hey any of you wanna make a game someday ?
I guess to answer the question on a more reasonable level... I do want to be in game development, but I want to be a concept artist. So that isn't as directly involved in producing the final game... but it is technically part of the big picture. With my big idea for a game... I'm sure that would never be looked at so I get sad
AnAlias
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AnAlias
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There's also the issue with game companies not wanting to take risks on new ideas or wanting the new idea to be produced in a ridiculously short period of time. A great game takes care and most game companies don't seem to know that. I like how Valve does things. Take 6 years and make something damn awesome
There are obvious problems in just me making a game... I'm just an artist and hate script and coding
Maybe I'll just make the idea into a graphic novel and maybe some day it'll become a game
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I messed around a bit with 95 and 98 (or 2000 or whatever it was) back in the day, they're dead simple to use.
Q: ... text-based or graphical.
I tried making a text-based adventure game once using Inform, but I didn't get very far.
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I'll brave the storm to come, for it surely looks like rain...
In all it's just a concept... so there are alot of things that I'd have to see before they could be tinkered with and fixed to perfection, but I guess I could post the general idea or the game. I'd rather not discuss the story though although I probably couldn't on a forum anyway because I have many word documents full of ideas on that.
the basic concept of atmosphere is that it's a dark humored dark world fantasy. I'm not sure how to describe that without telling the story and background, but to further the point I want it to be fairly unique... no humans allowed... it's not going to completely exclude humanoids (Since most players attach to characters they can relate to in some way), but in essence it's not based on earth, but a different realm. The idea of the world is to be scary yet intriguing.
I'm not completely sure how it would be implemented as in gameplay. My ultimate Idea would be a interesting mid-sized world to explore... based on action game elements with swords... or gun-play, or magic, and to be mixed with an rpg like system of stats and roleplaying. I'm not sure how this would be done exactly as most games with guns make swords weaker or less preferable but it's a fantasy world so I'd have to say each would have their perks (Without just making guns suck... I'd want it balanced in some way). I realize having an open world would defeat alot of challenge and direction so It would be more like an underground like world... what I mean by that is like an action game there are barriers even in outside environments. There would be free places to explore but alot of the game would be based on dungeon like experiences (Even though that doesn't mean dungeons literally). I'm still working out the kinks in the idea of unique gameplay... as I think I focus so much on story more than anything, but if it were to be made a game I'd want it to be a cinematic experience with the story but still very memorable in the game play department. I also think that some pieces would be more linear than others like there would be chapters where a player is left to do as they please at their own pace and other chapters that force the player through the action.
The story I have has three main characters so I'd want the player to have the ability to choose 1 of the 3 and play the whole story as that one character and when the time comes play as another and experience the story differently without it just having that lame dialogue change feeling. I'd actually want quite a bit of the game to change with each character so that it felt like something new... although the story wouldn't change it would merge.
As far as challenge. I'd want many different levels of difficulty. I'd want players to be able to learn the game and then be able to master the game if they chose to. So I guess in some way I'd want the average gamer to be able to play it and then also still have the hardcore be able to find a challenge. I'd want to do this without saying that the average gamer has to struggle to learn to survive as well... so I'd have to say I'd want a few levels of difficulty with some being drastically tougher than the last.
Hehe and there would have to be bosses... very big scary ones
There's alot more to the idea I just don't know how to place it in a single post... I'm sure I missed tons of things by only posting this stuff
I really liked how Phantasy Star Online handled it. Guns were weaker than swords (especially if you weren't the right class), but you could fire them from a safe distance if you weren't doing so well with melee weapons.
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I like to come up with ideas for games sometimes, but the problem is that I don't have any programming or 3D modeling skills.
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Agreed
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We have multi-player horror games that aren't really scary because they're multi-player. I want to make a game that's multi-player yet someone could feel so alone. I want 20 player game where each player gets a random role and character every-time they play, and they get points for completing they're character's goals and not getting killed. Some players should play as psycho paths while some play as heroes. I'd make this game with Game Maker 8, but I don't have the art skills needed for it.
Games (making them, the theory and playing them) is my interest!
I would like to but would like to see some design document or such. Before you even think about writing code you need a good, well thought out and planned design doc. This is probably the most important part of the design. It gives you direction and focus, it should be the reference tool for what features you should add and what features you shouldn't, also gives you a guide of what the game should be when it is "finished".
At the very least you would want to have
-some basic lore, a reason for the game world to exist
-a reason for the player to play in this world(fight the big baddie, save the world, remember who you are, rescue a kidnapped friend, etc)
-some story design or progression, the events that occur during the game that lead to the eventual conclusion. For example- in an RPG you want to kill the big bad, so first you need to recruit allies (party members), undo the big bad's nasty work and then fight the big bad himself. This would also give outlines for different areas you can visit, with brief quest outlines. In a shooter this would be the different zones or levels, with the objectives for the player in each area.
-some basic skill/ability/moves written down. In an rpg this would be attacks + spells, in a shooter this would be types of guns, you get the idea. If you want multiple classes or roles they should also be outlined. This part doesn't need to be too in-detail until the rest of the doc looks good. This is also the area that will change the most during development.
-you may also want to detail certain features the product must have to be considered "complete". This is a very important part. During development you can refer to this and say "feature X must still be added" or "that feature sounds good but isn't in the design doc, only add it if we have time". Feature creep and losing track of the end line can lead to disasters like Duke Nukem Forever (with it's 13 years of development ).
This might sound like a lot of work but consider this- World of Warcraft, before the original "vanilla" client left beta and went public, they had probably made design docs outlining the entire patch and expansion history of the game. So the Cataclysm expansion that released recently, they had probably given some planning and thought to it before 2005. This applies to television or animated series, even movie franchises.
Gah big post. Sorry this stuff interests me
EDIT: eh should probably add I've never actually made a game. They are a massive amount of work, even for simple ones.
There's also the issue with game companies not wanting to take risks on new ideas or wanting the new idea to be produced in a ridiculously short period of time. A great game takes care and most game companies don't seem to know that. I like how Valve does things. Take 6 years and make something damn awesome
There are obvious problems in just me making a game... I'm just an artist and hate script and coding
Maybe I'll just make the idea into a graphic novel and maybe some day it'll become a game
Im the same way. I just cant handle programming or art ... I can do concept scripts (events) but not dialogue. And yes, I have a concept in my mind that makes EVE and other such MMO's look like garbage.
Just need to win the lottery to make it happen my way.
Maybe I'll just make the idea into a graphic novel and maybe some day it'll become a game
You should actually do that. Not make it into a graphic novel per say but rather show in a graphic novel format what the player would be seeing on his screen when he plays.
Thats the sort of thing you could show to a game dev. company as the storyboard/concept board for your game.
Right now, I have about seven ridiculously complex ideas for games in my head. And on paper. The most advanced one is a work in progress that I began when I was 12 years old. It's been through so many changes that it's unrecognizable when compared to the initial plans.
Unfortunately, while I'm very capable to learn programming logic, I've never had patience to learn game programming. Right now, I'm trying to convince myself to learn PyGame. I think I have enough knowledge to make a very simple game, but I'm too ambitious for that.
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