LOL! How does my reply get negative votes! Ya'll must be trippin' or something!
The guy wants to work on a "Worms" like word, I gave hem the contact details of the people who are responsible for making Worms.. how better could it be?
If you hover your mouse over the down-vote button you'll see a pop-up text saying "this response is not useful and does not improve the conversation".
Sorry -- I understand that you were trying to be helpful and probably genuinely think you were giving good advice -- but your advice simply wasn't good. Your response was not useful, and did not improve the conversation.
The contact page you provided is for customers to contact Team 17 for product support, for press to contact them about interviews, etc., not to developers. If it did manage to reach a developer -- very unlikely -- they're busy people who don't have a lot of time to answer every beginner question they receive, so there's a fairly low chance that you would get a response.
Again, sorry for the down-votes when you were trying to be helpful, but your answer just genuinely isn't a good one. Does that make sense?
To be clear: if you have a question just ask your question, and if you have an idea to share just share your idea -- don't just waffle on about the fact that you would like to ask a question or share an idea.
You're probably looking for the concept of "skeletal" or "modular" animation, which you might create using packages such as Spriter or Spine amongst other options. Both packages have a video on the homepage that might help to give you an idea of how this type of workflow can be achieved.
You can of course use more traditional art software and then do all of the animation work yourself in code, but an existing package may save you some work, or if not might at least give a good idea of the possible functionality.
In a time when hundreds of new apps are published daily the overwhelming majority of all released games make little or no money; the fact that this particular game was a simulation may or may not have any impact on it's lack of success.
I already have an "Abitur", which is a degree that allows me to go to university or start a job training
I'd actually assumed you were already studying at university for a degree. If you already have the necessary qualification to do so then my recommendation would be to go to university and to continue making your game in your spare time.
Do you think that's enough or is there still something missing to convince the viewers to back some money or at least share the campaign with friends who may invest some money in the game?
You're still missing a proven track record and industry experience, and even with both of these things many teams fail.
To reiterate my earlier suggestion, why not continue your studies (with the new aim of attending and completing university) AND continue working on your game?
Is it enough to show a working prototype with some spaceship and character models and some terrain and a little bit gameplay (it's a game taking place in space and on planets) to get my game funded? How much should I expect if I am almost alone working on this and does not have any job experience in game development (well, I have some experience in developing games - I learned it by doing)? Are $35k earnings by crowdfunding realistic?
Unfortunately I think your chances would be extremely low.
There have been a growing number of failed crowd-funding campaigns from inexperienced developers, resulting in people tending to distrust developers unless they're really convincing.
Consider for example Algo-Bot (Algo-Bot: Lessons learned from our Kickstarter failure) which unfortunately failed to raise $60,000 on Kickstarter; this game was from an experienced developer with plenty of prior releases, was popular enough to be greenlit, and already had fantastic release-quality artwork (you can see a couple of screenshots in this older article) and game-play footage.
However, I suppose if you're confident, you have a good portfolio and if you can show some quality screenshots and video there's no harm in trying.
Personally, I would continue working on the game in your spare time whilst you complete your studies, and then see what you can do to release the game at a later stage after you've made more progress.
That seems like a fine goal, but just checking if you know that you don't strictly need to learn C before C++?
Despite it's origin C++ is a completely different language to C, and the correct idiomatic usage of each language is very different; code that is normal and correct C will probably be considered bad C++, and code that is normal and correct C++ may not even compile as C.
If you want to learn both languages that's great -- knowing C can be beneficial in its own merits -- but if you're just doing it because you thought you needed to to properly learn C++ you may as well save yourself the time and effort by just starting with C++.
So the tasks of a game designer in general would be content, world, system design and story writing.
In a smaller team a designer may work on some or all of these, but for larger teams in a professional environment some of these are separate jobs that may be given to different people.
Content will probably be created by artists, and the story will probably be written by writers.
Designers are concerned with gameplay systems and interactions (see "what are game mechanics?"), creating and fine-tuning formulas (for damage calculations, reward schedules, frequency of random encounters, etc.). They are likely to create design documentation (game design documents, diagrams, flowboards, spreadsheets of game stats, etc.).
Note that this is assuming typical western titles; in Japan it's common that a "designer" is an artist.
In general in medium and larger companies do game designers need to know how to program?
Not necessarily, but it's valuable to know at least some of the basics, as it's reasonably common for designers to directly tweak values by adjusting config files, editing or writing scripts or adjusting smaller sections of code.
For a design role you should be good at math (statistics are particularly useful), and should have a solid understanding of how different gameplay elements interact and how to create a good user experience.
In smaller indie teams the designer usually also fills another role -- often art or programming -- rather than working solely on design. There usually isn't a dedicated project manager or anything resembling typical corporate structure, as most of these teams are very small with only the minimum number of people required to complete the game.
You have been given very clear and simple instructions repeatedly for how to participate constructively:
Don't insult other members or the entire community at large. This isn't productive and does not lead to a valuable discussion.
Do not just paste in (or type out) your entire unedited train of thought. Edit down your posts to explain an idea or question reasonably concisely without all the extra rambling.
Keep your posts to a single topic or small collection of related topics. Your posts become unfocussed when you just tag additional thoughts that are basically unrelated to the earlier material on to the end.
Don't just post large swathes of your design documents with no clear purpose; this is a discussion forum, not just a place for you to paste your ideas -- you can start a blog if that's what you want to do -- so you need to ask a question or ask for feedback on something specific.
You have been told these things over and over again and you are still ignoring every single instruction almost a year after you were originally given this advice.
I'm closing this topic, and because you have continued to be insulting to everyone else this is your last warning -- if your next post does not follow the guidelines you have been given you will be permanently removed from this community.
We have tried to allow you to participate in this community, and you have been given plenty of chances over the last year, but we can't just allow you to be disruptive forever.
Making mistakes in real code is probably the single most valuable learning experience available to a new programmer.
Write more code!
It's also good to read articles, forum topics, etc. to learn from others, but unless you have the practical programming experience to properly understand and apply those lessons you won't be getting the full benefit.