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ijosephwilliams

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About ijosephwilliams

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    |artist|designer|programmer|
  1. ijosephwilliams

    RTS: which style would work best?

    Both versions are very good, I would play them! However, you are currently in the dilema many game developers face, you could spend more time on graphics and animation and less time on game development. Or you could spend less time on graphics and animation and more time on game development. I personally would prefer to play the game on the left, but code the game on the right haha, but in all honesty both ideas would work. For example, many good games have great graphics and animations but less of a story or world etc, and then on the other side is Dwarf Fortress which just has letters and symbols, but an insane world building engine and scenario creator etc. The choice is entirely up to you, but for ease of playing and attracting new players, I'd go for the one on the left with animations as it is also nicer to look at...
  2. ijosephwilliams

    Sharing ideas

    Most indie game developers make games THEY want to, so unless they have the same idea as you then your ideas should be safe (ish). It has to be said that lots of games are copied and inspired from other past games, most notably Minecraft was a "clone" of Infiniminer (Notch's words not mine lol) but that's just how it works in the game development world :) If you have a million dollar idea and share it then yes, somebody will probably take it, but you should be pretty safe if your idea is generally normal. I wish you good luck and all the best with your game!
  3. ijosephwilliams

    Where to start?

    Firstly, have an idea of what YOU want to play, lots of people make games for others to play, and when they flop they have nothing to show for it. If you make a game you will enjoy you will keep motivated to update it and play it yourself, so it's a win-win! Then choose a nice simple language, I use Pygame. It's really easy to use and download, lot's of source code and documentation is available, aaand it is decent for making games under around 10,000 lines of code.   Keep it simple, lots of people try to make massive, detailed, multiplayer games... And many fail. This is because it is harder than people think and it is easy to become dissapointed when it becomes hard or you think development moves too slowly. Take Minecraft, now it is a multiplayer, hugely popular, incredibly detailed game with crazy mechanics and lots of lines of code. When it was first made it was a few hundred lines of code, bad mechanics and graphics, and had a small fan-base.   Another golden rule is to keep updating and it'll become great! Lots of small, frequent updates are probably best. It doesn't matter if you have a great game (like No Man's Sky) if you don't update, players will lose interest, become dissatisfied, and move on. Keep it simple and fun, for a first game aim for a few months development before release, then keep updating whilst people are playing and can offer advice and feedback. A great site for game hosting and updating which I use is itchio. Some people hate it, but for a new game developer it is perfect!
  4. ijosephwilliams

    I'm new here and would like to say Hello!

    Hello! I too am fairly new so welcome, this site is amazing :)
  5. ijosephwilliams

    Should I start with game making tutorials

    Definitely start by looking at tutorials! Even if you know the language you are using it is helpful to see how other people do it, and it may be the case that they are better than you or do something more efficiently. Also, reading source code for games helped me a LOT when I first started out beginning game development, I learnt so much from what other people had written (and many people will have similar game ideas to you, so lots of useful source code is also readily available!) and learnt a lot about the language I was using as well.
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