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#ActualIronReaver

Posted 24 December 2012 - 12:07 AM

That was such a long response too... it saved none of my response. How sad. I will repost later I guess. Apologies.

#1IronReaver

Posted 24 December 2012 - 12:02 AM

<p></p><blockquote class='ipsBlockquote'data-author="BeerNutts" data-cid="5012901" data-time="1356033914"><p>My initial suggestion: Go through the last 4 pages or so of this forum (For Beginner's) and read the topic related to this one. You will find many data points that cover the issues you have asked. There are about 3 posts of this kind PER DAY, and people get tired of answering the same questions over and over.<br />
<br />
If you still have questions after looking over other posts, then post the specific question here.<br />
Good Luck!</p></blockquote><p></p><p></p><blockquote class='ipsBlockquote'data-author="black_darkness" data-cid="5013026" data-time="1356056705"><p>Why didn't you tell us the name of the game? I am really curious which game it is.</p></blockquote><p></p><p></p><blockquote class='ipsBlockquote'data-author="DareDeveloper" data-cid="5013064" data-time="1356083082"><p>I personally think it is ok to ask this question ... it is pretty specific and not covered that well.<br><br>
Why not maintain a thread and/or blog here at GameDev.net and regularly ask more specific questions?<br>
Slow progress probably means that there is something wrong with the way you think about the development process/steps/technologies.<br><br>
I know the hard part is knowing which questions you should have at this point. But maybe some people will follow the progress and provide the input you need.<br><br>
The game should be played in a browser ... and it is a multiplayer game!? That is advanced stuff.<br>
Try to break it down ... isolate the topics that you need to learn and start with simpler projects that way.<br>
If you start working on the big project right away you will probably rewrite it completely several times after some kind of "revelation".<br>
But be careful not to get sidetracked.<br><br>
I guess Flash/ActionScript/Flex is a good choice for a browser game. These days you might be able to use WebGL (or just Canvas) and JavaScript if you want to learn something more modern.<br>
PHP should be fine for the server side as well.<br><br>
Start sandbox projects for each technology ... as well as a simple one where they work together.<br><br>
Guess you should write a little more about where you are stuck exactly ... or if you are not stuck: write about what you think you figured out already so that people can tell you if you are on track.<br>
That information is important for question 6.)<br><br>
For an estimation of how long it takes one programmer to create the game ... it would be important to know more about the game.<br>
And can you create the content? Do you know an artist?<br><br>
What about your future? Is the project a stepping stone into the industry? Or is the game supposed to be your career?<br>
Maybe there are better technology options depending on the answer to those questions.</p></blockquote><p></p><p></p><blockquote class='ipsBlockquote'data-author="bassy" data-cid="5013242" data-time="1356123547"><p>Actionscript/PHP are fine for this project. The only real advantage to Javascript/HTML over Actionscript is that there are more vocal people in its camp, and it makes it easy to port to non-flash devices (ipads and iphones for the most part). PHP/language-name-here will work for the backend.</p>
<p>&nbsp;</p>
<p>As far as getting up and running with either language, Actionscript might be easier just because Flash has all the graphics baked into its libraries from the get go.</p>
<p>&nbsp;</p>
<p>It might be helpful to know the type/goals of your game project, then people might be able to give you a better idea of what the roadmap you want to take is. There is no "one-way" to make a game, just tailored paths for certain kinds of games.</p>
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<p>My only other advice to you would be to start small, and be humble. AAA studios take months to complete a game, web-games often run on teams of developpers, and solo-indie devs often are looking at year(s) of startup time, so don't try to build Rome in a day.</p></blockquote><p></p>

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