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xentaras

About posibilities of creating game

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Hi, 

 

I was dreaming about creating my own game long time. I think this time is "now or never". 

Me. I am profesional programer (Web, .NET and so on). Before I have created some copies of existing games like "Tetris", there was some tries with top scrolling shooter on Flash and deep (pseudo 3d) scrolling shooter with "Game maker". So with programing I have no problems. Problems is with graphics. I cannot draw, I am really weak with 3d modeling. Music, sounds - 0.

This time I want to create REAL game. Game with splash screens, start, end, loose screens, some story, at least some gameplay, an original graphics (no rip of sprites) and some sound, music. As this will be my first real game, I am not aiming very high. Some simple like scrolling shooter, or some platformer. 3-5 levels. Few weapons. Bunch of enemies. Bosses, of course. As this is my first game, I don't want to call another people, as I am not sure if I could complete this project. Also I am not planning so spend a lot of money to hire pro artists and musicians for this project.

My question is - What are my chances to do this project? How much time (days or months or years) could possibly take it, if I spend ±10 hous a week? Is it possible to learn some 3d modeling to use on this project. Or maybe try to learn to draw 2D? It will not be 3d game, but I see possibility to use 3d to render sprites. What to do with sounds, music? What is worth to buy and where?

I am not trying to be pro game maker, this would be my hobby.

Any educational stories, how you made your first real game? Any suggestion on strategic decisions?

 

 

P.S. English is not my native language, so sorry for mistakes.

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As for music: Not so long ago I was searching for cheap music. I post the links Ive bookmarked. Not all of them are free, many are "free for a freeware project", ...but if you just browse through the sites it gives a picture what can you get for almost-free.

What Ive found is that most "free for a commercial project" music is so crappy that its worst than having no music at all:)

You can also find artists on http://modarchive.org/

 

For the sounds, ...if its a simple shooter game, you can just use a good microphone to record sounds and then edit them in Audacity, ...thats a free solution.

 

(edit: I think 10 hours per week is low. Thats basically 1 average day.)

 

http://gamedev.stackexchange.com/questions/14/where-can-i-find-free-music-for-my-game

http://gamedev.stackexchange.com/questions/8/where-can-i-find-free-sounds-for-my-game

 

http://www.soundsnap.com/browse

http://www.freesound.org/browse/

http://www.pacdv.com/sounds/ambience_sounds.html

http://www.audiomicro.com/free-sound-effects/free-natural-ambience-sound-effects

http://www.danosongs.com/

http://thetunepeddler.com/faq/

http://soundofpicture.com/wp/?page_id=9

http://incompetech.com/music/royalty-free/faq.html

http://www.gamedev.net/topic/593283-free-game-music-for-developers/

http://www.jewelbeat.com/static/license.php

http://dig.ccmixter.org/about

http://free-loops.com/free-loops.php

http://www.partnersinrhyme.com/pir/free_music_loops.shtml

http://www.indiegamemusic.com/searchtracks.php

https://soundcloud.com/groups/royalty-free-game-music

Edited by Aliii

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My last project was a 2D platformer. There were a number of things that remain unpolished however the game was fully playable and I decided it was time to move on. In the end I was generally pleased with the results.

Initial idea June 2, 2010.
Work commenced December 14, 2011 ending June 29, 2012.

In that period there were 65 individual days of coding.
I will estimate 2 hours per day for 60 days and 5 hours a day for 5 days = approx 145 hours of work.

My current project is a 2D RPG sort of thing that I've been working on since about Sept 2012 with same approximate frequency of hours of work. It's a long way from being a playable game.

 

How much time you will need will probably be quite different.

 

Sorry I don't really have any good "strategic" advice that you probably haven't heard before. Plan everything that you can. Try and do your work such that it can be reused in future projects. Be prepared to be flexible. Turn to external sources when you need to. If you're completely determined to be doing art resources yourself either learn to be happy with your abilities or be prepared to invest time and effort into improving them.

 

Also, if you're considering it to be a hobby project, don't forget to have fun or at least make sure that the work you do is fulfilling.

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For me personally, I mostly had friend artists that could help me with creating some assets. Thing is, I'm mostly a tech kinda guy and never really needed sound, but it seems that Aliii provided some good links.

 

As for making the art yourself. It's always an option of course. It will obviously take you some more time if you're not that skilled, because you will need to practice, practice and practice some more. You could also think of editing something that is close to what you need into something you can use for your game. I'm not sure if this is harder than making things from scratch though, not an experienced drawer :)

 

If time is not the issue and you enjoy doing the art, just work with placeholders initially. Once you got some stuff working like you want them, start visualizing how you really want it to be. Once you get stuff in, it can potentially become a great motivator in adding more and/or improving what is already in.

 

As you stated that this is for a hobby, I don't see why you shouldn't just take your time to learn the things you need to do.

 

One other thing you might be able to do is to keep a minimalistic art style. Take Thomas Was Alone for example, very minimalistic, but still has a great aesthetic to it. I can't look into your head what kind of idea(s) you have, but it's something that might come in handy if you really want to make something, but don't want to spend too much time on the art side.

 

Good luck! :)

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This is the best answer. Really. Something what I forgot from the beginning:


Also, if you're considering it to be a hobby project, don't forget to have fun or at least make sure that the work you do is fulfilling.

 


As you stated that this is for a hobby, I don't see why you shouldn't just take your time to learn the things you need to do.

You are right. This is hobby, and I am doing this for fun. So if there is no fun - I should reconsider doing it. 

On another hand, even if it is hobby project, I still want to see some results smile.png

 

One more good idea (which I had forgot) is


If time is not the issue and you enjoy doing the art, just work with placeholders initially. Once you got some stuff working like you want them, start visualizing how you really want it to be. Once you get stuff in, it can potentially become a great motivator in adding more and/or improving what is already in.

I think, I'll start with that. Plus, after I have complete logic for game with placeholders, I won't be afraid of asking some help from other people, and other people will be more likly to help me. Even could spend few bucks for an art.

 

 


In that period there were 65 individual days of coding.
I will estimate 2 hours per day for 60 days and 5 hours a day for 5 days = approx 145 hours of work

Good number. Of course, amount of hours depends on a lot of factors, but still, if I aim at 100-200 hours it will be possible to accomplish. If it will took much more, I am afraid, I will lose interest in project... I don't have a lot of patience.

 

Also, thank you Aliii for all sources, I think it will really help me.

Edited by xentaras

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