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Taking a crack at making a Japanese fps game

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Hey guys, I am making my first game ever and want to make a Japanese fps game. I have heard these are rare to find in the gaming world and would like to try my hand at it. Since I am new to game development, I want your input if you think this would be a good way to start. I will make my character and 3 enemy models, each different from the other. Then I will make a small patch of terrain to fight up and down to test weapon effects and to test running, walking, etc. You know, just a small test map. What are your thoughts? All feedback is appreciated.

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What is a Japanese FPS game? Where do it differs from other FPS games?

If you are new to development, I suggest you to try something simpler. For example, you can download Unity, try it for a while and make some simple games, to gain more experience.

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Of course I will try small projects on unity, and to your question... A Japanese fps would be like Call of Duty or Battlefield, but maybe more geared toward Japanese tastes in games. Yes, I know it seems like a large project, but... I am going to take my time and do it properly.

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Of course I will try small projects on unity, and to your question... A Japanese fps would be like Call of Duty or Battlefield, but maybe more geared toward Japanese tastes in games. Yes, I know it seems like a large project, but... I am going to take my time and do it properly.

 

And what do Japanese tastes in games like?  Anime?

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A Japanese fps would be like Call of Duty or Battlefield, but maybe more geared toward Japanese tastes in games.

 

I have the same doubt as alnite. I can't see where a Japanese FPS differs from any other FPS. Can you give a example? Is there a big difference in game mechanics or it's just the themes and visuals? I'm not nitpicking, I'm really curious.

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Regardless of what a Japanese FPS is, the question is about the approach.

I would say it is flawed at least a bit. If this is your first game ever, then it is too ambitious. My first "game" was such that after you input a number the computer would print a message based on whether or not your number matched the computer's secret number.

Yes, you have a step-by-step idea for how to approach this game, but I can't tell from your post if you are actually ready to embark on the project as a whole. You gave no details on how much experience you have, what tools you plan to use (Unity? All from scratch? C++? Vulkan/Metal/Direct3D 12?), etc.
It's hard to give any feedback with this limited information, but why not make smaller games that are related to your main game?

Practice overall game logic with a simpler 2D shooter game.
Venture into 3D with a simple game in which you first-person hover and point at blocks and they explode when you fire. You will write code for handling a 3D world, 3D sound, lighting, cameras, etc., all of which can be carried into your final game.
Next write a game in which you actually have a body and a stage on which you can walk. Same game mechanics, but now you have added some physics, collision detection, stage management, and maybe a world editor.
Etc., etc.


The best way to ruin your dream game is to write it straight out of the gate without learning everything necessary to build it. There is no reason to dive so far deep when you can indirectly write the game by writing other games that share systems with your ideal game, plus you will have completed demos that show people what you can do, motivate you with end results, and which can compliment your portfolio should you choose to either get a job or to recruit help, not to mention how they give you chances to spot problems with your approaches and to start over, rather than having to deal with crappy code or systems until the whole project is done 10 years later.


L. Spiro

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You see, I can't program at all. I'm more of an artist kinda guy. I know exactly to the smallest detail how my game will be. So, what kind of engine can I squeeze my game into without coding at all, and still have near AAA title quality? I will get someone else to write my code, for free advertising or art help. I just don't want to program the thing.

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Without coding, there won't be a game at all. An engine doesn't magically do anything. You have to code literally everything you see on the screen (and a lot more that happens but you don't immediately see). A triple-A title has a budget of several million dollars, it's impossible to make such a thing unless you have that kind of money.

I never worked with it, but unreal engine has a system called "blueprints" I think, which is a simpler way to program. Maybe you can have a look at it, and see if that's feasible for you. Other options are perhaps modding existing games, which would solve your "not coding at all" problem, at the cost of not being able to decide a lot of things. Finally, you can look in the classifieds section, to see if someone needs an artist with a project that you like. It won't be AAA quality though, you'll need to work in the industry to get there (or have a few zillion dollars to spare, but most of us aren't that lucky).

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I would love to see more Japanese based games like genji, onimusha etc. but I highly doubt a single person can make a full AAA game - especially when there is no coding wanted....

But you can try and write down your ideas so that others will understand them. Maybe you can put together a team, but I highly doubt it....

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If you don't want to get your hands too far into actual development, you could use a template project from the Unity asset store?

 

(for example: https://www.assetstore.unity3d.com/en/#!/content/2943)

 

You'll still need to learn how to actually use Unity and implement 3rd party assets though. Finding someone to do it for you might be harder than you think. Especially for free.

'Art help' sounds like it could be fairly compelling though, assuming that you mean you'd provide some art work for their own project(s).

 

And to beat a dead horse: it won't be anywhere near AAA quality.

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I know exactly to the smallest detail how my game will be. So, what kind of engine can I squeeze my game into without coding at all, and still have near AAA title quality? I will get someone else to write my code, for free advertising or art help. I just don't want to program the thing.

I spotted a breaking point for your whole plan, which is only as strong as its weakest link.

Getting people to write your game when they can write their own instead is nearly impossible, especially when you know even the smallest detail (which just sounds like, “No creative input from others allowed; just make it how I say.”)
Imagine the programmer’s response to your proposal, and I mean realistically.
“Advertising? If you mean exposure, I can make my own simple projects and not only will I have more fun making them (because I get to choose what I do), I will have more smaller samples to put on my own website/portfolio rather than a single game that sounds as though it will take forever to finish, plus I have to rely on your ability to recruit musicians and other factors that are out of my control before I could show anything.
Free art in the future might be interesting, but only if it is what I want at the quality I want it, when I need it, and with timely deliveries—I have no guarantees of any of those things, and if this project fails you may just bail on your promises.
I need to pay bills, and money during development would be tons more useful than a promise of art at an undisclosed date in the future with no guarantees that you will do the styles I want and that you will deliver in a timely manner.”

Unless you are a college student with other college students who have to make a game together to get a grade, you need to consider spending money if you want others to do your project.
I was originally a game designer, for whatever that label is worth when applied to an 11-year-old, and I knew that no one was going to make all the games I was drawing up for me. If I have my games I want to make, it stands to reason they have theirs they want to make.
So I learned programming.
If you want it done, do it yourself.

And the way you throw around “AAA” willy-nilly can only mean 2 things:
Anyone with enough experience will take it as a sign that you have too little experience for them to have faith in the project being finished ever, let alone on-time.
Anyone without enough experience to realize that just results in a blind-leading-the-blind situation and decreases your chances of any success.



At the end of the day you don’t stand out from the trillions of others who also want to make their own games.
If you are to have any success even remotely you will need to approach people with a documented and thought-out plan, schedule, design document, fully fleshed-out samples of your own artistic skills, etc., and communicate professionally during the approach. And even then you have very little chance at getting someone.
If you are lucky enough to get someone, you need to know how to manage people. Part of that means knowing when and how to stand by your own ideas and when to flex to make them happy.


L. Spiro Edited by L. Spiro

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