subject:
⁢⁢


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Roach_666




Posts: 1299
Location: Hell in its Alpha Build
PostPosted: Thu, 23rd Jun 2011 00:27    Post subject:
krell1983 wrote:
Game designing is not having good game idea. You need to know how to crate IT project. Game project could be made in UML. You need to choose engine / programming language, all have advantages and disadvantages.


Game designers are like movie directors.
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garus
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PostPosted: Thu, 23rd Jun 2011 00:53    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:56; edited 1 time in total
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krell1983




Posts: 551
Location: Poland
PostPosted: Thu, 23rd Jun 2011 01:16    Post subject:
http://www.escapistmagazine.com/videos/view/extra-credits/2443-So-You-Want-to-be-a-Game-Designer - Basic of game designing. Extracredits videos contain some useful tips for game designers. They have more videos on Escaptist. I not agree with them total: project leader != game designer.
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Lutzifer
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PostPosted: Thu, 23rd Jun 2011 03:25    Post subject:
if you need a music guy and ex-game-tester, i m always happy to help out Wink
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BearishSun




Posts: 4484

PostPosted: Thu, 23rd Jun 2011 09:52    Post subject:
Casus got any example works of your UI designs? Are you good working with Flash? And maybe, have you worked with Scaleform before?

I can't promise you anything but I can forward your works to our lead artist. It's not a paid job though, we're all doing it just for fun.

We're gonna be making something with UDK, short action-RPG type of game. I haven't read the design document yet as I have been busy, but entire story and mechanics are outlined and we're getting ready to start work in July.
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Casus




Posts: 4429

PostPosted: Thu, 23rd Jun 2011 10:00    Post subject:
BearishSun wrote:
Casus got any example works of your UI designs? Are you good working with Flash? And maybe, have you worked with Scaleform before?

I can't promise you anything but I can forward your works to our lead artist. It's not a paid job though, we're all doing it just for fun.

We're gonna be making something with UDK, short action-RPG type of game. I haven't read the design document yet as I have been busy, but entire story and mechanics are outlined and we're getting ready to start work in July.


I have some examples, but I work exclusively with Photoshop for UIs.

Also, it's a kind offer - but I'm really not interested in working on anything where I don't fully believe in the project myself. Especially not in a "remote" way, as I think such things work best when you're physically in the same room working and planning. If I was to work on a project, I'd definitely prefer being a designer - as UI art is just something I've learned how to do, but it's not where my heart is.

It was more of a way to throw some thoughts out and hear what others have to say about what it takes to actually to get together and make a "dream" game of sorts, as far as it's possible in the indie realm of production values.

I have zero interest in "short action-RPG" stuff for instance, though I can easily see it be a success if handled correctly.
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BearishSun




Posts: 4484

PostPosted: Thu, 23rd Jun 2011 10:22    Post subject:
That makes sense. I don't have much interest in that genre either, but our last game idea was by me, so this time a friend got to choose.

I can just give you advice that you don't aim too high. Something really simple with a good idea works best. We made the mistake of trying to make a complex 3D RPG for our first project.
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Casus




Posts: 4429

PostPosted: Thu, 23rd Jun 2011 10:38    Post subject:
BearishSun wrote:
That makes sense. I don't have much interest in that genre either, but our last game idea was by me, so this time a friend got to choose.

I can just give you advice that you don't aim too high. Something really simple with a good idea works best. We made the mistake of trying to make a complex 3D RPG for our first project.


Yeah, I know what you mean.

I'm trying to balance it between a doable project, but not something I can't invest myself in fully.

I know it would be MUCH smarter to simply take a go at a Smartphone "Puzzle Quest" type game, that is feasible to finish on your own.

There's just something holding me back, and I was never about the money.

Also, I've poured a lot of work into my current project, which is a kind of a Dungeon Master clone with a heavy emphasis on character mechanics and tactical combat.

I've spent a lot of time learning C# and XNA - and since I'm not really a coder at heart, it would be a serious undertaking to learn something else for another platform.

But it's a HUUUUUGE undertaking as a single person. But, I have a pretty good idea of how to handle a large variety of the coding challenges that come up.

At the moment, my biggest hurdle is getting the time and getting in "the zone". I'm the kind of person who is very rarely in the zone, but when I'm there - I work like a maniac.
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BearishSun




Posts: 4484

PostPosted: Thu, 23rd Jun 2011 10:45    Post subject:
Yeah those simple games could make a lot of money but I could never get myself to make them. They just seem boring to make.

I suggest you take a look at this: http://unity3d.com/ . It also uses C#, but it's a fully fledged 3D engine, as opposed to XNA. And it's also free. It should be much easier to work with. Maybe that motivates you.
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Casus




Posts: 4429

PostPosted: Thu, 23rd Jun 2011 11:03    Post subject:
BearishSun wrote:
Yeah those simple games could make a lot of money but I could never get myself to make them. They just seem boring to make.

I suggest you take a look at this: http://unity3d.com/ . It also uses C#, but it's a fully fledged 3D engine, as opposed to XNA. And it's also free. It should be much easier to work with. Maybe that motivates you.


Yeah, I know about Unity Smile

But it's a conscious choice to NOT do 3D graphics, because it would look like shit if I tried my hand at it. I'm not much of a "fancy" artist, and I can only do 2D art that looks reasonably good.

Since I'm very deliberately targeting a tiny market segment, I know I can get away with old-fasioned 2D stuff, like I'm doing with my Eye of the Beholder step-by-step engine approach.

I've considered learning vector math and 3D animations, but I've decided it's too unrealistic.

I intend to get in touch with an amateur 3D package artist, and pay him a reasonable amount for 10-20 3D animated pre-rendered monster/NPCs. I know one personally, and I think many amateurs would be willing to work for a relatively low payment.

If not, then I'll have to learn more Blender Smile
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