Jump to content

  • Log In with Google      Sign In   
  • Create Account

Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualHaps

Posted 05 October 2012 - 01:22 PM

Well, since it's a small matter of programming, it sounds like it'll be done Soon, particularly if you're counting in Valve time.

It's really not easy to estimate the scope of a project particularly when little of the groundwork is done and we don't know the resources that you've got. Are you allowed access to third-party libraries? Do you have a partner or a team? Will you have to spend time drawing your own graphics? It also doesn't cover the content of the game itself. If the combat is more dynamic than the exploration, that's going to take more than your adventuring. If there's puzzle elements you're going to have to take the necessary items and widgets into account, more than if the player was just walking around the screen.

It's also different from person to person - I might get lucky and bang out the combat system in a productive week while locked in my room, and be held up at quest tracking for a month while you've blown through both in half the time.

You should probably try to build a simple system then build content onto it as you go. Start with the combat and if it takes you five months, use the last to turn it into an arena style RPG with a text menu shopping screen between bouts. If you manage to get an overworld map done, use it as a point-A-to-B travel system between multiple combat zones. If you manage to get a dungeon system, you might have enough time to throw in procedurally generated instances or a roguelike.

It's also not a problem to finish early - You can continue to polish a completed system and you may find yourself surprised at the innovations that can come out of it. The quality shows when a game has been refined properly, and you'll never know what to put into that until it's finished.

#2Haps

Posted 05 October 2012 - 01:16 PM

Well, since it's a small matter of programming, it sounds like it'll be done Soon, particularly if you're counting in Valve time.

It's really not easy to estimate the scope of a project particularly when little of the groundwork is done and we don't know the resources that you've got. Are you allowed access to third-party libraries? Do you have a partner or a team? Will you have to spend time drawing your own graphics? It also doesn't cover the content of the game itself. If the combat is more dynamic than the exploration, that's going to take more than your adventuring. If there's puzzle elements you're going to have to take the necessary items and widgets into account, more than if the player was just walking around the screen.

It's also different from person to person - I might get lucky and bang out the combat system in a productive week while locked in my room, and be held up at quest tracking for a month while you've blown through both in half the time.

You should probably try to build a simple system then build content onto it as you go. Start with the combat and if it takes you five months, use the last to turn it into an arena style RPG with a text menu shopping screen between bouts. If you manage to get an overworld map done, use it as a point-A-to-B travel system between multiple combat zones. If you manage to get a dungeon system, you might have enough time to throw in procedurally generated instances or a roguelike.

It's also not a problem to finish early - You can continue to polish a completed system and you may find yourself surprised at the innovations that can come out of it.

#1Haps

Posted 05 October 2012 - 01:04 PM

Well, since it's a small matter of programming, it sounds like it'll be done Soon, particularly if you're counting in Valve time.

It's really not easy to estimate the scope of a project particularly when little of the groundwork is done and we don't know the resources that you've got. Are you allowed access to third-party libraries? Do you have a partner or a team? Will you have to spend time drawing your own graphics?

It's also different from person to person - I might get lucky and bang out the combat system in a productive week while locked in my room, and be held up at quest tracking for a month while you've blown through both in half the time.

You should probably try to build a simple system then build content onto it as you go. Start with the combat and if it takes you five months, use the last to turn it into an arena style RPG with a text menu shopping screen between bouts. If you manage to get an overworld map done, use it as a point-A-to-B travel system between multiple combat zones. If you manage to get a dungeon system, you might have enough time to throw in procedurally generated instances or a roguelike.

It's also not a problem to finish early - You can continue to polish a completed system and you may find yourself surprised at the innovations that can come out of it.

PARTNERS