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neveza

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About neveza

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    Art
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    Programming
  1. You make me wish I started earlier in my life. Well, for me, it's a long bumpy road.. I grew up around Nintendo super Mario, but it never impressed me. I was mostly disinterested in video games, up until Doom. I realized that video games can invoke a lot of emotions. They were art. From there, I experienced Wolfenstein 3D, Out of this World(Another world,) Blackthorne, Bioforge, Little Big Adventure... the list goes on, and on. They inspired me in many ways, and left a significant impact in my life. As well, being dyslexic, a few of these games allowed me to push myself to read, and when voice acting was involved, allowed me to follow along. Video games have always been a special place in my life due to this. So, this sparked my interest in developing video games as I wanted to bring that love that I have to someone else. To keep the inspiration train going, so to speak. Unfortunately, plagued with depression and self-confidence issues, I felt I was too dumb to make a game, and never pursued until I was 18. Found out that I really could not code, wasn't a great artist, or anything... Around the time I joined GameDev.Net. I stayed in the community while floundering from C++, to C#, to python, to C# again, but then gave up on programming. I had hoped to thrive as a writer though. I ended up actually working with someone from IRC #GameDev developing Deadly Dungeons for the android. Seemed to be a modest success. Then a few failed projects after that. I found more frustrations than enjoyment, unfortunately. So I moved on from the game dev, and just kind of did art for a while. Yet, video games keep calling me back. I decided to take up learning Japanese as one of my means to step outside of my mental imposed "I cannot do this because of x" toxic thinking. So, despite my dyslexia, I said I was going to learn japanese and translate this video game. The video game was XZR II(exile.) Took me 4 years, but I translated it, and did a let's play on it. Then moved on to translating the first game of the series (which is still incomplete.) However, I realized I needed a marketable skill. Translating was not teaching me japanese well, and I could not justify the time spending on it. Yet, I wanted to keep doing something game related. Three years ago, I got a job at a financial office. They had programming learning courses in the skillsoft website, and would look at those during slow periods. Suddenly, it all clicked. Programming made sense. Took me 10 years, but it clicked. I picked up python, and wrote a program that simulated grocery shopping, but the computer shopped for the items you told it to collect. I wrote this in a month. That concreted my path at the moment. From there, I made Tic-tac-toe in C# console, pong in Unity, Snake in monogames, and now extending on snake in C#\Monogames. Confirming that I can do this, maybe not as well as others, but that I can. Currently set up to go to college for computer science. Also, I am currently debating learning project management skills, and forming a team to make games I would otherwise not be able to. Time will tell though.
  2. Should I use an engine or learn a programming language?

    You would end up doing both in the end, as everyone has stated. In the end though, Fire Emblem level may be a bit difficult as a first game regardless of engine or language. Start small projects that are related. So, Tic-tac-toe, Checkers, then chess. etc. Maybe the typical arcades like Pong. Because you will be overwhelmed realizing all the assets, code, and tools you have to make or learn before you get anywhere, regardless if you use Unity, Pygames, or make your own engine from your choice of language.
  3. You can always do sample projects to see how it runs, or if it fits your needs. However, for the most part, most engines you can get are an attempt to be One Size Fit All. Each one having their Pros and Cons, but ultimately, will not be geared for any one type of game genre. So, try both, and see which one will fit your needs.
  4. C vs. C++ vs. C# (Beginner)

    I would say C# as it's relatively straight forward and full of resources on the internet that won't leave you feeling overwhelmed. Overall though, pick a single language, and make it your 'fluent' language. Something that you can do most things in, if you wanted. Then maybe move to a lower level language like C\C++, or maybe change to another language like Python... etc. The idea is to have a functional level at something, than to be spread about so much that you aren't good in any one language.
  5. On the very loosest terms, you can break into the game industry by simply putting up a game, even if it's free. So, no, a degree isn't required. However, a proper education, not necessarily a degree, but an education will get you very, very far. So, if you're unable to do college, then start teaching yourself and practice. In the end, You will have to be result driven. So where would you go from there? If it is art, then study art and animation. If it's programming ,study that. If it is writing, study writing. Etc. You will eventually find the resources you need from there because the knowledge of a skill is nothing new. Just you have to have the knowledge and practice to build that foundation.
  6. Multiple projects

    As someone who is a bit of a work-a-holic, I have to put a lot on the back burner, or rotate them out depending on priorities. This leads to a wealth of backlogs from written materials, to information on my hard-drive. In other words, any projects I work on, I record nearly everything in notebooks. I have a few stacks of notebooks in my closet with notes, math, designs, art, stories... etc. They are there for me to look back if I need to, or simply as a personal archive. Generally, I try to stick to at least, two projects at a time. Doing too much, you won't get enough done. So, you could end up with multiple incomplete works that are shitty and unpolished while you could have focused on one project and made it a well crafted work of art. That's kind of how I approach it, of course.
  7. Playing your own game

    Should you not get the same excitement of what comes next while writing the story? Once you written the story, share the story from there. The medium is just the adventure game than a book. From there, ask yourself, what kind of story can you convey through an adventure game? What puzzles you want to see? What mechanics? Adventure games doesn't have to be around the story itself, although many are driven by the story. So, for me, they are separate entities. So, write a story that brings you that excitement, then think about how you can evolve that story through the medium of your choice. It's like a movie. You can Interpret a story in many ways bringing all forms of atmosphere, focus, and direction, for better or worse. So, when writing an adventure game. Do the story first, and enjoy the story writing. Once that is finished, focus more on how do you convey that story that thrills you even more? Is it a cool little scene that you, in your head, think "That's awesome." Then the gameplay of any scene you want to convey the mood. Is it a spooky puzzle or thrilling action scene? To me, if you aren't enjoying your game, then maybe you are doing something wrong in the gameplay front.
  8. Game Story Dilemma

    If you cannot decide on this alone, how will you finish the story? You'll eventually find yourself in other branching paths to take the story, which will you take then? In any case, you'll be making more games, I would imagine, so just pick one. Use a coin flip if you have to.. Then focus on developing a story that will not only satisfy you, but give someone else a wonderful experience.
  9. Passion: Wanting to Make a Game

    Depends on experience and how you go about it. In theory, if you were a decent enough programmer, you could procedurally generate all you want. That's how Daggerfall was made. The drawback, of course, is you will have a possibly flat game in terms of content. Could go the Less is More approach such as Skyrim where they scaled everything down so they could give personal touches to everything. The drawback of that... that takes time depending on the scale. So, if you want realistic: Skyrim took roughly 5 to 6 years to release after Oblivion was released. I don't know how many are in their team, but I imagine it's in the 100s. They probably spend over millions developing this game. However, there is a indie game called Dwarf Fortress. While not entirely open world, the scope is massive. Developed mostly by two people. The project is still ongoing since 2002. That is roughly 15 years. Now, they had made other things before this, so they did not start new. My advice: start with a small game. Understand what you can and cannot do before you attempt anything large, because even if you managed, it won't be very good due to the lack of experience.
  10. Need some helpful advice.

    20 years is fairly young. Imagine this scenario, It takes someone to get a Bachelors degree in roughly 4 years or 8 depending on your approach. That's already 22 to 26, but that's only the education part. Then you have the portfolio part which I would hope they developed during their time in college. So, if you plan on it now, and dedicate, you will be fine.
  11. sorry for the confusion. There isn't anything I could think of to be specific. And I wasn't talking about Game Design. Just story development. Anyhow, SunandShadow answered my question. Thanks for the links, Tom.
  12. I'm not too sure, Tom. I'd say both. I don't know what goes on in Game Development as far as the story is concerned (not the actually story itself, but the writing template and process) People know about programming and the building, but the story is never touched on. What goes into it? What does a writer do? Do they make countless of Novels for them? Do they present countless storyboards showing every single major event? I am not asking about the actual story creation. Creativity has no bounds to what you can do. However, on a professional level, what is the template to write in if any. A story in a game can be very complex and wasn't sure if there is some kind of professional system designed for this. http://en.wikipedia.org/wiki/Screenplay - Look at the section on Format and style. Is there a general requirement in the game development field? I'm trying my best in getting you guys to what I am asking. Quote:It really depends on the game, and the part of the story that is being told -- as above, some games may use multiple story telling techniques, each of which would be written using a different process. Story-boards are great for describing action-sequences (they're used for this in film too ;)). For a complex game, you may have to write story-boards, prose and scripts! Use all the tools at your disposal. Quickly cover the flow with story beats, draw up story-boards to show how things happen, use scripts to say when and where things happen, use illustrations to show what things look like, etc... There's no magic bullet or formula, and remember, it's a very young field compared to film or the written word, so the way people do things varies a great deal from company to company. That is what I was thinking, but just wasn't sure if there was something to be aware of.
  13. I figured as much, but it's not so much of the story telling. I wasn't sure if there is an development process that should be took into consideration. Also, note that RPG and FPS are genres. Like a Fantasy novel is not a sci fi novel. Movie scripts and Novels are different mediums to convey a story. A movie script is used for making movies. Novels are books. Etc. That is where I am getting at. Understanding the complexity of game design... I wasn't sure if a short story or a damn novel would be all there is. I suppose a story board. A very large one is more necessary. Script for dialogue, perhaps.
  14. Not the answer to the right question. You misunderstood me. When you write a movie script, you have a standard that film directors\producers have for scripts. Same goes for plays, I'm sure. Novels are usually basic form of writing, measured by word count. Poetry has it's own structure too. What you explained is the narrative tool. I'm talking about the actual development process.
  15. I yet to see anything about this, but is there a standard or template one should write in when writing for games? I mean, I guess it's a strange question to ask, butI was thinking you don't write a movie script like a novel. You don't write a novel like a play script. I'm guessing this isn't a common question because everybody might be writing for their own project, so a template may not matter. However, right now, writing is my only decent skill at the moment. So, is there a way to write a story for game development?
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