help
Hi All
I am developing a FPS for consoles but dont known really what forum to ask the questions in ie. what software, map designers wanted, engine managers wanted.
Any help would be nice.
Well thats one of my Question. If you consider development time of 12-18 months will it still be xbox 360 or 720 and what about natal.
I would like to be able to release on both PS and XB
I would like to be able to release on both PS and XB
The only way you're going to be making a game for the Xbox 360 is if you made a game through the XNA Creators Club. Development kits for the Xbox, PlayStation, and Wii cost thousands of dollars. Just having the money does not guarantee you a development kit, as they decide which studios can actually get one.
Mike
Thanks. I was aware of this, I was considering producing a few maps, demo and such to impress a buyer, games company or backer. Yes I known that most games companys (as I have spoken to most) have there own projects and would rather use there own designers.
What I would like to known is this the right place to get help to complete the above.
I also known very lttle re what can be done with in a game. So would like help there.
Thanks again
Thanks. I was aware of this, I was considering producing a few maps, demo and such to impress a buyer, games company or backer. Yes I known that most games companys (as I have spoken to most) have there own projects and would rather use there own designers.
What I would like to known is this the right place to get help to complete the above.
I also known very lttle re what can be done with in a game. So would like help there.
Thanks again
Some reading material for you...
From Tom Sloper's Game Design FAQs:
From Obscure.co.uk:
As has already been mentioned and you'll see several more times throughout those articles, it's a difficult and generally expensive process to get a game made -- particularly on a current-gen console -- if you're not an established developer who already has a respectable track record.
If you're serious about preparing a demo to try to get funding -- keeping in mind the advice about this from the above articles -- you'll probably need to find some help, which you're able to do in the Help Wanted forum here at GDNet (we have special rules about posting in that forum, make sure you check the sticky threads first if you're going to post there) and/or at other such sites around the internet and/or in person with locals.
To attract a solid team who are able to get the job done you'll need to present your idea very well, and unless you've got a lot of money to throw at the project you'll need to have some skills to offer in addition to simply having the idea and being in charge; most of the non-professional programmers out there are quite happy to work on their own ideas, so if you can't help out in some way they're unlikely to want to work on yours instead. This could take the form of learning to program or being able to produce art or music amongst other things.
Oh, and you can ask any questions you might have about the software required, or technical steps involved in getting things done etc. right here in our For Beginners forum, or other appropriate forums on the site.
Hope that helps, good luck! [smile]
From Tom Sloper's Game Design FAQs:
From Obscure.co.uk:
As has already been mentioned and you'll see several more times throughout those articles, it's a difficult and generally expensive process to get a game made -- particularly on a current-gen console -- if you're not an established developer who already has a respectable track record.
If you're serious about preparing a demo to try to get funding -- keeping in mind the advice about this from the above articles -- you'll probably need to find some help, which you're able to do in the Help Wanted forum here at GDNet (we have special rules about posting in that forum, make sure you check the sticky threads first if you're going to post there) and/or at other such sites around the internet and/or in person with locals.
To attract a solid team who are able to get the job done you'll need to present your idea very well, and unless you've got a lot of money to throw at the project you'll need to have some skills to offer in addition to simply having the idea and being in charge; most of the non-professional programmers out there are quite happy to work on their own ideas, so if you can't help out in some way they're unlikely to want to work on yours instead. This could take the form of learning to program or being able to produce art or music amongst other things.
Oh, and you can ask any questions you might have about the software required, or technical steps involved in getting things done etc. right here in our For Beginners forum, or other appropriate forums on the site.
Hope that helps, good luck! [smile]
Stop.
Take things a step at a time.
Since
the first step is to figure out what's involved in game-making in general, rather than worrying about whether you even can get it to work for any particular console.
You say you "are developing a[n] FPS for consoles". This is premature. First, you must figure out what your natural role in development is (i.e. do you actually want to be a programmer? Do you know what programmers do? Have you also considered being an artist, writer, game designer, level designer, scripter... maybe even project manager?). Then you must learn the basics of performing that role in general, before you can apply them to either (a) a specific kind of game or (b) a specific platform.
Of course, you have to pick something to start with. For example, if you're going to be a programmer, it's probably a good idea to try making stuff for a PC first. You don't need to do anything special to get it up and running, that way. And you'll want to start with very, very simple games (the kind that don't require any art), because you don't have anyone available yet to work on the other roles, and you want to be able to specialize in learning what it is that you're learning.
No map designer, game designer, artist, writer or project manager is going to take you seriously if you can't program. Similarly for every other combination. Once you can be taken seriously, then you can think about assembling a team.
Developing real skill (especially if you don't want to learn only one thing) takes years. I know, I know; you're impatient, and feel like you're already late on the scene. Guess what? I've been programming for about 20 years now, and I feel like I arrived late on the scene sometimes - like I was *born* too late to get into the really interesting stuff. I often wish I'd been around to program real games on the Commodore 64 (like the ones I was playing) instead of writing 20-line BASIC programs (as I was just beginning to learn programming at that point).
But when you're really interested in something, you won't give up on it so easily.
You're probably going to live for several more decades, and you're going to be expected to make something of your life. In the grand scheme of things, spending several years to learn a trade (whether or not it's anything to to with making games!) is (a) not that big a deal, and (b) in general, expected of functioning members of society. :)
Take things a step at a time.
Since
Quote:Original post by Sly londoner
I also known very lttle re what can be done with in a game. So would like help there.
Thanks again
the first step is to figure out what's involved in game-making in general, rather than worrying about whether you even can get it to work for any particular console.
You say you "are developing a[n] FPS for consoles". This is premature. First, you must figure out what your natural role in development is (i.e. do you actually want to be a programmer? Do you know what programmers do? Have you also considered being an artist, writer, game designer, level designer, scripter... maybe even project manager?). Then you must learn the basics of performing that role in general, before you can apply them to either (a) a specific kind of game or (b) a specific platform.
Of course, you have to pick something to start with. For example, if you're going to be a programmer, it's probably a good idea to try making stuff for a PC first. You don't need to do anything special to get it up and running, that way. And you'll want to start with very, very simple games (the kind that don't require any art), because you don't have anyone available yet to work on the other roles, and you want to be able to specialize in learning what it is that you're learning.
No map designer, game designer, artist, writer or project manager is going to take you seriously if you can't program. Similarly for every other combination. Once you can be taken seriously, then you can think about assembling a team.
Developing real skill (especially if you don't want to learn only one thing) takes years. I know, I know; you're impatient, and feel like you're already late on the scene. Guess what? I've been programming for about 20 years now, and I feel like I arrived late on the scene sometimes - like I was *born* too late to get into the really interesting stuff. I often wish I'd been around to program real games on the Commodore 64 (like the ones I was playing) instead of writing 20-line BASIC programs (as I was just beginning to learn programming at that point).
But when you're really interested in something, you won't give up on it so easily.
You're probably going to live for several more decades, and you're going to be expected to make something of your life. In the grand scheme of things, spending several years to learn a trade (whether or not it's anything to to with making games!) is (a) not that big a deal, and (b) in general, expected of functioning members of society. :)
Thanks all
i have tried 3d modeling, and xna programing but my real skill is management.
I was a construction project/operations manager with a team of 10-250 but that was before the big crunch.
I liked the 3d modeling and found it quite easy as I already know CAD.
So I would like to a project manager. I have ready all your responces and will keep reading.
Q. On one of the mutliplayer online maps I am considering. There is to be a swing brigde with a switch in the control room that operates the bridge is this feasible.
And thanks again
i have tried 3d modeling, and xna programing but my real skill is management.
I was a construction project/operations manager with a team of 10-250 but that was before the big crunch.
I liked the 3d modeling and found it quite easy as I already know CAD.
So I would like to a project manager. I have ready all your responces and will keep reading.
Q. On one of the mutliplayer online maps I am considering. There is to be a swing brigde with a switch in the control room that operates the bridge is this feasible.
And thanks again
Quote:Original post by Sly londoner
Q. On one of the mutliplayer online maps I am considering. There is to be a swing brigde with a switch in the control room that operates the bridge is this feasible.
For what game? What are your parameters for "feasible"? What does it mean for a switch to "operate" a swing bridge? That is to say, what can the bridge do / what states can it be in?
The game is Console based, FPS.
The swing bridge is a road traffic bridge over water. Check out this link http://freepages.genealogy.rootsweb.ancestry.com/~tynesidehistory/pictures/swingbridge.jpg
I would like it to be operated from the control room in the center, this will force each team to firstly get to the middle, plus swoop any map objectives around if placed at either end of the brigde.
If you want more of an idea re the game you can visit my site http://www.fortunefavoursthebrave.handzonsitemaker.com/#/login/4533977717
Any one visiting the site will need to request a login name and password.
Thanks
The swing bridge is a road traffic bridge over water. Check out this link http://freepages.genealogy.rootsweb.ancestry.com/~tynesidehistory/pictures/swingbridge.jpg
I would like it to be operated from the control room in the center, this will force each team to firstly get to the middle, plus swoop any map objectives around if placed at either end of the brigde.
If you want more of an idea re the game you can visit my site http://www.fortunefavoursthebrave.handzonsitemaker.com/#/login/4533977717
Any one visiting the site will need to request a login name and password.
Thanks
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