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I have an idea, and that's about it. Please help


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#1 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 12:24 AM

Over the past couple weeks I've been kicking around in my head an idea that I personally think can make a great game. I don't have any programming skills, nor do I have the time to learn them, but I'm stubborn and I want to make this thing a reality. Without going into too much detail it would be a shooter, 1st or 3rd hasn't been decided yet. It wouldn't really be open world, but would be open ended. Think along the lines of the original X-Com. It would be class based and it would center around co-op play. And finally, I know they're getting used a bit too much in pop culture right now, but it would be a zombie game. Let me know if anyone is able and interested in helping, and we can go over more of the details.

Sponsor:

#2 Bacterius   Crossbones+   -  Reputation: 8880

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Posted 27 April 2012 - 01:33 AM

I don't have any programming skills, nor do I have the time to learn them

Nuh-uh. If people could make games (above gamemaker-style level) without knowing any programming, it would be known. If you really can't spare any time to learn, then your best bet is to hire a developer (need to get him interested first) or get a friend to do it with you. Otherwise you really need to learn some programming if you want to make it yourself, and it does take a while. That's just how it is, you can't have something for nothing (a.k.a. there is no such thing as a free lunch).

Secondly, have you looked online for similar games, there's a very significant probability someone has already made exactly the game you describe (and possibly already milked it, if it was successful). That doesn't necessarily mean you shouldn't proceed, though, but it might be something to consider.

If you are looking for actual partners instead of how to learn the basics of programming, then this should go into Classifieds (Help Wanted).

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#3 Ashaman73   Crossbones+   -  Reputation: 7504

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Posted 27 April 2012 - 01:51 AM

don't have any programming skills, nor do I have the time to learn them, but I'm stubborn

Well, as Bacterius stated, this will be ..uhhm... challenging. The "idea guy" and even the "game designer" will have a hart time to get his game idea realised. Take a look at this sad interesting discussion about game ideas and game designers.

#4 SimonForsman   Crossbones+   -  Reputation: 6110

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Posted 27 April 2012 - 02:21 AM

Over the past couple weeks I've been kicking around in my head an idea that I personally think can make a great game. I don't have any programming skills, nor do I have the time to learn them, but I'm stubborn and I want to make this thing a reality. Without going into too much detail it would be a shooter, 1st or 3rd hasn't been decided yet. It wouldn't really be open world, but would be open ended. Think along the lines of the original X-Com. It would be class based and it would center around co-op play. And finally, I know they're getting used a bit too much in pop culture right now, but it would be a zombie game. Let me know if anyone is able and interested in helping, and we can go over more of the details.


If you are stubborn then learning how to use an engine like Unity3D should be perfectly possible. (It doesn't take that long so not having time is no excuse (Learning how to use Unity takes far less time than making the actual game).
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#5 Tom Sloper   Moderators   -  Reputation: 9878

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Posted 27 April 2012 - 07:21 AM

Let me know if anyone is able and interested in helping, and we can go over more of the details.


Recruiting is not permitted outside the Classifieds. Don't do that anymore. Use the Classifieds.
-- Tom Sloper
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com

Please do not PM me. My email address is easy to find, but note that I do not give private advice.

#6 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 07:50 AM

My apologies, that is literally my first post. Won't happen again.

#7 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 07:53 AM

Is there a format to follow with a GDD? Or at least an example of one I could use as a template? I've got a lot of features figured out in my head already, I know there are probably aspects I haven't considered yet though.

Disregard that, I'm already about 5 pages into the GDD. Is there a way to show this to people to get opinions without the risk of it being stolen?

#8 kunos   Crossbones+   -  Reputation: 2207

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Posted 27 April 2012 - 09:43 AM

Is there a way to show this to people to get opinions without the risk of it being stolen?


look i know you feel pretty unique and all that. but if you spend just a little fraction of your day using the search function on this website you will discover that, actually, no, you are not unique at all.
You're following the very same pattern most people like you follow when they show up with a great idea.. the sooner you'll realize that your idea is worth nothing until somebody (hint.. and that would be YOU ;) ) turns that into a computer software, the better.

Just reading around should clarify you a couple of very important bullet points:

1) Nobody will work for you on your idea
2) If you want somebody to work for you on your idea, get the cash ready
3) No cash? Read point 1
4) If you really want to get your idea going.. learn some basics coding or tool. Get a prototype up, show that you can do stuff.
5) GDD. If you're doing it because you think it's fun then by all means go on and do it. But it won't bring you anything, nobody will read it, let alone steal it.
6) The art of computer gaming is in the execution <- THIS ONE! Doing stuff is the real deal, thinking about stuff is.. nothing really

Failing to understand these things will just make you the Nth new user with a "great idea" that will end up leaving frustrated... seriously, use the search button and save yourself the agony.
Stefano Casillo
Lead Programmer
TWITTER: @KunosStefano
AssettoCorsa - netKar PRO - Kunos Simulazioni

#9 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 10:13 AM

Okay, wasn't sure if theft was a major risk or not. I've looked around online and other than the game that gave me the rough idea, there's nothing else like it that I've found. I'm seriously wanting to make this happen, but I know I'll need to hire people to do the actual programming. I haven't completely figured out how I'm going to finance it yet though. Heck, while I've done a lot of the concept work already (now 7 pages into the GDD) I haven't even decided on a name for it yet.

#10 smr   Members   -  Reputation: 1638

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Posted 27 April 2012 - 10:20 AM

At the moment you seem really passionate about this idea. That's great! But if you don't have money, you must do everything yourself. That's just how it is.

#11 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 10:42 AM

I have considered kickstarter as an option as well, but I'm not sure if that's really an option if I don't have anything but ideas on paper.

#12 AlanSmithee   Members   -  Reputation: 996

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Posted 27 April 2012 - 10:55 AM

As far as founding is concernd, I've noticed that a lot of people use kickstarter.

However, I reccon you'd need some sort of demo of your product as well as a short video that shows why people should give you their money!
(I've browsed kickstarter quite a lot trying to figure out why some projects get almost nothing while other gets huge amount of money and im actually tempted to say that a lot has to do with that video Posted Image )

Good luck.

*EDIT: Meh you beat me to it ;)

#13 SimonForsman   Crossbones+   -  Reputation: 6110

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Posted 27 April 2012 - 10:59 AM

I have considered kickstarter as an option as well, but I'm not sure if that's really an option if I don't have anything but ideas on paper.


Its not, no sane person will give you money unless you're reasonably well known or can show significant progress (There are quite a few fools out there but they're not common enough to actually fund a game)


At the moment you seem really passionate about this idea. That's great! But if you don't have money, you must do everything yourself. That's just how it is.


Everything is an exaggeration i think, If he can get started he'll have a much better chance at attracting people who can help him out.
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#14 FLeBlanc   Crossbones+   -  Reputation: 3101

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Posted 27 April 2012 - 11:16 AM

And just as a hint: a really detailed game design document (especially one done by someone who has never created a game before) amounts to almost nil when it comes to progress. That design will change, there will be horrendous problems that were not accounted for, etc... Unless there is concrete prototype work completed, functional and playable, a GDD has roughly the same value as toilet paper, IMO; less value, maybe, depending on the scratchiness and the suitability for septic systems.

#15 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 11:27 AM

Well, it's not even printed out, so it'd be kind of hard to wipe with it in its current state. I'm thinking about learning enough unity3d to create a bare bones version of it, and going from there.I've never used unity3d, so no telling how that will go.

#16 FLeBlanc   Crossbones+   -  Reputation: 3101

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Posted 27 April 2012 - 11:30 AM

Unity is an excellent choice, you can get something up and playable relatively quickly. Good luck, and keep us posted.

#17 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 11:57 AM

So far, as the idea has become more fleshed out, It's taken on more of a life, and it's drawing inspirations from more and more other sources. It's now a hybrid of X-Com, Rainbow Six, Metal Gear Solid, Peacewalker, and of course, its original inspiration, Atom Smasher Zombies.

#18 FLeBlanc   Crossbones+   -  Reputation: 3101

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Posted 27 April 2012 - 12:46 PM

Your last post is exactly why I advocate prototyping early and iterating often. It sounds like you're just pouring a bunch of games into a bucket and swirling it around, and that can be tricky. I'd say, before you start saying "it'll be like this, and like this, and like this" you should identify the core features of the gameplay and build a prototype, identify what works and what doesn't, and iterate. Rapid prototyping is essential, that way you don't waste a whole lot of time fleshing out a design for something that, when you get it built, just isn't fun. Because, sure, all those games might have some cool and fun features, but you won't know if they work together without a prototype.

#19 HappyHeathen   Members   -  Reputation: 99

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Posted 27 April 2012 - 01:11 PM

I didn't intend it to be a mix like that from the start actually, I just started writing down what I wanted it to be like, and when I got to an aspect that I needed to figure out how to do, I'd think of a solution, then it would occur to me that "Hey, that's kind of like this other game". For instance, the MGS Peacewalker similarity, part of my idea is centered around rescuing survivors, which made me think, how should they benefit from rescuing people. For that I decided okay, rescued people can be put to work behind the scenes to help the overall war effort. Then it would occur to me that it was similar to an existing game. So I'm not intentionally mixing existing concepts, it's just that the ideas I come up with were previously used in other games.

#20 TheTroll   Members   -  Reputation: 882

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Posted 27 April 2012 - 10:31 PM

HappyHeathen, sorry but this is going to be a hard dose of reality for you.

A friend of mine and I have been working on an idea for about three years now, we are just about ready to get it out the door and start making some money. We are both developers and we have done all of the code ourselves. Even with that, we have spent close to 300k getting this thing ready to ship.

If you want your game developed and you can't do the dev side, you best be ready to dish out at least that much.




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