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0r0d

Member Since 19 Dec 2012
Offline Last Active Today, 07:43 PM

Posts I've Made

In Topic: A general question.

Yesterday, 10:31 PM

Normally you'd write up a design doc that covers everything in the game to whatever level of detail you feel appropriate.  You'd want to give gameplay examples, with comparisons to existing games if you can, as well as mockups of levels, UI, etc.  That'd be the start.  Then you can proceed to trying to prototype the gameplay to see what works and what doesnt, with the understanding that you'll likely be iterating on the design for a while before you start trying to go into full production.


In Topic: A question for how game engines build their game code for game logic -_-?

03 May 2016 - 11:55 PM

@ 0r0d : 

 

How about making ONE game with your engine.  Then you can worry about "every genre" somewhere down the line.

 

umm I made a game with other engine so realized what structure I have to make for a wide use of every genre.

 

this structure is my engine can support various instructions ( like Script or VM or Compiler and so on ) or can be a core library.

 

If my engine could be like this , all of game makers can make all contents , UIs , logics.

 

I'm really not sure what you're asking.  It sounds like you already know enough to know what you want to put into your engine.  So just make the engine, then make a game.  If you're asking what's the best way to make an engine that will be great at every single type of game... there's no such thing.  Just decide what type of game you want to make, figure out what features the engine need, and then make that.


In Topic: A question for how game engines build their game code for game logic -_-?

03 May 2016 - 07:05 PM

 

 

@ frob : I just want that my engine can be a wide use engine for every genre.

 

 

 

How about making ONE game with your engine.  Then you can worry about "every genre" somewhere down the line.


In Topic: Question about Open World Survival Game Engines

01 May 2016 - 10:07 PM

 

And most of the time at larger companies it's not actually the programmers who decide what they're working on either (that's like assuming that a McDonalds cook decides on the menu) -- there's someone like AirborneAR who's job is to talk to the customers and find out what they need

 

 

It doesn't matter who's doing it, the management, the programmers, the janitor.....lol  The point is, nobody is finding out what the customers want.  Programming skill gets wasted on things the players don't care about, or worse things the players hate.  In the end it all boils down to unhappy customers and less money.

 

 

I actually thing the opposite is true.  Companies care too much about what they think players want.  This is why we get so many FPS's that are all basically the same and just generally tons of clones of whatever game comes out that's a success.  Companies dont come out with the same games time after time because there's someone there with a "vision" of making Angry Birds #20, or Angry Birds Clone #1000.  They do so because they think players will pay for that.  Now, you could try to make a distinction between what players "want" and what they will "pay for", but from a developer point of view... I'm not sure that's meaningful distinction... at least not if you want your game to succeed.


In Topic: Question about Open World Survival Game Engines

01 May 2016 - 09:52 PM

What I think you're finding from the replies here is that your biggest challenge will be getting the team together, because without money or a proven track record a lot of experienced engineers and artists wont want to commit to a project that might take years... when they could be using that time for their own projects without any of the pressure or hassle.

 

At the very least I'd expect a detailed plan, complete with an initial design doc.


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