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Brain

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Posts posted by Brain


  1. It's possible to make something that doesn't look like minecraft and is still voxel landscape. A great example is no mans sky which is voxel generated at planet level.

    I wish you all luck with your game. In the end it isn't my opinions or anyone elses that matter as much as your own opinions if you want to make a game to please yourself :)


  2. 2 hours ago, Magogan said:

    I've found the time to update the screenshots/images on the game page and the store page. What do you think?

    I'm still waiting for some textures, especially for the armor, until then I can't make a gameplay trailer.

    I still think it looks exactly like minecraft due to the cube shaped blocks, pixel art, and construction of scenes plus the landscape generation seems just about the same. If you wanted a completely different aesthetic you could consider spheres, or something else that tesselates, nobody has done triangle base pyramids yet...


  3. If you want the idea guy game designer job, there is one place where this exists; solo indie dev.

    If you like to take risks, work for 40 hours a week to see your dream come to life with the understanding that you may still not break even, you can do all the roles including this role that doesn't exist in the AAA space. You'll also be the marketing guy, PR team, programmer, art director, sound director, and all the other roles you don't outsource.

    Enjoy and good luck!

    (Sarcasm aside this is what I do alongside a non-gamedev full time job, I find it fun to do this way)


  4. When did you join?
    I joined in 2010, a little greener and a lot younger.

    What brought you here?
    If i remember, i found this site on Google, when searching for advice on how to create multiplayer online games. I found several articles saying not to do it, was intrigued by the detail people went into about it, and signed up.

    Why do I participate?
    I participate to contribute back to the gamedev community, give advice to those who are starting out, and to spread the word about my projects by creating blogs and articles. I also enjoy getting feedback from the rest of the community, constructive criticism given here has helped shape my games for the better over the years.


  5. 23 hours ago, Flirtyrily said:

    buy more ram...

    Nah, i'm fine for now, there's a whole 2gb free there 🙂

    Back in the good old days, that was ten times the size of my hard disk...


  6. On 5/18/2019 at 2:11 PM, Bianca Maistre said:

    I have had this idea for a game app for years and I've studied game development since 2014 but never got taught phone apps.  I can use unreal 4 really well as well as animate, model, texture etc using maya. 

    I want to make an app that uses the front camera (like snapchat does!)  and to have it pointed at the mouth.. I need object recognition. and enemies to appear on your teeth! you then brush them away.

    Where on earth do I even start?? :(  

    Please please make this app.

    The problems we've had with getting kids to brush their teeth aren't trivial for some, of course kids would rather play, or do anything else! Making it a game does help. I really hope you do manage to make this, and make it a success!

    Good luck!


  7. This depends what your experience of programming languages is.

    Unity uses C#, and is generally easy to pick up if you have previous experience in programming. Unreal Engine 4 uses C++ and is generally less friendly for a beginner, but extremely powerful for those with experience.

    I'd recommend starting out with unity, if you have some programming experience. If you don't, just put your project on hold for a few months while you learn the basics, and believe it or not once you have the basics down you can kind of learn as you go, it will just take a lot longer (i mean a lot longer - don't expect to get this project finished within a 3 or 4 year time frame).

    A wise man once said it takes 10,000 hours of experience in a field to become an expert, that's 3.5 solid years of practicing your craft, including time for breaks, holidays, and assuming an 8 hour full time day. If you are doing this on the side, double that timeframe.

    In the end though, its not how long it takes, but the end result and the journey taken to get there right? Above all, have fun!


  8. I think when you say engine, you have a different idea of what an engine is than i do.

    If you mention making an engine around here, you usually mean a renderer, entity component style system perhaps, subsystems to manage audio, gameplay scripts, etc.

    What you're asking for are a set of components to add to an existing engine such as unreal engine or unity, that allow for creation of a game, plus the art work. That's a lot of stuff.

    Before you think about what language to use, consider making sure you have knowledge and experience in the tools you're going to use. If you don't yet have this experience, get some experience first otherwise what you're asking to do is akin to trying to build a skyscraper when you haven't even learned the basics of structural engineering. I'm not kidding, game development is HARD but very rewarding...

    Once you've done this, create a short document of 5 pages or less documenting the rules of this game, the general loop the player progresses through. e.g. "player explores, finds enemies, gets experience, levels up" or such. This is your game design document. Don't bloat it out with back story, concept art etc, these come later, or maybe you don't need them at all ever in the case of things like concept art.

    Consider buying existing off the shelf components to add to unity or unreal engine, and adjusting these to suit your game, never under-estimate the time this would take to do from scratch (perhaps decades).

    Good luck!


  9. Out of curiosity, which languages did you program your previous two games in?

    It may be better if possible to expand on knowledge you already have and strengthen your existing skills.


  10. If you know a little of C++ and C#, why not try them both out and see which you like the most?

    Both are very competent solutions, and have different approaches. One may resonate with you and you might use it and think "ah ha, yes, i understand and enjoy this".

    You may find you like both equally as much, and then you've gained a ton of knowledge.

    You can't really go wrong though, there is no bad choice here - both will be suitable for creating a first game.


  11. In my opinion, if you're starting out and the most important thing to you is to make a game, choose something like game maker.

    Why? Because if you do, you'll spend more of your time making a game than learning the ins and outs of memory management, the idiosyncrasies of some programming language, etc.

    In my shed, i have a toolbox. In that toolbox, i have a screwdriver that i use to screw in screws, and a hammer i use to bang nails in. I wouldn't use the screwdriver to bang in the nail. What i'm saying here is use the right tool for the job, there is a time and place for languages like LUA, C++, and friends, and the right time and place isn't the start of your journey.

    If you set off on a quest to immediately meet the last boss, well you aren't going to enjoy that game too much, unless you really enjoy punishment or happen to enjoy Dark Souls...

    Good luck on your journey ahead!


  12. I'd recommend using something like unity to do this. It comes with support for a wide range of platforms out of the box and generally performs quite well. As i understand it, you may need to purchase some extra functionality depending on how you want to handle networking, and you may need a subscription e.g. to quantum or photon, or you might be able to roll your own with a web based backend and a database, it depends on how confident you are.

    Don't under estimate the costs and time taken to maintain such a project after it's launched. Game updates, upgrades to the systems, security, customer support and billing can take up a huge amount of time on a project like this, and if you're going into it alone, you may be in for a bit of a shock. I have previously made a couple of web based games and these alone were a nightmare to manage.

    You also have to be aware of various other laws and conditions on your ability to do this, i assume you'll want to use a mobile store for payments etc, this is probably the best way to do it, you should probably speak to an accountant about properly creating a business entity such as a limited company or LLC, and make sure all your tax etc is above board and that everything is done right.

    I'd recommend building a small team of trusted game developers you know well, i'd estimate that with the correct level of experience a team of perhaps 3 or 4 people may be able to do this, if  you contract out your art and sound, keep the assets to a bare minimum and re-use as much as possible, as often as possible. Everyone on board should be aware this will be a long term project not just in terms of the initial development, but in terms of the ongoing work afterwards.

    Most importantly, do you already have gameplay and mechanics down? If not, think about documenting it all in a simple game design document - don't go overboard, five pages at the very most. Some of the biggest and most successful AAA games of the past few generations had game design documents which were extremely short, as these documents are subject to change on a whim.

    After all that, good luck! You'll need it, but it will be worth it!


  13. When you say beginner just how much of a beginner? Can you program? Which languages?

    If you're comfortable with C#, you'll find unity a breeze, whereas if you are comfortable with C++ and are open to new ways of doing things (e.g. visual scripting) you'd probably prefer Unreal Engine.

    There are many other engines out there such as Godot, most will assume a good level of familarity with a particular programming language to make some progress.

    My specs are similar to what you posted, and it's kind of needed for me, i tend to have lots of things open at once. By the time you've got blender, UE4, gimp, visual studio, discord, audacity and a bunch of other stuff all open at once, you'll soon fill that 16gb of ram and be wondering when you can afford to go to 32gb.

    Right now my game's project takes about 6.5gb of ram just to open and edit, and here's what task manager looks like for me:

    image.thumb.png.9b810d8fbeb42b7b6eedac70cc982cd2.png

    Also, with C++ projects, you'll find that having a solid state drive really does help (and put your project on it as well as your OS!) with build times, as despite what others say, i find that the visual C++ compiler spends a lot of time I/O bound when building large executables and libraries.

    Good luck and enjoy!


  14. Take a look at some tools like rpg maker and game maker. I've not used these myself, but i've been told they are very accessible and will get you into making simple games very quickly.

    Personally I use Unreal Engine 4, but i would definitely not recommend this for someone starting out. The vast amount of features in it and the scattered documentation make it extremely daunting even for people who've been creating games for many years.

    Similarly, unity is great but will assume that you already know how to program to make good use of it. I don't think it was mentioned, have you already learned any programming at all? You said you know almost nothing, is that completely nothing, or do you know the basics of variables, loops etc in one or more programming languages?

    Hope this helps!


  15. On 4/10/2019 at 10:13 PM, Irusan, son of Arusan said:

    I think you have a really interesting looking game here, and I wish you luck with your launch.

    Two minor comments: the text needs to be bigger and prominent for anyone watching on mobile. And much of your audience will. Second, the start sequence of "incorrect crate" is one of the least grabby. I suggest starting with one of the more exciting sequences you show instead.

    One major comments: I wasn't clear from the trailer what the actual game play is? Is this a puzzler? An action puzzler? Some kind of Zach-a-like? It's not clear.

    Hi,

    This is a slight necro, but sorry for not replying sooner. It's an unforgiving "anti-casual" puzzle game. I had to actually look up what a zach-like meant, you mean games like spacechem right? Not quite, but yes, perhaps this needs to be made more obvious in the final trailer later this month.

    Thanks everyone for the feedback!


  16. It really doesn't take much similarity for the human mind to associate things together, the mind looks for patterns. It's just what we do as a species.

    A previous version of my game before moving to unreal engine 4 looked like this:

    Even then multiple people said "it looks like minecraft" just because everything was cubes or square edges.

    Moving to ue4 introduced a completely different lighting scheme, more normal maps and sharper shadows which then shed that stigma, at no time since has anyone said it looks like minecraft any more.

    Perhaps similar may work for you? It's worth pointing out that world's in no man's sky are voxel based just like in Minecraft, and some physics and rendering quirks hide that very well.

    Hope this helps!


  17. 3 minutes ago, Matt Cockram said:

    Firstly, I will patch the game and support as and when necessary. If it ever got to that stage honestly I would be setting maintenance schedules and hiring some extra help. 

    Currently I have no plans for those skills due to the games early prototype stage, I mean I have a server that is running now that can be logged into and view other players so I am not thinking anymore about networking until Pre-alpha. I have the resources to be able to scale performance as necessary if it came to that stage.

     

    I have enough financial health to get the game running and keep it up for a few months without any input. However if the game made no money I would have to pull it. The game will have a large map but will be instanced by region into smaller servers :)

    Lastly I will run a crowdfunding/kickstarter if we ever get close to release. I have what it takes but honestly I need another few people with a similar attitude to make it happen

    Nice to know!

    I think so long as you start small and don't grow too quick, you will be fine. Good luck with the project and i hope you find some volunteers!


  18. I'm curious, may i ask a personal question and enquire how much your house was worth?

    How much do you intend to pay developers that work on your project and what is the timeframe? -- I'm genuinely interested in that figure.

    A game of this kind of scope would require tens to hundreds of millions of dollars to develop, it is a combination of google earth and GTA, both of which have hundreds of millions of dollars of development and millions of man hours sunk into them.

    Unless you're selling a mansion, i think you may need further financing to see this through to the end.

     


  19. Hi,

    What are your plans to maintain, support and continue to develop this game after it goes live?

    Do you have any plans to bring anyone on board with the skills of player relations, customer service, payment and subscription support, server/network administration?

    Do you have any financial plans in place to cover the hosting costs of this game in the longer term, and how many players do you expect to have at any one time in-game?

    How do you plan to market this game at release and afterwards?

    Good luck!

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