• My Game.
    44 replies, posted
I recommend that you try watching developer diaries to gain more knowledge on how a game is created: [media]http://www.youtube.com/watch?v=X-imQZh5568&feature=relmfu[/media] [media]http://www.youtube.com/watch?v=zDDTnQsnn1w&feature=related[/media] You can tell that it's a huge collaborative effort. It greatly helps to know about the tools between all of those sections. Not only it expands your ideas more, it can make you assist other members in that field.
[QUOTE=halabala;34032053]I am not entirely sure, this is just an idea, but as we all know ideas are what created the greatest things on our planet[/QUOTE] Maybe, but on our planet games are created by game developers.
This will either never happen, or be watered down so much (so it can actually be done) that it might as well never been made.
Uhm.... I don't know what's happening so I won't put a picture with a sandal on a nigger. [highlight](User was banned for this post ("Racism" - Uberslug))[/highlight]
I have dreams of making something, too. Be it a game, a web series, graphic novel, something. I, too, want to be able to make a world and then have people experience it, I know the feeling, you want to entertain people and have fun with an awesome open-world game. But these things definitely don't happen overnight, and if you're going indie and then trying to make a gigantic open world game there are some things you're going to have to consider. I'd like to put it out there that making an open-world isn't too hard in actuality. Yes, making the models, textures, and shaders would take forever if he plans on having super-graphic world, but if he dims himself down to having mediocre (or even bad) graphics but keeps the open world idea then this all is actually a possibility if he's willing to spend [b]years[/b] making it. In open worlds you have to design the characters, the environments, the models, the textures, the UI, the combat, the dialogue, the animations, everything. I've done some work in UDK, as well as used pre-made engines like Oblivion's/Fallout 3's to start making a TC (Total Conversion), and I can tell you that it's hard. I have never made anything because when I started finally getting going on my TC in the TES:IV Engine (it was better since my TC was going to be fantasy), Skyrim was announced. But from how far I got (making one town, the mountains around it, and a path out of it) let me tell you how much work it was. For one, I made all of the face textures myself. Male and female, and I hadn't even gotten age textures done yet. That took ages but character customization was very important to me. I added options for facial hair, different kinds of eyebrows, make-up, tattoos, etc. It was hard, considering the engine, because I had to make a new texture for each and every part. I also had to keep running into problems to really understand what was happening. [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot194.jpg[/t] Her face was so shiny I could see my reflection. [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot195.jpg[/t] Here it was getting better. [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot198.jpg[/t] Don't get me started about how hard it is to map facial hair onto Oblivion's weird face UV's. I had modeled two creatures, neither of which worked successfully because I hadn't exactly rigged the model right. [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot162.jpg[/t] Yeah, the thing's floating because I did not know how to animate, but... Well, at least animation would be easier and less of a [i][b]It Took Me Two Weeks To Get This Far[/b][/i] task. Right? [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot119.jpg[/t] Wrong. It also takes a while to get what you're doing with that. And people were saying that I was picking it up [i]quickly[/i]. Can you guess how long all of this (not much) took with the hard stuff like making most of the models and things out of the way already? [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot224.jpg[/t] [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot223.jpg[/t] [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot220.jpg[/t] [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot217.jpg[/t] [t]http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot230.jpg[/t] [sp]2 Months[/sp] With about 5% of what I wanted done, done. That long. That doesn't include all of the time it took me to get used to the program which I had done a year before. And this is all with an engine already pre-coded and ready for you to make the game in. Can you imagine how long the Bethesda team had to spend making their engine out of the already pre-made Gamebyro engine? I think it's safe to say if you and your buddy want to do this one of you is definitely going to have tons of game-engine coding knowledge. You could use UDK which would definitely trim down the cost of coding an engine, but it still leaves you with the bare-bones of an engine made for other games, so you'll prettymuch be re-coding most of it. You are going to need to outsource artists unless one of you two happen to be an amazing artist, because you are not getting good textures, character models, game graphics, etc. without one, it's just not really possible unless you plan on making something in photoshop and spending 3 minutes and saying "Oh, it looks okay." and then the first thing people who play your game say is "The textures/graphics are awful.". Making non-copyrighted graphics textures means you're going to have to use questionable textures that could fling a copyright infringement in your face, or don't use your product to gain any money and prettymuch be screwed because you're going to have to spend a ton to get to that point. If you plan on going into the gaming industry, people are not going to jump on board with you and say "This is so awesome!" and put you in the job of "Lead Game Designer". More realistically, if you're coming up with these concepts you're going to be a "Creative Director". Except that takes a while to get into that position unless you're working in a really small indie company that makes flash games. You're probably going to start out as a simple writer/artist/programmer and then wait 5 years to finally climb up the ladder enough to get the position, and then your boss is still going to tell you what to do. It's going to take a very very long time to ever get people on board with you if you plan pursuing this in the video gaming industry. Indie developers rarely make it big, and if they do it's because they're offering something new and great and usually have tons of prior experience. You, as far as I know, don't have any and are just having couch-discussions with your friend about "You know what would be cool?". Again, like I said at the beginning of this gigantic wall of text, I get it that you want to do this and it's something a lot of people want to do and honestly, imho, have the brains to do. The question is: Do you have the motivation and discipline to do this? I've read plenty of words of advice from game developers, and most of them say that playing games doesn't come close to the entertainment as making them. It sounds worth it, and I plan on buckling down and knowing what I have to do to be able to make open-world games, personally. They say it's the future and where games will be in 10 years, and so far it's looking like that with companies giving people the tools they used to make their games and making more and more open-world games.
Also you say that's your dream game but it sounds like even if it was made perfectly it wouldn't hold my attention for long. We've all played sandbox games and it's fun to mess around but with nothing to do It would become stale quick.
[QUOTE=halabala;34022553]Features: *Innovative gameplay, play as [B](Insert name here)[/B] a shapeshifter with one purpose in his life, to [B](Insert purpose here).[/B] *[B]Shapeshift into anything you want[/B] (I thought that you could do that through an in-game window, P.S. You open the windows and type "Cheetah", then a list pops up with all the available Cheetah models and you pick whichever suits you best) *[B]Stunning Graphics (duh!)[/B] *Tons of in-game models, and downloadable ones. *Interactive world, [B]fully destructible[/B]! And I mean it FULLY destructible. *Features a variety of different landscapes (desert, ocean, city etc.) *[B]Features real-world locations[/B]! *And possibly customizable superpowers that can be downloaded (for example, you can download Spider-man and use his powers, without using his form)[/QUOTE] Here, I've made some of the problems bold with explanations below. 1) You have ideas but so does everyone. Your ideas won't ever work if they aren't developed. 2) Cool idea. Spend the next millennium actually creating EVERYTHING into your game. 3) What the hell is 'stunning graphics'? If you mean extremely realistic. Well, I'm sorry but that won't happen. Especially with you want EVERYTHING EVER in your game. 4) Fully destructible has been mentioned before. I don't need to explain how hard this would be. 5) Oh boy, not only do you want everything in your game, you want everywhere. Look. Your ideas need a lot of work. Simplify it. Otherwise it's just another idea we all want.
I want to be the leader of the world. My idea is that the world is gonna be perfect in every way and everyone will be pleased.
[QUOTE=salmonmarine;34032325] This leaves you with very few options for a game of this scope. We all have our dream game (Mine is a voxel-based all-aspect naval combat game), but at some point or another we have to realize how difficult they would be to actually develop.[/QUOTE] This is a bit unrelated but i would totally play that game. Especially if it's an RTS and it's only like $5, infact, make a post on facepunch, You might find some people who like the idea, i'd work on it if i had any talent at modelling. Compromise bro.
He wants to create a game Gabe Newell wouldn't. Well, good luck, but if you want to do a game, better do one about Inception, even this would be easier.
What is with kids and these stupid ass threads?
[QUOTE=Sherd Red;34062065]What is with kids and these stupid ass threads?[/QUOTE] They don't read stickies, others just doesn't give a fuck. We all lost the game. [editline]5th January 2012[/editline] And they are all new. Goes in the "doesn't read sticky" category.
[QUOTE=The Aussie;34061995]This is a bit unrelated but i would totally play that game. Especially if it's an RTS and it's only like $5, infact, make a post on facepunch, You might find some people who like the idea, i'd work on it if i had any talent at modelling. Compromise bro.[/QUOTE] I'd prefer it as a sort of simulator, like a cross between Silent Hunter and Battlestations Midway. Not too real, not too arcade-y. The unit management of Battlestations Midway was spot on, but it wasn't in a big enough scale and it wasn't real enough.
I'm pretty sure this is just some idea he came up with and decided to share. He never really said anything about actually trying to create it.
Basically the definition of a sandbox game.
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