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Brad_HP

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About Brad_HP

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  1. So, what's going to make it groundbreaking? I know people don't like to give away too much for fear of their ideas being stolen, but sell me on your idea and tell me why I should be interested.
  2. A little advice from what I see here, aside from the question you asked. Remember one of the top rules in screenwriting--"show don't tell". You tell us one appears to be the leader, but aside from his size, how do you show that? How do you show that people are afraid, what actions to they take that make them appear that way? What action can take place that shows the robots don't hesitate to begin their destruction? Here are some examples of the “show don’t tell” concept: Show Don’t Tell Example #1 Instead of having a character say, “Mike never gets up until at least midday.” Write a previous scene showing Mike falling out of bed in the middle of the day. Then we already know this information so it doesn’t have to be repeated by another character. Show Don’t Tell Example #2 Instead of writing, “Clare stares at Jim. She’s so angry she could burst.” Write, “Clare kicks Jim hard on the shin and walks away.” This action alone says a million times more about Clare’s character as well as the fact that she’s angry. Show Don’t Tell Example #3 Instead of writing, “Tom walks confidently into the hotel, a mischievous smile on his face.” Write, “Tom breezes into the hotel, snatching a drink from the tray of a waiter as he passes.” https://www.scriptreaderpro.com/show-dont-tell-screenwriting/
  3. Brad_HP

    The Battlefield V "Historical Accuracy" Controversy

    Okay, maybe a bad example. I haven't had cable TV in about 10 years, it used to be good stuff on there.
  4. Brad_HP

    The Battlefield V "Historical Accuracy" Controversy

    If you want realism, watch the History channel. Delta is on the right track with his thoughts--these games were never historically accurate, and it seems that people were fine with this until devs started trying to add characters that aren't white males.
  5. I've seen quite a few on Android, Modern Combat and NOVA both have a number of games in their series, but I've always found the controls awkward. Typically what I've seen is a virtual stick on one side for movement, then drag a finger across the screen to look and aim. The other popular style of mobile FPS is the on rails shooter where you just have to aim and shoot. Some of these have a stick, some you just tap on the target. I think your idea of a turn based FPS would be an interesting take. I love seeing things that are different, so I say it would be worth looking into.
  6. I put in a vote for other. There's already RPG Maker for old school RPGs, Game Guru for FPS--even if I don't think it's very good and would like to see something better. But an FPS is also pretty simple to start in Unreal with the template there. There are a ton of visual novel makers and a few adventure game makers. So what I want to see is something that you can easily throw together an Action RPG, like Diablo. An engine like that can be used for a variety of things, from RPGs to MOBAs even an adventure or platform game.
  7. It might help if you told us a little about the project. I know that can be scary, and there's a lot of fear that someone might steal your ideas, but most people don't want to hunt down the information to find out if they're interested. Give us a reason to want to know more and possible get involved.
  8. I wasn't sure if I should post this here or in the art section, but in the end it seemed more of a career question. If it needs to be moved, please do that. I'm a writer first. That's what I've been doing for years (comics and screenplays) and that's the main path I want to take in the gaming industry. But I'm realistic, and I know that I'm one in millions competing for very few spots, so I want to add some more skills to make myself more appealing. I had to learn some programming for school, and I know that's not the path I want to take. It just doesn't click with me. I've been learning 3ds Max for a while, and I think I'm decent at modeling some basic stuff (non-character) but I also recognize that I have a long way to go before I'm actually good. I'm not very good with materials and textures yet, and horrible with animation, and I get a little overwhelmed looking at just how much I have left to learn if I want to do it all. I think I should focus on one area to improve for now, and eventually work on the rest. I've worked a little bit with particles in a few learning projects in Max and Unreal and really enjoyed it. So the question is, if I want to really focus on the VFX side of things, what's the best way to do it? Should I focus on doing it through one of the modeling programs like Max, Maya, or Houdini, or should I focus on the stuff built into the game engine (Unreal is what I use now because it's what we use for school, I plan to eventually get a feel for Unity and maybe Lumberyard)? Or should I focus on a 3rd party plugin like PopcornFx that can be used in multiple programs?
  9. Brad_HP

    Video Game Writing Preferences?

    I always have a notebook nearby that I write notes in, but if I wait more than a few hours to type it over into a word doc I can't read my own handwriting. My formal training was in screenwriting. My first script ever was on a word processer where I had to set all my own margins and spacing. Then I got my first copy of Final Draft in 1997 and haven't used anything else, except for one project where I used Celtx because it has a nice two-column script template. Since I've been trying to get into games, all I've worked on so far is RPG quests and I was writing those with Twine until one of the programmers on the project built us a custom tool. I have a customized template in Final Draft that I use for comic scripts, and I think I'm going to use that for a narrative heavy project game I'm about to start on.
  10. Brad_HP

    What game types require zero animation

    I was actually thinking about this same topic. I'm primarily a writer with some very basic programming knowledge, and some slightly better modeling skills, but a total failure at animation. I need to put together a final project for my degree, and I decided I'm going to do a 1st person "walking simulator" (like Gone Home and Dear Esther). I'm making my lack of animation a part of the story, taking my weakness and working it into the game on purpose. Basically what 0r0d and Michael Aganier said. Pick what you want to do, and then find a creative way to work around that.
  11. Brad_HP

    Software for multiple dialog options?

    For a project I'm working on right now, we were writing all of our quests in Twine. It worked pretty well, except that there wasn't an easy way to get the dialogue into the code. Now one the programmers made a custom tool for us that does it all, but for writing out the story and dialogue and being able to read through and visualize it, Twine was pretty damn good.
  12. There are plenty of writing internships that aren't in the game industry, that could still be very useful in developing your writing skills and look good on a resume. Just search "writing internship" or something similar on a site like Indeed.com on you'll find tons of stuff from film studios, comic publishers, etc that might be nice.
  13. Brad_HP

    Would like to create a game, but...

    I kind of consider this a "magic book"...one of my favorites and always gets me inspired when I read it. https://www.amazon.com/Story-Substance-Structure-Principles-Screenwriting/dp/0060391685/ref=sr_1_1?ie=UTF8&qid=1503955073&sr=8-1&keywords=story+mckee I shared the Amazon link, but I'm sure about 98% of the libraries around the world would have a copy available. What are your skills? I ask, because I'm a writer, and I've been working out the basics of a game idea, not quite Myst, but more like Gone Home. I was keeping it simple in gameplay for my own skill level, but it could easily become more puzzle oriented if I connect with the right people to make that happen.
  14. Brad_HP

    How do you storyboard or sketch out a game narrative?

    I start pretty much just like that. I have a notebook that's always on the desk next to my computer (unless I'm going somewhere where I expect to sit and wait a while, then it comes with me). Once I feel that the idea is going somewhere, then I start a Word doc for the project and start to organize it a little more. Once that starts to take shape, then I start working on the actual Game Design Document. There are some good templates to start with floating around the internet, and once you get a feel for your project it's easy enough to customize whatever one you find. Much depends on the type of game, and it sounds like your's might be story heavy, so I also have separate docs for each major character, the setting/world, and stuff like that.
  15. Brad_HP

    Create a videogame in Unreal Engine

    You mention Unreal, so go right to the source. They have some good tutorials right on their site. https://docs.unrealengine.com/latest/INT/Videos/
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