1. That is incredibly terrible advice.
1. You should not waste any time learning anything that won't be used for your project.
2. this place is full of incredibly terrible advice.
2. See #1.
Lmao...
Posted 25 June 2011 - 01:54 AM
Posted 25 June 2011 - 03:14 AM
ima go on a random rant. lol.
For me, game play is always important to hold in a standard, keep it comfortable. And what i really mean is to be sure it adds to the flow of the game rather than makes it convoluted or boring.
But truely in the end, the story is the most important part. if you have some crappy anime story, with no real conceivable plot then its going to fail miserably, Take a really bad anime for instance. no story, just lost of action does not intrigue anyone but little slimy troglodytes who cant conceive emotion or plot points, because its to complicated for them. Those same people probably crowd around terrible carbon copy FPS shooters.
...
"Mankind predictably wipes itself off planet earth, only to find home just around the globe out of the reach of the planets gravitational pull. Before the pollution could overtake the planet in a hideous smog, mankind used all its greatest minds and most admirable tactics to gather what was needed to survive decades in space around Earth. At this time space vessels and space stations were a normal thing, but there is no way that man would leave his home. So they terraformed the planet after vaporizing the atmosphere, and letting machines smooth the planet over. All the work of all the past, documented in files, samples, historical containment facilities. Earth would be beautiful again. But because of our habits, we must start again, and lose everything we had known. our children will know only the metal corridors of a sterile space station, and now moments away after years and years. The Planet is ready sustain life once again. Earth is habitable, and the cloning of it's children will repopulate it. Were making history."
Maybe if its about rebuilding the new earth? interesting concept for a RTS. But im much more of a hands on kind of action adventure person. so we move into something totally crazy, which it takes place thousands of years in the future. Where maybe history begins to repeat itself again with pollution, due to new fuel forms, i guess every so often we need a restart, yeah?
...
SO there, my rant. Game writes suck really bad very often. Am i the guy to help? maybe not, but i like to dream about stories and adventures, and of a world different than this, imagine imagine imagine.
To me, you have to be a dreamer to write, or at least give a picture of something beautiful and adventurous, which is needed in an rpg.
(P.s. not stealing my story example. i think its neat and it mine, lol. If you want it, get me to write for you.)
Posted 25 June 2011 - 03:32 AM
ima go on a random rant. lol.
For me, game play is always important to hold in a standard, keep it comfortable. And what i really mean is to be sure it adds to the flow of the game rather than makes it convoluted or boring.
But truely in the end, the story is the most important part. if you have some crappy anime story, with no real conceivable plot then its going to fail miserably, Take a really bad anime for instance. no story, just lost of action does not intrigue anyone but little slimy troglodytes who cant conceive emotion or plot points, because its to complicated for them. Those same people probably crowd around terrible carbon copy FPS shooters.
...
"Mankind predictably wipes itself off planet earth, only to find home just around the globe out of the reach of the planets gravitational pull. Before the pollution could overtake the planet in a hideous smog, mankind used all its greatest minds and most admirable tactics to gather what was needed to survive decades in space around Earth. At this time space vessels and space stations were a normal thing, but there is no way that man would leave his home. So they terraformed the planet after vaporizing the atmosphere, and letting machines smooth the planet over. All the work of all the past, documented in files, samples, historical containment facilities. Earth would be beautiful again. But because of our habits, we must start again, and lose everything we had known. our children will know only the metal corridors of a sterile space station, and now moments away after years and years. The Planet is ready sustain life once again. Earth is habitable, and the cloning of it's children will repopulate it. Were making history."
Maybe if its about rebuilding the new earth? interesting concept for a RTS. But im much more of a hands on kind of action adventure person. so we move into something totally crazy, which it takes place thousands of years in the future. Where maybe history begins to repeat itself again with pollution, due to new fuel forms, i guess every so often we need a restart, yeah?
...
SO there, my rant. Game writes suck really bad very often. Am i the guy to help? maybe not, but i like to dream about stories and adventures, and of a world different than this, imagine imagine imagine.
To me, you have to be a dreamer to write, or at least give a picture of something beautiful and adventurous, which is needed in an rpg.
(P.s. not stealing my story example. i think its neat and it mine, lol. If you want it, get me to write for you.)
I think almost any beginner starts out like this. Some story and vision that sounds awesome in your head, and this is what gets them started in game development. Your imagination is a good place to get your motivation, but to create a game you will need to add a lot of discipline, and you will need to compromise. An epic storyline like this one is of the scale of mass effect, and that needed quite a lot of people to complete. It might be doable in 2D, but it will take a lot of time with people working on it fulltime.
You say yourself that it is not entirely original. One of the ways I like to work is by putting constraints on myself to work with. So let me try and put some constraints on you. Try to figure out a story and gameplay that takes place in one location, for example a small mansion or maybe even in an interrogation room, or a hangar. Then try to work with only 5 characters in your entire story, and make it a story that can be completed within two hours.
Now, let me explain the constraints. It is the equivalent of a short film created by movie students. A 3D or 2D house can be created in a matter of days, maybe weeks. Creating 5 characters is also a matter of days to weeks. So what you have is a small playground to test your ideas in. You can also do tons of cool things in a small area with a limited number of actions. Let me give you some quick example of small storylines:
- A story in an asylum where it is unclear to the player if what is happening is really happening, truth and lie interconnect a lot.
- A story in a hounted mansion, where in the end you turn out to be the ghost instead of the things you think are ghosts.
- A story where burglars invade your house, and you need to try and save your family and escape the house.
You see, all these stories are small, but it allows for interesting gameplay to emerge and it can be very fun for players to play such stories. This might be an easier road to take, but I think many gamedevelopers (me included) have the tendency to try and create something epic and big.
Posted 25 June 2011 - 04:02 AM
But this place is full of incredibly terrible advice.
- You should not waste any time learning anything that won't be used for your project. If you learn to make games that way, you will waste years and be no closer to making a real game.
- It's not really less work to make it in a 2D engine than 3D though probably doesn't require as much programming skills
- With 2D engine you probably need to program it yourself so you are making both a game and an engine.
- Just look for the tools you need first, in this case an engine.
- Realistically you can count on making an RPG in C++, though. You will probably fail utterly in any other method of development unless you have a very limited scope game.
- Most of the engines out there provide very poor support for any game but a shooter.
- The ability to make complicated data driven GUI just isn't there.
- If you listen to most people here you will get nowhere.
- An engine like Unity that only really works with games that could be played on a cell phone easily.
- Plus the damned thing [UDK] just isn't stable.
- If you start off making connect 4 or RPG maker you simply won't ever get started on your real project let alone complete it.
- A team is actually very easy to get together if you have anything to show.
Posted 25 June 2011 - 03:56 PM
A console application is a computer program designed to be used via a text-only computer interface, such as a text terminal, the command line interface of some operating systems ...
Focus on the vision! Crossno budgetout and you should be fine! If you have the time, and if you can forget the fact that programming same old console apps gets boring, you should be fine with learning to code.
Console apps?

Posted 25 June 2011 - 07:08 PM

Posted 25 June 2011 - 10:21 PM
Posted 26 June 2011 - 02:29 AM
I don't know at what point something here will really stick out for the OP, or at what point all this will become INFORMATION OVERLOAD. What I do know is that there has been alot of good advice, and a bit of not so good advice, but this post seems more like a cry for reassurance, something that many, if not all of us, had before we started "making games" That is something everyone here CAN and SHOULD give you. With realism thrown in, of course, but here's the truth of the matter in game development:
1. EVERYONE here has a passion for games. Mostly, some stage and form of developing them. That being said, everything begins with...
1.a IDEAS IDEAS, PASSIONATE, EXCITED, IDEAS.
2. You have an idea and a desire to make a great game. The first step, which you probably have by this point, is start small to learn.
3. FIND YOUR NICHE. What about the games stimulates you? Do you have a desire to create beautiful things that will make a game (graphically) what it is? Does the art inspire you? Maybe you want to bring things to life. Programming is a safe bet if you do, because, for 2D games especially, there is art available, even just stock graphics, that can give you some gratification without hiring an artist.
4. Prepare for some form of burnout. This is important, because as you learn everything that goes into making a game, you will inevitably become overwhelmed with something at some point. This adheres to the Rome wasn't built in a day. Imagine if one man decided to build Rome himself... he might get as far as getting the tools and supplies, and even erecting a building before realizing... HOLY SH** I'M TRYING TO BUILD A CITY. You will learn about the process, and it can be very overstimulating, but with lots of experience, you will learn to pace yourself and prepare. Don't give up.
5. Yes, choose your tools wisely. I will not go into this here, there are many other posts on this, and it sounds like you have some idea anyway. I would say using Gamemaker or the like to prototype at least is a safe bet, because it provides quicker gratification than, say, C++ could afford you. That being said, I doff my cap to everyone who insists on learning things like C++ first and only, as I know a good many of those people who suceeded.
6. Yes, you can make a game by yourself. What kind and how big, I truly belive that is best left for you to decide by just doing it. You will quickly learn what your limitations are, much more quickly than for you to digest all the pages we here at Gamedev have written.
GOOD LUCK WITH CAPITAL LETTERS!!!
Posted 26 June 2011 - 02:59 AM
Hello everyone, my name is obviously Ageshero, And i have an extremely bad habbit of biting off way more than i could ever chew.
Go easy on me, dont use fancy words(cause you are smarter than to waste that kind of time on me, haha.) No crazy lingo that anyone outside your hobby could ever understand, and if you going to use it, tell me what it means.(Also, there's a whole load of elitist jerks that keep pointing out some how, no matter how i write, that my post is a wall of letters, Get the hell over it okay? Hahahaha.)
Okay, So here is the point, i want to make a 2D Action/Adventure/ RPG video game, Top down probably. I'm aware of engines like Gamemaker, but it seems a bit annoying... and i don't know if its what i want.
I have no Coding or programing experience, lets even assume that i don't even know what that is.
I'm sure there are plenty of problems to have to work through as i go on with the project that i want, It's probably going to be a pc only game, though getting it to work as a homebrew title for some random device would be absolutely wonderful.
I've pretty much got my head wrapped well around the aspects of Art, pixels, Animation, and im working on getting a fluid work flow and understanding music composition programs and sound effects for a classic feel, being a painter and general character artist etc, and also a musician, im ontop of that.
_
So what i need is some sources on what i should do to start learning how i would make a game. Or a really stretchy game engine that will let me do whatever i want ( Anything that is more flexible than RPGMAKERVX which is seems pretty limited and feels like i havent made my own game at all in any way. And might be the same if not easier than GAMEMAKER)
If i find that game maker is really what i want, what am i able and not able to do inside of this. I dont want "THIS GAME WAS MADE WITH GAMEMAKER" slapped on to some poorly designed and ugly loading screen. I figure theres probably a way to remove it.
So basically in the end im asking if there are any programs i should be aware that will help me make my game, but not take the development abilities away from me.
I want to be able to make cutscenes, and interesting title screens and things. If anyone has some help of any kind, please throw it at me.
Earthbound is the best example, a game pretty similar to the style and function of what i want.
(info like, how on earth did they make things Flash, move, animate, The crazy little background motion effects)
-
Another little bit of info, If gamemaker is my option, I want to make it look like game maker was never even there. I dont want framerate Defying smooth motions that destract entirely from the pixelly style of the game either.
-
Hope this wasnt to confusing, any help is appreciated ( im not a rocket scientist, speak english please.)
Posted 27 June 2011 - 03:56 PM
You aren't cheating. You're using a tool purpose-built for creating the kind of game you want to make. Once you've made a few prototypes or even a full game with it, then start thinking about building something from scratch.Interesting, but im not really enthused with using RPGmaker, i feel like im cheating, Lol.
Posted 27 June 2011 - 08:22 PM
I think it's terrible advice to work with RPGmaker unless it can deliver the end result you want.
You should not waste any time learning anything that won't be used for your project. If you learn to make games that way, you will waste years and be no closer to making a real game.
If you want to make a fully 3D RPG then it's a lot of work and so is any RPG for that matter, but it's not really less work to make it in a 2D engine than 3D though probably doesn't require as much programming skills, and with 2D engine you probably need to program it yourself so you are making both a game and an engine.
No matter what your goals and budget are, just look for the tools you need first, in this case an engine. Then look what will be needed.
Realistically you can count on making an RPG in C++, though. You will probably fail utterly in any other method of development unless you have a very limited scope game. Most of the engines out there provide very poor support for any game but a shooter. The ability to make complicated data driven GUI just isn't there.
But this place is full of incredibly terrible advice. If you listen to most people here you will get nowhere, the issue is not just lack of knowledge but you need to realize that very few of them are making games like what you are making (if they are actually making games at all). I happen to have made a game similar to what you want, though not released yet the software is done for some time now, and it's just completely different needs compared to what most people have experience doing (console or cell phone games).
So say you want to say make a Fallout 1 clone then you get a bunch of people suggesting you use an engine like Unity that only really works with games that could be played on a cell phone easily not an old school RPG - graphics complexity hardly matters here, it's about how easy it is to work with data and create GUI that will make or break your project, not how easy it is to get art assets in (and honestly for any but simplest game this is just a nonissue - it it takes a month to import your assets (and no engine is that bad) then it's nothing compared to making a 5 year game, but a serious problem when making a one month game).
UDK has everything you need but they are not much better for GUI stuff than Unity, maybe worse. Plus the damned thing just isn't stable. If you had C++ support I'd say it's ok but that costs a lot of money
I ended up using my own engine, but it's probably not realistic to go from no programming experience to making your own engine to making your own game all in one go. Actually it's highly unrealistic to make a big RPG by yourself but it's not impossible to do so, it's just a lot of work.
So I'd try to find engine first (or maybe a couple engines you can try out) , get some C++ books, then get going. Yes you will make a lot of mistakes, especially as someone just learning to program, but you will start to see the issues of the problem at hand. If you start off making connect 4 or RPG maker you simply won't ever get started on your real project let alone complete it. This way at least you learn basics of how engines work, and even if you switch engines eventually the next time around you will be much smarter in selecting you tools because you know what to look for.
Eventually you will probably need some kind of team but a team is actually very easy to get together if you have anything to show. If you don't then there's no need for a team because they are a lot of work to communicate with and will just slow things down if you already have a task to do at hand. When you see how much work it is you will probably quit because it is years of work, but if you chip away at it long enough you will get done eventually, you just have to be patient and realize you won't be releasing anything new week, or next year, or maybe even 5 years from now.
Posted 27 June 2011 - 10:52 PM
I tried jumping right into 3d game engines to make games...for a while. Then I realized that I had no clue what was going on in the background, at a lower level. So I started experimenting with OpenGL, and while I'm rather limited (the best I'm doing right now is a textured cube (albiet with VBOs, texture objects, and vertex normals), I understand what is going on.Hello everyone, my name is obviously Ageshero, And i have an extremely bad habbit of biting off way more than i could ever chew.
Go easy on me, dont use fancy words(cause you are smarter than to waste that kind of time on me, haha.) No crazy lingo that anyone outside your hobby could ever understand, and if you going to use it, tell me what it means.(Also, there's a whole load of elitist jerks that keep pointing out some how, no matter how i write, that my post is a wall of letters, Get the hell over it okay? Hahahaha.)
Okay, So here is the point, i want to make a 2D Action/Adventure/ RPG video game, Top down probably. I'm aware of engines like Gamemaker, but it seems a bit annoying... and i don't know if its what i want.
I have no Coding or programing experience, lets even assume that i don't even know what that is.
I'm sure there are plenty of problems to have to work through as i go on with the project that i want, It's probably going to be a pc only game, though getting it to work as a homebrew title for some random device would be absolutely wonderful.
I've pretty much got my head wrapped well around the aspects of Art, pixels, Animation, and im working on getting a fluid work flow and understanding music composition programs and sound effects for a classic feel, being a painter and general character artist etc, and also a musician, im ontop of that.
_
So what i need is some sources on what i should do to start learning how i would make a game. Or a really stretchy game engine that will let me do whatever i want ( Anything that is more flexible than RPGMAKERVX which is seems pretty limited and feels like i havent made my own game at all in any way. And might be the same if not easier than GAMEMAKER)
If i find that game maker is really what i want, what am i able and not able to do inside of this. I dont want "THIS GAME WAS MADE WITH GAMEMAKER" slapped on to some poorly designed and ugly loading screen. I figure theres probably a way to remove it.
So basically in the end im asking if there are any programs i should be aware that will help me make my game, but not take the development abilities away from me.
I want to be able to make cutscenes, and interesting title screens and things. If anyone has some help of any kind, please throw it at me.
Earthbound is the best example, a game pretty similar to the style and function of what i want.
(info like, how on earth did they make things Flash, move, animate, The crazy little background motion effects)
-
Another little bit of info, If gamemaker is my option, I want to make it look like game maker was never even there. I dont want framerate Defying smooth motions that destract entirely from the pixelly style of the game either.
-
Hope this wasnt to confusing, any help is appreciated ( im not a rocket scientist, speak english please.)
Posted 28 June 2011 - 05:25 AM
Posted 28 June 2011 - 10:05 AM
Posted 28 June 2011 - 11:54 PM