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EpiC Nostalgia

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About EpiC Nostalgia

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  1. EpiC Nostalgia

    I need to make a game. ANY GAME for beginners

    Making a simple game is even chore. A game isn't just about programming, FYI, it's about designing a game. I'd say if you want a simple game you should make a text-based game. But if you're interested in making a graphical based game, then you're going to have to learn a library like SDL. I'd suggest that you stick to your primary gaming language, and then after you've made several games then you could move on to graphical games. Even if you have your primary language down and know how to work with a couple libs, you still have to be good at creating stories, characters, monsters, quests, the layout of the game, how you're going to create the game step-by-step, artwork, sound, FPS, and a lot of other shit. Lmao. You're going too fast, man. Of course you're going to program a lot of dumb shit that will never be used, but that's how you get better at something. Don't be one of the unlimited amount of kids who bitch about how they want to make a game and they know a week worth of information on programming... It's retarded. Stay strong and power through all of the idiotic stuff for the really fun stuff when you get better.
  2. Actionscript is shitty, why do you even want to learn it?
  3. God, what a whiny, needed bitch. How about you do your own research instead of asking a community to do it for you. Geez.
  4. EpiC Nostalgia

    MMO Inventory Discussion

    Why wouldn't quest items go in the player's inventory?... If you have to get 10 rat meat, you should put the rat meat in the player's inventory is they loot the corpse. If you're talking about items that are only attained through a quest, then it should STILL go into a player's inventory. Why would there be a whole 'nother inventory just for quest items? Seems like a bunch of wasted time developing and coding it. Lmao. I mean, if your player's are bitching about having a couple quest items in their inventory... Then they need to grow some balls a little.
  5. If you're doing this as a hobby, I'm guessing you don't have anyone helping you. It seems that you're getting waaayyyy too ahead of yourself. Your game design document is really sketchy, and skimpy. I'll tell you right now, that if you tried to embark on this adventure you would FAIL, badly. I don't even know why you bothered posting this with what you have right now. You should be focusing on the design factor of your game before you start posting things about it. My idea is to create a game in the style of a roguelike in which the player has a completely mutable and open world, where their actions leave effects long after they've (inevitably) died. It will include being able to start your own farm, build your own house, hunt wild animals and fight monsters, create relationships with individuals and civilizations, crafting and forging, and hopefully numerous other ideas that I haven't yet thought of.[/quote] I want you to know that you have not even explained how you're going to do all this, especially by yourself, in the information below. WORLD GENERATION [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]The world will be procedurally generated based on numerous parameters. First, a height map is introduced. From this, a land-or-water map is created (basically just to help with later procedures). These two maps are then used to create many more maps for other parameters. The order of the generation of these maps is:[/font] Height Land-or-water Coastal (used for temperature) Temperature Rivers & Lakes Biomes Precipitation Plant factor Animal factor Danger factor Civilization factor Towns Lairs Roads [/quote] I am, seriously, so curious on how you're going to do this. You're going to have to have animals be in certain locations, monster be in certain locations, towns in certain locations that will be able to have enough room to support the girth of the town, and I don't really care what the "danger factor" is. COMBAT AND MOVEMENT [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]I am thinking about using continuous time elapse as the basic action mechanic. What I mean is that it isn't turn based, so that even without giving any input, time will elapse in-game. However, during some actions such as talking or sleeping, time may slow down or speed up, respectively. So instead of being able to take your time, wondering which way would be the best to run away from the giant horde of alligators chasing you in the sewers, you have to run for it, and so thinking (and planning) ahead becomes a very important skill[/font] [/quote] So, this is how you describe combat and movement? Sleeping and talking are not considered combat or movement. Take this out please! I had a really hard time understanding what the hell you were talking about in this section. Reorganize it. You really didn't discuss how combat works at all, or movement. All you really stated was that the game isn't turned-based... Kudos. Lol. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]SKILLS & STATS[/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]I am thinking about, instead of having overall levels and being able to increase stats as you choose, having the player's "strength" grow based on the skills that are being used. So for example, you would actually have to cut wood to increase your woodcutting ability (as well as your Strength and Constitution stats, perhaps?).[/font] [/quote] This section is understandable, but I feel like it is VERY skimpy for the scale of game that you are creating. I want to know what skills and stats are available. I want to know how to upgrade each stat. I want to know the max you can get a stat. I also want to know what happens as I raise a stat. And is it possible to lose stats? Of course, this is a post on a forum, so I'm not looking for EVERYTHING, but I am looking for the "meat" of the game here. That, you're not giving me. Personally, I think every good game starts with the game design document. So before you start programming, drawing, and writing material for the game you really, really need to work on this. Thanks for reading! ;D
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