• Advertisement
Sign in to follow this  

Unity I have a design. What now?

This topic is 1809 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I own a game development company... that has never made a game!

 

    Up until now, we have done very well in getting a design document made, working on conceptual art, and basic design and nothing else. I have a very creative team that is very experienced in the design stage of game - development, and the fruit of this team's actions was a beautifully designed game (some concept art can be found here at the bottom of this page). While coming out of the design stage, we hit a snag with our project.

 

   Our snag was none of us had any knowledge of how to make a game! We knew a few things:

 

1. Someone with experience in design would need to be hired eventually.

2. The project will be mostly funded by crowdsource funding.

3. In order to be successful in said crowdsource funding, we were going to need to build a convincing prototype in just a few months, and we had a private investor who was going to fund it.

4. Whoever was to fill this position needed to know alot, and lead the team through development.

 

So after a little research, I decided it was best to hire a Software Engineer to build the team, decide on engines, decide on languages, and oversee the production of the game. So I did. I put up a post on both Linkedin and Gamasutra for the position. (which can be viewed here). A problem we encountered with a few of the applicants was that they didn't want to work on a project and make all of the decisions. They all wanted to make as little decisions as possible and be told what they needed to do.

 

     So now I have been stuck for about 3 weeks, and can't seem to find an answer as to what our team needs to do in order to get the ball rolling. We do not want to hire some firm, and we want the project to really live up to its full creative potential. This whole matter is really taking a toll on our project monetarily. Any help we could get would be greatly appreciated, and we hope to get the ball rolling as soon as possible.

 

Thank you Gamedev.net and your community,

 

-- Will R. CEO and founder of Scaevitas.

 

 

 

 

 

[attachment=13548:concept1a.png]

Edited by Wthrwthr

Share this post


Link to post
Share on other sites
Advertisement

Design is good(be it art, map design, graphical user interface, maybe even something technical like how monsters behavior or sound design) but your initial design is bound to change. What you initially plan might be different from the final product.

 

You really need the prototype of the game to be up and running to get a sense of what not only looks good but also plays well. If the controls and user experience don't match, it can hurt the game. Having a prototype also tells you what is technically possible and not depending on what technology you are working with.

 

With some game companies closing down, I'm sure there will a software engineer looking for this position.

 

Good luck with the prototype! 

Edited by warnexus

Share this post


Link to post
Share on other sites

You started a Game Studio without anyone who had ever made a game or done any work surrounding game creation?

 

Are you completely sure you're ready for this tongue.png?

 

You can either have your team learn to program in a language and library, or hire some programmers. The former is almost impossible, and the latter is very expensive (For good programmers whose code won't fall apart later in development).

 

Before you hire any programmers, however, make a prototype. If you have (an) artist(s), you should be able to create a prototype in Construct Two relatively easily (If it's Two-Dimensional). If its Three-Dimensional your programmer costs will be far more, and prototyping will be far harder, so I can't recommend any programs.

 

I hope your game turns out great, I can't wait to try it!

 

Cheers smile.png!

Edited by superman3275

Share this post


Link to post
Share on other sites

Making an indie game without having heavy technical expertise in the matter is very tough.  I would suggest consulting with a highly technical person ASAP for guidance on this matter.

 

I know someone who made a similar attempt through outside contracting.  (They put together the design docs and graphical assets, and contracted elsewhere music and sound.)  His product eventually did complete and ship, and the game was okay and made a few sales, but overall it was a huge financial failure.  Between his inexperience in marketing the product and the un-inventive gameplay mechanics, the product simply was not set up to go anywhere.  After the fact, I'm sure he learned a great deal about the overall process, but he wasn't building on the most important skill in this medium, building/programming games!  

 

The technical aspect of games cannot be an afterthought, it's core to the medium.  Designing good mechanics and dynamics without being able to throw together a prototype is as flimsy a concept as a programmer with no artistic capacity with a mental "image" of an epic dragon.  At best, in either scenario, you can point to an existing thing and say "I want it kind of like that."

 

So, to address your question, I'm not sure how you should go about solving your issues, but note that your team is dramatically handicapped without a strong technical lead driving a non-trivial portion of the game's direction and design.  

 

And an additional note: the proposition of being able to implement a completed design without creative input would be off-putting to a lot people who have the capacity to solve the problems you face.

Share this post


Link to post
Share on other sites

Sorry to say it, but that's a pretty bad way to go about getting a game made... if no one on your team is a programmer, how do you know the design isn't entirely unrealistic to implement?

 

I always say, don't involve other people until you're far enough into the production that it will actually feel like things are moving along right away, so you don't get into the situation where the whole team is stuck waiting on one person to do a ton of work. Exception for 2 person teams where one is the programmer and the other is the designer/artist, since not all programmers are also designers, and at least it's only one person waiting at most. But it sounds like you have several creative people already gathered up, and even if you do wrangle a programmer into making the whole thing, it'll most likely take long enough that a few of the current team will have wandered off before it really starts to look like something.

 

Also, what exactly do you mean by design? Just a story? Or game mechanics, enemies, items, attacks, map layouts, etc.?

 

IMHO, if none of your team has any experience working on games, it would be a bad idea to involve money in the project. Much better to focus on building your skills in your free time. If no one on your team wants to learn programming, then look for programmers who need artists. Work on their games, to get some experience with how the development process goes, and learn how programmers behave :) And if you're lucky, you might get someone who would be willing to work on your game after completing their own. Or at least provide wisdom, and possibly connections with other programmers.

 

But designers who know a thing or two about programming are very good to have around, so it would be better if as many of your current team as possible start studying programming. That way you have a solid goal to work toward, and a common interest to sustain your team bonds for the months/years until you're ready to make an attempt at your big game.

Share this post


Link to post
Share on other sites
I had generally approached things from pretty much entirely the opposite direction:
throwing stuff together, and figuring out what to do with it after-the-fact (using it to throw more things together, ...).

whether or not it is "good" is another issue though.


just, usually, I am not too much a person for up-front planning, or far-reaching design, and have personally generally had bad results trying to do so (what things I have tried to design up-front, have rarely turned out well, usually over-complicated, taking too much effort to implement, and turning out to be nowhere near as good as originally imagined, ...).

meanwhile, if a person has something which works, they can be like: "ok, I have this thing, now what can I do with it?". then pretty much all "planning" can then be based on what works more based on experience and feedback, and trying things out to see how well they work out (both in design and implementation), ... and generally making it all up as they go along (and follow the "feel" of where things seem to be headed).

but, this is one of those things that cause a lot of people to get all judgmental or condescending, basically them feeling this is the "wrong" way to do things, ... or seem to think that I am prescribing this particular approach to problem-solving as "better" or as some sort of absolute requirement or something (which, actually, itself seems like kind of a strange idea, like "why?").

it is like, I make no claims that people can't plan things if they want.
if people can make planning work for them, they can go right on ahead and do so.


not that it helps much, but a few thought:
finding programmers and a decent game engine couldn't hurt...
then maybe try to get a prototype working.

probably can't do a whole lot otherwise.

Share this post


Link to post
Share on other sites

I read your post, and tried to figure out why the hell can't you find good programmers. There's a lot of them out there, and it shouldn't be a problem to find a good one, with experince, willing to lead your development team.

And then I read your job offer...

 

I'm not from the US, so I have no idea how much is considered high salary for developers, but your offer 1000-4000$ - sounds very low for that kind of job. It's not surprising that you can't find what you're looking for - you're not willing to pay for the right type of guy. You said that your applicants "all wanted to make as little decisions as possible and be told what they needed to do."

Seems reasonable considering what you're paying. In my opinion - double the pay. You'll find better programmers / developers willing to take on the challange.

Share this post


Link to post
Share on other sites
Maybe there's a bit of confusion. We have programmers, but not people who are dedicated to Programming as a sole job at our company. Our design has been proffessionally done by people who have worked on games before, both simple and complex. Thank you all for the replies and guidance!

Share this post


Link to post
Share on other sites
Oh, and also to clarify, by design we mean a full ~200 page design document that is extremely detailed, as well as concept art.

Share this post


Link to post
Share on other sites

Our design has been proffessionally done by people who have worked on games before, both simple and complex.

 

That's pretty impressive for a young guy like yourself, I wish you good luck and hope you keep us posted!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By 3dmodelerguy
      So I am building a turn based rogue-like (think CDDA). The game is going to have a very large map (up to 1000's x 1000's) however to alleviate most of that I obviously can't render everything so there will just be render a certain radius around the player and just load in and out data as the player moves.
      The next major system I am prototyping is making interactive tiles destructible and pretty much everything will be destructible besides basic landscape (cars, doors, windows, structures, etc. will be destructible)
      While I am only rendering a certain amount of tiles around the player, I want to keep the amount of colliders active at one time to be as small as possible for performance and currently the tilemap tool I use automatically merges colliders together.
      So instead of creating a separate colliders for each of these tiles and having the destructible behavior tied to that object (which my tilemap tool would allow me to do) I was thinking that I would store an array of all the X and Y locations for the interactive tilemap layer and let the tilemap manage the colliders. 
      Then when I hit a collider on the interactive tilemap layer, instead of of getting the behavior for how to deal with the destruction for that tile from that game object, I would pull it from the array I mentioned earlier based on the tile I attempt to interact with which I already have.
      Does this sound like a good approach? Any other recommendations would be welcomed.
    • By NDraskovic
      Hey guys,
      I have a really weird problem. I'm trying to get some data from a REST service. I'm using the following code:
       
      private void GetTheScores() { UnityWebRequest GetCommand = UnityWebRequest.Get(url); UnityWebRequestAsyncOperation operation = GetCommand.SendWebRequest(); if (!operation.webRequest.isNetworkError) { ResultsContainer rez = JsonUtility.FromJson<ResultsContainer>(operation.webRequest.downloadHandler.text); Debug.Log("Text: " + operation.webRequest.downloadHandler.text); } } The problem is that when I'm in Unity's editor, the request doesn't return anything (operation.webRequest.downloadHandler.text is empty, the Debug.Log command just prints "Text: "), but when I enter the debug mode and insert a breakpoint on that line, then it returns the text properly. Does anyone have an idea why is this happening?
      The real problem I'm trying to solve is that when I receive the text, I can't get the data from the JSON. The markup is really simple:
      [{"id":1,"name":"Player1"},{"id":2,"name":"Player2"}] and I have an object that should accept that data:
      [System.Serializable] public class ResultScript { public int id; public string name; } There is also a class that should accept the array of these objects (which the JSON is returning):
      [System.Serializable] public class ResultsContainer { public ResultScript[] results; } But when I run the code (in the debug mode, to get any result) I get an error: ArgumentException: JSON must represent an object type. I've googled it but none of the proposed solutions work for me.
      Also (regardless if I'm in the debug mode or not) when I try to do some string operations like removing or adding characters to the GET result, the functions return an empty string as a result
      Can you help me with any of these problems?
      Thank you
    • By nihitori
      The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets.

      The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering).

      Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032
      Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i

      A 15 seconds preview of each main track is available on Soundcloud:
       
    • By RoKabium Games
      Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
  • Advertisement