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Shane C

Member Since 02 Oct 2013
Offline Last Active Mar 20 2016 07:16 PM

#5282248 Too good to be true?

Posted by Shane C on 20 March 2016 - 07:17 PM

Sorry if I was a bit snarky in the OP. It runs the risk of rubbing people the wrong way. I think Tom Sloper summed it up really well when he said, "it's possible, but you have to play your cards right".
 
Okay, so I am between the skill level of making the next 3D game I envision, which will probably turn out bad due to it being too much for one person like myself, and mastering the RPG Maker program, actually maybe producing a good game with it. My question is, what should I go for?
 
When I said it takes 3 seconds to make a good story, I was of course being sarcastic, saying "It takes way less time than producing a novel to make a storyline that can compete with your average mobile game." I of course wouldn't take this route. I would want to spend more time with it. Again, I need to stop being so snarky when I try to get points across.



#5282227 Too good to be true?

Posted by Shane C on 20 March 2016 - 06:04 PM

Hypothetically speaking, I could:
 
1. Buy RPG Maker MV for $80
2. Craft a storyline better than your typical mobile game, taking 3 whole seconds
3. Make a RPG using premade assets
4. Throw in a couple of songs not in the kit for flavor
5. Release it on the App Store, because you can legally release games made with the kit even using the kit's assets AFAIK - just read the terms
6. Probably make a thousand dollars or more, since the premade assets would be up-to-snuff quality, and since you're really not competing with much, even among other people who used RPG Maker
 
What are the flaws in this idea? It sounds downright evil and diabolical, because most of us or at least me have it embedded in our brains to actually try harder than a kit like RPG Maker, even if we fail badly.....



#5281783 My design idea - contains many elements

Posted by Shane C on 17 March 2016 - 07:37 PM

You play as a realistic-looking bat which stands on two feet in a 3D action game where you can move as fast as Mario and punch, kick and butt-stomp. I originally wanted it to be a cartoon bat. But any design I come up with looks like a cartoon bat I forgot the name to which starred in a PS1 game. I have to be careful not to copy it. Copying the PS1 game isn't the intent.
 
It takes about 5-10 hits to destroy your average enemy as well, versus 1-2 in most platformers and many more hits in beat-em-up games.
 
So the whole game plays out in a single city. Don't ask me why I don't like the concept of splitting things into many levels. The villain will probably be a cross between Dr. Robotnic from Sonic, and Dr. Wiley from Mega Man, but with the wackiness of a Crash Bandicoot villain thrown in.
 
The game will probably remind you of something made by Insomniac Games in style. Also, besides being able to punch, kick and butt-stomp, the bat can also glide through the air Knuckles the Ecidna style.
 
(For engine, I'm mostly interested in using the Unreal Engine 4. I have it downloaded on my computer and accepted the EULA.)
 
Currency by favors in the game - In order to pay for the piece of fruit or that powerup, you have to do a favor for the shopkeeper. Such as completing a mission.
 
The basic camera view would be like a 3D Mario game, but you can switch camera view to look like the camera view of a RTS and the like. I thought it would be a neat little feature.
 
Finally, the icing on the cake: The hero competes with other superheroes. And he has to reach the goal of defeating the final guy first before they do and there's a time limit. Sort of Metroid Prime Hunters style. Turns out the princess is only attracted to someone who can be a totally competent superhero and you want to be him.
 
You can lie back and let the other superheroes defeat the small enemies littered around the city, but it's not going to take time bonuses off the clock. Heh.
 
Oh yeah, and this leaves questions like, how do you get to the final guy if you only have one level? As you fight enemies along the world, you have to do additional fetch-quests which ends up causing a stream of events which irritates the final guy so bad, he comes out into the open finally.



#5226715 How 3D engines manage so many textures without running out of VRAM?

Posted by Shane C on 01 May 2015 - 09:54 AM

Hello everyone,
 
I have done few 2D games. I have a solid understand of most of the techniques that are used in 2D games. But I haven't worked with 3D yet. I'm wondering, How do game engines deal with loading so many textures without running out of VRAM?
 
So lets say you have a 100 models. each model have a 4k texture. Now each texture size is roughly around 67MB (4096x4096x32). So if we render all 100 models with 4K textures that would have a size of 6.3GB (100 x 67MB). Most video cards have 1-2GB of VRAM. So how do engines deal with that amount of data?
 
I understand that engines use Occlusion Culling to only draw models that face the camera. Is that how they also deal textures? Load only textures that are visible to the camera? Do they load it at runtime? That might be slow. Do they use some kind of Level Of Details algorithm to only load the 4K textures when you're close to it? i don't know.
 
How is this done exactly?


Correct me if I'm wrong, but you also have to factor in texture compression. A 4x4k texture is 16MB compressed last I checked. Add mipmapping and it's 21MB.

At the same time, more is stored on video cards than textures. You also have to factor in that the average player will probably want at least 4x AA and 1920x1080 resolution, leading up to 50-100MB framebuffer being used.

But the best way of figuring it is, few games have 100 unique humans in the world at once. And if they do, the textures of each human probably don't exceed 1x1k. Either that or they have a major engine and have completely figured a way around this problem.


#5226553 Feedback on a game idea

Posted by Shane C on 30 April 2015 - 01:17 PM

Can I state something a bit controversial? I don't care for the neverending games from a development point of view, because you as a tester and developer will never be able to test every facet of the game. Perhaps with endings this doesn't matter so much, but still, I tend to avoid making such a game for this reason.


#5226551 Getting a 3D model to fit the style in a 2D game

Posted by Shane C on 30 April 2015 - 01:12 PM

I have a theory that if you have the same artist who does the 2D art for the game, design the texture for the 3D model, that it will fit in.

It's easy to get wrapped up in looking at 3D as 3D and 2D as 2D, but there tends to be some 2D in 3D models as well, and that is the texture.


#5226547 State some games that have too simple of storylines and some games that have...

Posted by Shane C on 30 April 2015 - 12:40 PM

For research purposes, I want to know what games you consider to have too simple of storylines and what games you consider to have too complex.

To get us started, I will actually try to answer my own question:

Too simple:
Mario

Too complex:
Final Fantasy X
Final Fantasy XIII

Just right:
Zelda
Golden Sun
Final Fantasy VI

Feel free to go off on a tanget in discussing this if necessary. I won't stop you.


#5225462 Small indie question

Posted by Shane C on 25 April 2015 - 10:23 AM

I spent $50 or so on the assets to this game and spent half the time with it I plan on spending: http://i59.tinypic.com/m93gas.jpg

Both games are about lights, but aren't exactly the same.

Unfortunately, I have to build from scratch, though. I don't think the gameplay of the pictured game is enough, and I'm using a new engine.


#5185855 What is game maker?

Posted by Shane C on 08 October 2014 - 03:42 PM

Is construct worth buying? it looks better. I tried game maker and it wasn't very good. Plus the amount of typos they had in their text make me question if they were literate.


Construct 2 is pretty good. Give it a try, you can do a lot with the free version. It has its positives (such as lower cost) and negatives (exporting to Android/iOS is possible but has a higher chance of running into problems) than Game Maker.


#5185784 What is game maker?

Posted by Shane C on 08 October 2014 - 10:38 AM

Is it worth buying the 99 dollar version? Or should I invest in something else?

You can buy it (Game Maker Studio) if you want to, but you will only be getting the PC exporter for that $99. Meaning you still won't be able to export to Android, etc without paying more.

Do try before you buy though - there is a free version.


#5185762 What is game maker?

Posted by Shane C on 08 October 2014 - 09:40 AM

Game Maker is a mainly 2D game creation software using easy drag and drop programming or what most people use when they use it - a still easy scripting language called GML. The program is really quite good. However, whether it is better for production quality games or just prototypes, is debatable.

One more signifant complaint is the pricing, for a 2D software.


#5184843 Are 2D side-scrollers too common?

Posted by Shane C on 03 October 2014 - 03:56 PM

The genre itself isn't the problem. It's just that, much like FPSes, the average delivered game is vanilla and clichéd.


#5183944 Going to school for game design, worth it?

Posted by Shane C on 29 September 2014 - 09:36 PM

I had a dream of going to a specialized school for Game Art. Turned out to be a waste of money. I would have been better off going to a local college. Good luck, but these specialized colleges aren't the magical place they build themselves up to be. Just make sure you can afford it and are going for the right reasons.


#5183038 Idea for 2-D RPG

Posted by Shane C on 25 September 2014 - 08:28 PM

Assuming you don't want the sugar coated answer, I have read and played your idea before... it's like every other game or work of fiction. What differentiates it? I'm sure you will have an immediate answer for me, but really stop and think about this question. Take Final Fantasy VI for instance. It had several pretty good ideas, borrowed a few good elements (arguably from Star Wars or something Star Wars was based on), and had a really good implementation. Now that is a game.


#5182924 Need help with boss ideas

Posted by Shane C on 25 September 2014 - 10:24 AM

Make a beautiful Medusa where getting in her line of sight (looking in her eyes) temporarily turns you to stone. It's also hard to "kill" someone beautiful, which adds to the difficulty.




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