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deltaKshatriya

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About deltaKshatriya

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  1. deltaKshatriya

    Totally new to this and having a hard time

    What are you currently using for this project? It sounds like you have something already. Are you doing this in 2d or in 3d? From what I found out about Inform, it seems like it's not using its own language. So just based on what you've written, some starting points for you will be: 1): If you haven't selected what you will build this project with, you need to do that first. You'll need a 2d/3d game engine, depending on what you're building. Some popular engines are Unreal and Unity3d. Beyond a point it won't matter what you pick, so long as you feel comfortable with it. 2): Once you've selected an engine, you'll need to learn how to program in the language the engine uses. You'll then need to learn how to build basic things in that engine. Some people start with basic games like pong in 2d. With some engines, even getting a basic FPS type first person view camera and character controller can be quick as well (Unity3d does this really easily, and I'm sure Unreal has something similar) 3): Now comes the fun part. Break your project into smaller pieces that you can solve. The visuals would be one part, i.e. designing assets etc (or buying, if you don't want to spend time making 2d/3d assets). Controls could be another piece. Stats could be another. View your project as a series of smaller tasks and you'll find it makes much more sense to start building it that way. And remember: Rome wasn't built in a day. Take your time, and don't expect wonders in one day, keep building up to your project, and one day you'll look back and realize how much you've accomplished. Hope this helps, and good luck!
  2. deltaKshatriya

    Self Publishing Advice?

    Are you trying to make money off of your game? Might seem like a bit of a silly question, since most of the time the answer is an emphatic yes, but I would say it's worth asking yourself that. If the answer is no, then consider publishing with no price tag. Steam is still a great place to publish, in spite of their fees, since Steam has a ton of visibility. If you aren't interested in spending any cash, then you could self publish on a personal website or something similar. You will need to market fairly aggressively to get your game noticed by anyone, and even then, it may not do well. If it's not something you're serious about, just get it published, put no price on it, and that way, whenever someone looks at your resume and wants to check out your game, all they need to do is download it, rather than buy it. It really sounds to me as if you just want a game up for the sake of having one up, so my recommendation is stick with Steam, but don't put a price tag and don't worry about marketing. If people play it, great, otherwise, whatever right?
  3. deltaKshatriya

    What's is the best story game you've played?

    I'm surprised the new God of War wasn't mentioned in this topic. God of War tells a very good story that is full of great moments of Kratos with his son Atreus. What's interesting is how it's a fantasy/mythological tale and has some grand scale, but still stays very grounded in terms of emotions and depth. The Metal Gear series, especially MGS4, not so much 5, had amazing stories as well. 4 felt like an action movie and a game at the same time. It was definitely the strongest entry in the franchise. Bioshock Infinite had a great plot as well that delved a lot into the notion of choice and quantum theory. Definitely agree with the mentions of Legend of Zelda, Halo, the Witcher, and Starcraft.
  4. deltaKshatriya

    Help me choose an engine

    Really depends on what you're comfortable with. Without writing any code, I think this game could be a bit difficult to do, depending on what you're aiming for. Do you have programming experience? If so, what languages? If you don't have any programming experience at all, I would recommend to learn the basics at least, before diving into any project. While it is technically possible to make a game without writing code, it does at times limit you and at times, may even be more challenging to accomplish than the coding itself (provided you know how to code). Popular engines these days though for many are Unity, GameMaker, and Unreal. Again, just pick something you're comfortable with using. There isn't a strictly right or wrong answer, just benefits and drawbacks between engines, and many engines, you'll find, are roughly similar for most projects.
  5. deltaKshatriya

    What are you working on?

    You mean for my comic, Ghosts '58? That's an awfully large amount of laughing for someone taking notes....but ok. The comic is actually in the same universe a novel I'm writing is set in. It's a fictional world, where about half of the world is shrouded in a barrier, separating the area designated by the Gods as Narkha (Hell), but the civilization has largely forgotten if the Gods themselves were real or not, and only really has religious beliefs. I don't want to write the whole plot here of course, wouldn't be any fun if I did, now would it . The comic itself is set in a World War 1/2-esque conflict and follows a fighter squadron known as the Ghosts. It's like Inglorious Basterds meets Band of Brothers, so the concept of Inglorious Basterds with the tone of Band of Brothers. The novel dives far more into the world building itself.
  6. deltaKshatriya

    Free Images?

    What about Wikimedia commons? Those have pretty broad licenses as I recall.
  7. deltaKshatriya

    What are you working on?

    Here's a teaser of my comic btw:
  8. deltaKshatriya

    Which artstyle works best? (3 versions of world-map)

    Well, do you want to go with the feel of using one of those old computers with the vector graphics on it? It could work, but you'd have to fully embrace that feeling. So everything would have to have an old school vibe in the interface. I'd refer to DEFCON if that's the case. Otherwise, I think that the more traditional option would be the third one.
  9. deltaKshatriya

    Which artstyle works best? (3 versions of world-map)

    Depends: are you going for a more vector graphic type interface, like DEFCON? Then the first two are pretty good. If you're building something like Civs, then the last one is definitely better. Based on the info you posted though, I would think the 3rd works better, since the first two really give me a DEFCON style vector graphics vibe. It doesn't feel like "empire builder" to me. I'd like to hear more about the game itself though.
  10. deltaKshatriya

    What are you working on?

    Well then. If I rule the world, then I'll make sure you get a larger dog basket bed with your name on it, since I'm going to be 2% more generous as a world ruler! We really do have similar aims....this is eerie. Though to be fair, my web comic isn't super hero and it's mostly CG
  11. deltaKshatriya

    What are you working on?

    Just that promo pic Hopefully soon I'll have the last of my assets ready for at least an opening sequence. I'm focusing mostly on the art and really taking my time on it, so it's been taking more time than expected. Many have already seen my posts for critique which have some of the assets I'm using. Ugh, too many of us are competing for world domination on GDNet, this is complicating my own plans...
  12. deltaKshatriya

    What are you working on?

    You too....damn, this complicates things... I'm mainly working on this these days: This is a webcomic that will hopefully someday become a game, but right now, I'm mostly focusing on the art side of things. Note to beginners: the above was not rendered in a game (real time) engine. This was rendered in Arnold.
  13. I didn't know that...for some reason I thought it was a fighter. Hmm, I guess there are some things I should look into then. I should post some underside renders as well, since the underside of the model actually has some weapons bays. Well, I will definitely put a quick mock up of a smaller wingspan soon (once I get a chance)!
  14. A lot of this comes directly from me following the source of the Ho-229 a bit closely . Hmm, I will look into this as well. @1024 and @Prinz Eugn, I'm in two minds on the wings at the moment. While part of me thinks that I should try the wings as smaller/shorter, another part of me doesn't really want to change up the wings too much more. I'll post some quick tests with shorter wings here soon though and see what I think!
  15. I integrated some of @Prinz Eugn's changes. I haven't tried the dorsal spine, not sure if it'll work or not, but here's what I have right now:
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