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Is there anybody planning on doing the whole game themselves ?

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Like the engine, models, Levels, sound etc .. It would just be too much right for a fairly serious game ? ''A library consists of the actual binary code behind the API. You link your game code to the library to make everything work.''

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A single person can certainly still make a fun game on his own: http://www.soldat.prv.pl/

Though a large 3D game with its own engine, complex levels and models, etc may be a little out of reach. But then again there are always some superstars that can handle it, just takes a ton of dedication.

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i''m doing it. It''s not like i''m writing the graphics libraries from scratch or anything. Estimated project time for me is 2.5 years. Is that too bad for a hobby?

http://www.project-axis.net/

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I think it is a bit hard to make a game at the same kind of standard that the pro''s do, all on your own... Its hard to be really good at programming, while also being good at making textures, models, sound, music. It helps if you have a few buddies that can help you out in the art department .

But i figure if you program the game by yourself using some temporary textures and models. If its good, you can then show it to people and i don''t think it would be that hard to find someone willing to make some good textures, models, sound for it.

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I figure on being capable of doing all the coding (for a 3d racing game) using no libs but DirectX (and D3DX). Certainly graphics and fairly good physics/collision engine + sound, AI, input and hopefully networking later on. Plus a custom level editor. The things I can''t do are artwork, modelling and sound engineering. The thing I don''t want to do is actually making the levels! So I''m planning to write code to help me generate levels to be tweaked, and also to minimise the amount of manual work required to get music and artwork. Plus I''ll find amateur artists/modellers keen to show their work to the world in my game!

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Well, even teams of professionals don''t usually write their own (graphic) engine anymore, it''s simply too much work. So for an indepedent, it is probably advisable to use a pre-built engine. Check out game tunnel, they review lots of independent games, many of which of very good, and many of which are written by an individual. That will give you an idea of what individuals can do.

Good luck,

James Sayer
Dingo Games
www.dingogames.com
Home of Jack of All Trades

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When your just starting out, you SHOULD do everythign yourself, that way you at least have experience with everything (unless its just a hobbie) i have a fairly complex sprite engine that ive nearly completed, save for an animation problem, once thats done ill be probably a day''s work away from a fully functional sprite engine, from there my less experienced friend and i are going to program a game on top of that (yeah i know no one cares )

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While we are on the subject, does anybody know a good place to pimp your game once its done? Just so that people try it out and give some feedback. Seems like a bit of a waste of time if you spend ages programming a game and then nobody ends up playing it.

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When I programmed Gauntlet and made a level editor for it, it made me feel like I could do a whole game.

But MAN nowadays making a game yourself takes a LOT of work.

My latest idea, which I have yet to implement, involves emplacements and vehicles with various physical arrangements, but they will all have a common set of functions like MoveTo() and BringWeaponToBear(). I don''t know if I should use polymorphism or switch statements for the vehicle type behaviors. Then there are the models themselves, and the sounds, and the rocket flames out the bottom and back - ooh forget it! For now...

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Guest Anonymous Poster
Me. Started 2002 and going on. had just half year pause :\

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Me and My Team. I''ve modeled and written everything so far. My teams not done reruiting.


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I'm doing everything. Hence, most of my games create their own content, modding and adding your own material is a 'feature' , and the stories suck.

edit: syntax

[edited by - RolandofGilead on February 8, 2004 11:35:50 PM]

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quote:
Original post by Waverider
When I programmed Gauntlet and made a level editor for it, it made me feel like I could do a whole game.

But MAN nowadays making a game yourself takes a LOT of work.

My latest idea, which I have yet to implement, involves emplacements and vehicles with various physical arrangements, but they will all have a common set of functions like MoveTo() and BringWeaponToBear(). I don''t know if I should use polymorphism or switch statements for the vehicle type behaviors. Then there are the models themselves, and the sounds, and the rocket flames out the bottom and back - ooh forget it! For now...

Please use polymorphism. It lets you add a new vehicle without altering the original code which speeds it up no end. Plus it just hurts me to use a switch

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I''m working with my team on a 2D side scrolling action game project. We are using our own engine, sprites, music, tiles... It is really hard for the first time, but we are learning and that''s the important thing.

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Well, I''m rolling my own modern graphics engine. I''ve also written a plugin for Maya for models/textures/levels which lets my friend, who''s an art major (I''m a soon-to-be comp sci), do all the modelling and the like. It works really well (and we''re both making the story).

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*rises hand innocently*

Yes, I think it''s too much for a high-end relatively complex product.

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Guest Anonymous Poster
i am programming alone, too

I don t know if i can make the whole game. But at least i can start alone. Nobody knows how the future will look like. Maybe there will come some graphics experts or so.

I am making it so, that i start with my engine. After i made a techdemo and show what my engine can i think people will come to help.

Possilble to make it alone? It all depends on how good you are. Most of the people just think they are good. like me The other ones are really good and are making good games alone. And of course they are really working and not posting in Forums

MFG

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quote:
Original post by Anonymous Poster
Possilble to make it alone? It all depends on how good you are. Most of the people just think they are good. like me The other ones are really good and are making good games alone. And of course they are really working and not posting in Forums


I don''t think it has anything to do with how "good" you are. I just don''t think that one person can produce the same quality programming, art and sound as 3 guys who are specialists in their own field. Sure you might get a few people who are pretty good at all 3, but not as good as if they had concentrated all their efforts into 1 field.

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quote:
Original post by SpaceDude
quote:
Original post by Anonymous Poster
Possilble to make it alone? It all depends on how good you are. Most of the people just think they are good. like me The other ones are really good and are making good games alone. And of course they are really working and not posting in Forums


I don''t think it has anything to do with how "good" you are. I just don''t think that one person can produce the same quality programming, art and sound as 3 guys who are specialists in their own field. Sure you might get a few people who are pretty good at all 3, but not as good as if they had concentrated all their efforts into 1 field.


And even if one put all the effort into each field, it would take 10 times more to produce it.

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I had a dilemma when I was choosing how to do my game - I wanted to learn about all the different aspects of it, but I also wanted to be able to play it within a couple of months. It seemed like there was no way to meld those two into an attainable goal.

What I ended up doing was a sort of compromise. I spent a really long time developing a pretty good design for the game, and creating interfaces for each subsystem. Then, when I was ready to start, I used other libraries to implement my graphics and physics interfaces, which I think would probably be the hardest and most time consuming to write myself.

Now, I think I am at a very good place to be at. I have had the experience of designing a working engine, and seen for a fact that it can not only work but be very flexible. If I''d written my own graphics / physics code I wouldn''t be done for another year, and frankly, I''m not sure my attention span is that good. Also, I have learned to incorporate other libraries into my own work, which may end up being a more important skill than being able to write my own 3D engine. The process of incorporating those other engines has taught me a lot about the design of a supplemental library, too - what I liked and didn''t like about using their interfaces, etc. And finally, if I ever want to actually make my own physics or 3D engine, since my game design is so modular, I can just implement my interfaces myself and instantly have a working game to test it on.

I would recommend this strategy to any aspiring game programmer. It is still very satisfying to make a working game with other libraries (it was still a LOT of work, even without writing everything myself) and I think I learned MORE about how a professional programming environment would be set up doing it this way than the other.

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I just finished writing my own game from beginning to end. Its in demo/beta release, and I have a few changes to make after some of the feedback I got from these
forums
(sorry about the shameless plug!). I got a lot of good feedback from the forums here. I wrote all the code, graphics, and music myself. The sound effects I purchased, but had to modify them myself to my liking anyway.

I think it is a wonderful idea to do everything yourself the first time. I learned a ton of stuff not only about game development but just project development in general. I wouldn't change that experience for anything. It is a great feeling of accomplishment, even if it takes you over 2 years to complete!

_____________________________
http://www.deepbluefuture.com
"Set Phasers to neuter..."
"2+2=5 for sufficiently large values of 2."

[edited by - roger_hq on February 9, 2004 11:54:42 AM]

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It''s just a question of time. That''s why I work with a team. I think I could do anything myself even graphics or sound but since I also want spearhead things in most components thus it''s too big for one man.

It''s possible and valuable to do anything from scratch. If "pro" teams don''t do it it''s cause they don''t have the time necessary and they don''t have a full freedom concerning the game design (publisher presssure). But for an indy team it''s possible by restricting the game requirements and focus on a few but accurate spearhead technologies.

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I have been doing everything myself for Golem (see sig), and I tell you it is seriously time consuming. But, it can be done, and since an independent doesn''t have the marketing deadline of next Christmas season to meet, time really isn''t a big issue. Just don''t aim too high; there''s a reason the credits list of most large games feature long lists of personnel. If you are solo, don''t take on to much.

If you are an independent just starting out, it might be simpler to go it solo for a game or two. Partnerships bring complications that can kill a project if you are not prepared for them.

Golem



Blender--The Gimp--Python--Lua--SDL
Nethack--Crawl--ADOM--Angband--Dungeondweller

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