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#Actualmenyo

Posted 15 October 2012 - 04:48 PM

Thanks for the replies. My idea was to start this game, and run it parallel to doing other tutorials, so, when i get stuck at a point, find a tutorial on the subject, complete it and then adapt it to my game.

The actual game itself is set in a space ship overrun by baddies. You command a group of people, and you have to survive. I think i will make it in 2D and use an isometric view. At this stage, i want to make a room, and have some goodies and baddies shooting each other. I have lots of features i want to add, but they are for a far distant future. Im using XNA and c#.


You will find yourself abandoning the project because you eventually realize it is a inefficient mess. What i did after my pong game is making a arkanoid clone and added some extra gameplay to it. After that i had a couple of fail projects like you then started a tower defense and prototyping all kinds of elements games have.

You always have the freedom to take any project on and learn from your experiences, we all have our fair share of fail projects Posted Image. If you really want to go for it i suggest to try to get a basic tilemap going on, maybe randomizing it, then make it isometric (like the original xcom games where). Then create a unit to walk the map, get a pathfinding system going on. And by this time you have ran into a ton of problems and are a couple of months down the road, without anything that looks like a game, but with experience.

#3menyo

Posted 15 October 2012 - 04:48 PM

Thanks for the replies. My idea was to start this game, and run it parallel to doing other tutorials, so, when i get stuck at a point, find a tutorial on the subject, complete it and then adapt it to my game.

The actual game itself is set in a space ship overrun by baddies. You command a group of people, and you have to survive. I think i will make it in 2D and use an isometric view. At this stage, i want to make a room, and have some goodies and baddies shooting each other. I have lots of features i want to add, but they are for a far distant future. Im using XNA and c#.


You will find yourself abandoning the project because you eventually realize it is a inefficient mess. What i did after my pong game is making a arkanoid clone and added some extra gameplay to it. After that i had a couple of fail projects like you then started a tower defense and prototyping all kinds of elements games have.

You always have the freedom to take any project on and learn from your experiences, we all have our fair share of fail projects Posted Image. If you really want to go for it i suggest to try to get a basic tilemap going on, maybe randomizing it, then make it isometric (like the original xcom games where). Then create a unit to walk the map, get a pathfinding system going on. And by this time you have ran into a ton of problems and are a couple of months down the road.

#2menyo

Posted 15 October 2012 - 04:47 PM

Thanks for the replies. My idea was to start this game, and run it parallel to doing other tutorials, so, when i get stuck at a point, find a tutorial on the subject, complete it and then adapt it to my game.

The actual game itself is set in a space ship overrun by baddies. You command a group of people, and you have to survive. I think i will make it in 2D and use an isometric view. At this stage, i want to make a room, and have some goodies and baddies shooting each other. I have lots of features i want to add, but they are for a far distant future. Im using XNA and c#.


You will find yourself abandoning the project because you eventually realize it is a inefficient mess. What i did after my pong game is making a arkanoid clone and added some extra gameplay to it. After that i had a couple of fail projects like you then started a tower defense and prototyping all kinds of elements games have.

You always have the freedom to take any project on and learn from your experiences, we all have our fair share of fail projects Posted Image. If you really want to go for it i suggest to try to get a basic tilemap going on, maybe randomizing it, then make it isometric (like the original xcom games where). Then create a unit to walk the map, get a pathfinding system going on. And by this time you have ran into a ton of problems.

#1menyo

Posted 15 October 2012 - 04:39 PM

Thanks for the replies. My idea was to start this game, and run it parallel to doing other tutorials, so, when i get stuck at a point, find a tutorial on the subject, complete it and then adapt it to my game.

The actual game itself is set in a space ship overrun by baddies. You command a group of people, and you have to survive. I think i will make it in 2D and use an isometric view. At this stage, i want to make a room, and have some goodies and baddies shooting each other. I have lots of features i want to add, but they are for a far distant future. Im using XNA and c#.


You will find yourself abandoning the project because you eventually realize it is a inefficient mess. What i did after my pong game is making a arkanoid clone and added some extra gameplay to it. After that i had a couple of fail projects like you then started a tower defense and prototyping all kinds of elements games have.

You always have the freedom to take any project on and learn from your experiences, we all have our fair share of fail projects :D.

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