Have you made that video game yet /v/?
how to into video game development?
I'm working on it. It's slow going.
Basically working from nil. Currently learning scripting in Game Maker to get a proof of concept working. The dev general in /vg/ is full of all kinds of useful info
>study game dev in college because I'm an ass
>by the time I get the Bachelor's I've come to hate the game development process and most of the industry
>fuck it, end up getting a regular job in retail that I enjoy well enough
>co-workers keep asking me why I'm working retail when I've got a bachelor's and could be making games
Making games isn't fun.
>taking course in game design
>get student version of lots of game modeling programs
>Sometimes just make models for no reasons
>Hours pass and don't even realize it because I'm enjoying myself
>met an amazing woman at college and things are going great
For now anyway college is great
>don't get paid AT ALL
This idea that creativity should not be paid or rewarded is fucking retarded. Made worse by the fact that creating and programming video games is WAY harder and takes longer than what the average programmer does on a given project.
I wish I were a more talented programmer, I'm stuck with shit like game maker. If I took the time and the effort, I might be able to work in something a bit more powerful like UDK or something, but I lack the motivation at the moment to learn.
Modelling and texturing is hard as fuck.
pic related, it's my bitch.
Idea guys never get anywhere.
I mean, I could get into script writing.
But everyone wants Hollywood writers now.
In Uni now doing a game design course cause Health and Social was full up when I started college, and they took my second choice that I put half down as a joke.
No I don't do 3d modelling in Uni, although if I did I'd have dropped out purely out of shame.
>Bachelor's in Game Design
>Working entry level jobs
Why would you get a degree in something that could never get you back-up career? Bachelor's in Computer Science master race.
>working on a mobile game with two other bros
>using my one friends art style
>I've done 95% of the concept artwork so far
>art style is in that retro Power Puff / Samurai Jack cartoon look
>friend art directing is never around
>programer friend is busting his ass on the engine
>needs art to go with it
>we still have fuckin' nothing since I can't really move on without art direction and friend's go ahead
>its been fuckin two months since I had directing
>other friend is gone for days/weeks at a time
This fuckin sucks. This game is never gonna get done.
>Running out of computer science focused jobs anywhere in the future
This is one of the only career's that has a viable chance to survive in the future. Until robots that can create robots becomes piss easy and cheap
I make P2W mobile games for a day job. I don't love the games but I like the job. I write most of our gameplay code and some tools.
If you want to make games on your own time, they have to be super simple. A newgrounds quality game. Anything else, especially when you are starting out, is too hard.
Pick a discipline and find a person for the other. If you are a programmer and can live with programmer art, you can do that too. It's what I did for the game that got me my first job.
If you want a job, don't go to videogame school. Get a degree in illustration for art, and comp sci for programming. DigiPen might be the exception from what I hear. $100k in debt is not worth it though. State school is fine.
>There will come an age where robots can create the games we play in a fraction of the time and are all worthy of at least 8/10s
>There will come an age where we can tell a robot exactly what kind of game we want to play, and it'll make it in a week
>You will die before this golden age
>Waaaaaah, I can't into programming. It's too haaaaaaard.
>mfw I want to learn programming but I'm a lazy fuck that keeps wasting time
All I ever made is a basic 20-seconds long GameMaker shooter about Nietzsche and niggers.
One Man Army reporting in
>some people play it
>lose motivation after the game was finished
This whole process took me over a year, every day I woke up excited working on it, when the game was done, heavy existentialism and depression kicked in, "why bother even creating another one, I'm not even happy creating them anymore"
Now I'm on alcohol, picture related
I can do some amateur modelling and average 2D art but I never managed to learn how to program
even after months of trying I couldn't pick up anything
I just wanted to make quick money with phone games
I guess this is how getting dumped feels like
>spend a lot of time investing in something you love
>one day the magic just disappears
Better to have loved and lost... my ass
Maybe you'll be a better dev than me, but be prepared because it can hit like a truck. Now I know why people say "The journey is more important than the destination"
The degree is worthless, but what you show off what you know and can make isn't. The major problem that I see with most comp sci degrees are that they're not really programming, but rather more theoretical opposed to actually doing it.
Nobody gives a shit about your degree anymore. You just gotta suck more dicks or have a great portfolio. Why should someone hire you with a degree that has made nothing while some Russian comes along with a bunch of tools of that a game never provided?
How long would it take for a coder fag and an art fag to create a 3rd person game about killing tons of dudes?
think Warframe but shit graphics
How long would it take for a coder fag and an art fag to create a 3rd person game about killing tons of dudes?
No more than a week.
>think Warframe but shit graphics
More than a week.
Well I guess then it is a good thing that I'm already depressed and only work on gamedev when there's no other distraction, can't get disappointed if you have no expectatives.
Fancy new title screen, made AoE skills into a thing today. Also finished up AI. Running out of time before I'm gonna get the alpha out there.
If I make a haunting simulator + ghost adventures that devolves into silent hill randomness and ends with a haunting in connecticuit discovering corpses in the walls and setting the house on fire, would you guys buy it?
>not learning game design
Why do people keep insisting that programing is game design? Being able to cut cardboard is not board game design. Being able to paint lines in the field is not sport game design.
I finished one RPG maker game, but I have another 50 that I started and never bothered with again.
Right now, Im working on xcom like rts with zombies.
Yes and no. Yes, because of connections but most people blow that off and party instead then bitch about no job since they never got the memo to suck dicks during junior/senior year. No, because you can learn everything you want from the internet and look at a lot of open source code to learn more than the syntax itself. Problem with this is that you'll have a hard time to suck dick for connections.
Going to a place where people are learning with you is nice since you can get an answer on the spot rather than googling your issue which can be a problem, but the cost is rather uhh.. yeah. Problem is most college's 'Computer Science' degree is shit since you don't really learn programming.
In the UK, we do programming and webdesign and game design and CSF.
Shit's actually hard bro.
I'm going into my second year now, dream job is to write video game stories, but I also want a toilet made out of solid gold, and that's not happening any more than the former.
Simple programming job or maybe I could improve my damn 3d would be nice.
Or level design. Fun stuff.
>Are those like, shit everywhere, or just in America?
Generally, yeah. You're an idea guy in most of them rather than you know learning something like Unity to prototype shit out, test it, and iterate on it.
I would say everywhere. But don't let /v/'s popular opinion carry you. From my experience /v/ has pretty shitty opinions on game design. Read books is my advice. Just Google "best game design books" or something.
>inb4 /v/ is not one person
You don't have to release every game you make and it's good practice. Hell start one shit studio to churn those out if you really want to and then rebrand before going big time
I'm making a video game right now.
It's kind of like a Rune Factory game. But it punches you in the dick.
Still got a long way to go though.
>Have years of experience in 3d modelling
>Go to Polycount dot com and get reminded that people is way more talented
>Became too selfconcious to apply for jobs
>See porfolios of people way shittier than me that have been hired.
>Still to selfconcious
I even have game ideas but too lazy.
i've made 3 or so games now, each one shittier than the last. I have no motivation, it's a hard and horrible line of work, but I have nothing but the upmost respect to those who endure it for the love of making games
every time i open the interface to program i only get so far before i throw in the towel and think horrible thoughts
its not so much that i hate making it, its that i cant help but to hate myself
i dont even like programming, i just want to make animation and tell stories, which clashes with my philosophy that games must have a gameplay mechanic to be engaging
ill probably make a small prototype for a roguelike or an on-rails 2D shooter like the punisher for nes inb4 epic blog post dude
The lines painted on the fields are all mandatory and placed their for boundaries and what not, they're static, they're always their they're always the same exact thing. When you make a game you're creating an entirely new thing, you're (maybe) going to create a new engine, a new story, a new everything, you design it literally. Your comparison was literally ass and made absolutely no sense.
>be a fat lazy faggot
>take comp sci in university
>expect to get hired in your dream job
>get outsourced work from India
>read books (both fiction, nonfiction, and technical instruction), study art, study mathematics and science
>practice writing, practice creating with different mediums, practice using math to solve real life problems, practice writing computer programs to solve real life problems
>participate in activities that require social interaction and team-work for success
>develop habits of self-sufficiency
>make a game or do anything else you want
>forget about ever going to university
I maked 3d
Also sir that is the most horrifying thing I have ever seen ,please do continue
Since I can't program I can't really do much.
Been playing around a bit with TES and HL/Source modding, but you can't really make any really fun projects without coding or being great at modeling, and I'm only really passable at making semi-low quality assets.
>implying comp sci degree is worthless
You have no fucking idea what you are talking about at all. If you have a degree and basic social skills you will get a job immediately. There is a reason why huge faggy companies like microsoft are spending an assload of cash lobbying for comp sci education at lower levels of school, and it's not just to jew their workers on their salaries...they actually need more workers
>start a kikestarter with a humbe indie game
>play relaxing banjo music like any other brainwashing tech-corporation out there in the trailer
>appear nice and hit on nostalgia and everyone going along and shit
>ask for seemingly low amount of money
wut? I think you misunderstood me. If you design a new sport from scratch with areas and shit in a field, puting lines is a skill necesary to sketch and playtest the game, but is not design itself. The rules of the game, how it should play, and making sure its engaging and fun. THAT is design. And it's exactly the same as what you said, a new everything.
>teach myself modeling, texturing and animation
>look into Unity
>might as well be looking into the infinite chasm of all the shit I don't know or understand
I'll figure it out some day. Or I'll get frustrated and just stick to animating things.
start with the basics: http://unity3d.com/learn/tutorials/modules/beginner/editor
Once you have that down, watch the live training they do. They explain things pretty well and best of all it's stuff you can actually use.
Once you've gotten your feet wet, start trying to make a small game. If you get stuck look up tutorials, there are loads out there.
>Suddenly inspired by something to learn art
>Feel motivated as fuck, do all the research I can, read the /ic/ sticky, got the appropriate books, ready to study and draw
>Burn out and lose the will to do it at all in not even a week later
Why? I'm not even mad, just hella disappointing in myself,
Anon. How do I into uw maps?
I'm working with 3DS max but it's such a fucking pain. I spend like half the project time unwrapping the fucking model. Is there something I'm missing? Like, 9/10 the sphere, square, cylinder options aren't working so I end up using a mix between the automated unwrapper and continually clicking "average normal"(or whatever it was called) on individual surfaces and piecing them together by hand. Can't even imagine what you are supposed to do with complex meshes.
Working on sRPG with a 1890 theme to it (No steampunk faggotry I swear to God). Trying to design some assets and do some design before I get to work on the engine.
It's also full of anthro characters
Starting "Creative computing" course this autumn.
Gonna be 1 year of web design and html stuff followed by 1 year of actual modelling/programming.
Working a part time job to pay my way,not owing anything to anyone.
Im an ideas guy i suppose, but my ideas arent limited to story/character i come up with basic physics and scripting ,and examine my ideas for plagiarism or lameness.
Im not giving up on my dream career anytime soon /v/
If i get something out there its gonna be dedicated to you guys.
A platformer with not very original mechanics and several levels. Not that there is something wrong with that. But I have to ask you, how do you cope with making something that is not that original and having to design each level for it? Every time I think of designing a game I ditch it for not being original or requiring lot's of content design like in this case. But then again, sometimes a good game with old mechanics can succeed
I've been going solo on my project and it's going pretty well. I'm hiring somebody else to do the art so it's not completely solo, but it's just me doing the brunt of the work.
>Tried to be a concept artist/illustrator/sculptor
>Failed, can't really support myself
>Gave up, changing careers to...I don't know yet, something that pays money.
I gave up and you should too!
To be fair. Making silly games as a kid can't really compare with spending three hours modeling toilets or fixing some random problem in your code. It might be fun for a while but only the hardy people ever get anywhere.
I've worked 8 years in a MMORPG that I made mostly alone, plus some help with some bros. I wrote everything, not even used libs for image loading, nothing, I'm kinda autist I guess.
Thanks to this project I've got lots of jobs over the last years, not only in games, but also other cool stuff. I also met faggot interviewers that were not even impressed by such thing and told me I was not qualified for working on their company, fuck them.
It is mostly done, and will be out in Steam soon. However I won't post it here because I'm against advertising
Making a game isn't fun. Some parts might be, but some parts of it are just fucking boring and if possible you'd get a trained monkey to do that shit.
The best example is RPGs. Making a RPG is fucking easy. There is nothing complex about it, they're fundamentally very simple games to make.
But making one is fucking tedious. That RPG with 10,000 unique items? Some poor bastard had to sit there, and add those 10,000 items. Nothing but entering numbers and maybe some text for days on end. All those enemies? Same thing. Some poor bastard had to apply a ton of numbers to them.
This shit is fucking tedious. But it's got to be done.
>willing to pay
Does the promise of free steambucks from ASSFAGGOTS cosmetics work?
>"Im an ideas guy i suppose, but my ideas arent limited to story/character i come up with basic physics and scripting ,and examine my ideas for plagiarism or lameness."
Graphics look fantastic
Yeah, actually making some quality games instead of shitty 2D ripoffs of Mario must be really boring.
If I can have fun making shitty 2D platformers, I can have fun actually making a game worth something.
I'm currently an artist within a group of friends creating a small game. 2 years back I couldn't draw for shit but you just have to practice and eventually you'll get better at it, same goes for alot of things.
This is the kind of stuff I like to hear. The game I'm making started as an MMO, although I've shifted away from that recently, with the hopes that what I learn from working on it will become a good basis to actually get a job with. That said, I'd like to know more about your game.
we made so little that I don't even think I'll be paid, but at least we can pay off the licenses we need and I think having such a small print of physical copies is cool too, so it worked out.
ironically I think that might have worked against us, that or it was our shitty KS video, but I can't be sure.
As long as you play it I'll be happy.
>Want to make a game with a wind waker low-poly-but-still-pretty artstyle
>Know nothing about 3d modeling
>Know how to code bretty well
Where do I into maek 3d models
I want to start practicing, anyway
>One day, I'm going to make my dream game all by myself.
>I'm comparing myself to that guy who created the banished game who did a whole game all on his own.
>Even though he worked in the industry for more than a fucking decade, with unbelievable amount of experience and work experience.
>I'm gonna learn in a couple of months and make my game lol
/v/ is so deluded its adorable.
>implying I give a shit about vidya
I just want to make good art
My first few uv unwraps ended up being garbage. What ever you do don't use the smart UV unwrap. It'll butcher everything. There are some tutorials that help tell you where to place the seams, and once you get that down you can start playing with your own ways of doing it.
He's a bit messy, but his vert count is about 10,000. More than low enough for Unity. When I first started out I had models going into the hundreds of thousands because I didn't know what I was doing in the slightest.
And how long did you spend on those shitty 2d platformers?
Would you be able to do that for years? Working on the same small uninteresting shit for months on end?
The thing abotu game design is. When you first start making something, and you notice all the progress you are making. You get extremely motivated, but when you hit that eventual snag, and you are forced to spend a week fixing it and your progress haven't really improved, many people just quit or star one of their other interested ideas the always wanted to do.
I'm what most would call an "idea guy" but i like to think of myself as producer. I'm hiring a few students I know to help me develop a really simple game just for fun using cash I won from a lotto ticket (it wasn't much just shy of $800) but their my friends and they have the skills so it'll be fun.
Its the most recent thing ive drawn, i tend to dabble in different styles
>when you hit that eventual snag, and you are forced to spend a week fixing it and your progress haven't really improved, many people just quit or star one of their other interested ideas the always wanted to do.
iktf. but honestly, i think that going away from the desk for a bit and then going back helps a lot.
Ditto, same with you.
Making games is fun, until you make 50. And it's fun if you're indie and have no need for cash. but in the professional industry bosses expect people to work insane hours. And if someone wants to live off of indie they need a combination of insane motivation + extreme luck.
This is a big thing a lot of people don't realize. Also the crippling depression that comes after releasing something if you even manage to make it to that point. It's a really weird feeling.
No, it isnt nothing like that. It is 3d though.
I can't reveal much, or people here would know what game I'm talking about, and my game would probably cause the rage of many in /v/ (others would love it maybe).
So you also tried making one?
This is actually my second MMORPG, I started another almost 10 years ago, but I did not have the skills for it yet so I quit for a while. I'm kinda old for /v/ maybe.
Making games is very fun, at least for me, but takes all of my time, I barely have friends.
I would never work on a big studio though, as I dont care for making games for other guys.
>but in the professional industry bosses expect people to work insane hours.
And this can't be said for every fucking professional industry?
>implying that I'm going to make a living out of making video games
No. That's suicidal. It'd rather be a hobby on the side.
start programming, thats it
no one needs idea guys
no one needs concept art
no one needs designers without experience
programmers are the only trully essential people in the development of a videogame
I love modelling,drawing,writing,coding, and composing but i can't for the life of me figure out how to amalagmate them into a game. are there any resources out there that extensively go not into making a PARTICULAR style of game, but just what you need to and needn't do for such a project to be feasible?
I'm taking CS50 through Edx
Before you know it i'll be writing my own engines
Read his work
Yeah, I tried making an MMO, although not for nearly as long as you have. I started 9 months ago with unity, got a lot of the networking and game code done, but eventually cracked when it came to server costs and fully supporting the infrastructure needed for an MMO. So I switched it to be a regular multiplayer game. I'm the same, I love making games but it's just about all I ever do anymore. I definitely want to see more of your game, do you have a website or blog?
What you mean?
If you know how to make all of that, what's the problem?
I hope you know how to code a game loop, with drawing/updating/input. Then it is just a matter of loading assets into ram, easy as pie
I currently use Reaper with Kontakt 5 and a VSTi synthesizer. it's pretty good. with kontakt i use sample libraries from spitfire and 8dio audio, for cimbaloms, strings,brass, pianos (plucked/normal), harps, and so forth. high quality stuff, but the most important thing is your own personal skill with writing music. what instrument are you most comfortable with? keyboard? guitar? woodwind? there are midi controllers that are in these configurations, but if none of these suit your approach you can also write the scores by hand in a scorewriter or in the midi editor the DAW itself.
I'm using guitar pro as well, so I guess I can roll with that.
I mostly write "proper" music for a band but I'd like to write something for vidya. Friend of mine is working on a game and it's looking good, I think I'll ask him if he wants some music
I guess it's a mish mash of everything we like in 2d platformers put into one game, which makes it look generic, but I make sure I like how it plays so its fine to me(I think the balancing of combat and platforming is pretty unique though since most platformers are either one or the other and segments for fighting and platforming are usually segregated). Part of the reason its like this has to do with the character design since the characters and story stuff were thought of before the game play(something I would never do again, but it is what it is). early on I was convinced baconman wouldn't look good in 3d(the character) so 2d platformer was the obvious choice and I like those games anyways so it works out. eventually we needed to switch to 3d for time and it worked out, but I don't think a 3rd person game facing his back would look good either given his design.
Next game I definitely want to do something like that though with a 3rd person camera, but I'll make sure to think of the gameplay first that time.
Is Unity worth it guys?
Every game made with unity I can recognize by it feeling like shit and low fps for what it has to offer.
Is it just shitty unexperienced devs using shit presets or is the engine shit by default?
>And this can't be said for every fucking professional industry?
No it can't. Programmers especially are seen as robots. And game testers actually have it worse than people actually working on the game itself in most cases it seems.
Played piano, guitar, double/electric bass and sang for a while, so I'm comfortable with almost anything.
I don't sing anymore, it's just weird sounds coming out of my throat now.
>/v/ sees the difficulty in making a game.
>Still has the audacity to shit on someone's creation, call the people who made the game incompetent, and lack any creativity. Claim they have better ideas to make a game.
>They probably don't know that the people who made the game had amazing ideas too but weren't able to produce them due to the difficulty or the idea, being too ambitious and couldn't promise them with the limited resources.
The huge costs for MMO is overblown, you are never going to need something like World of Warcraft.
I run my MMO servers in Amazon EC2, costs me 20$ per month. I have 10 thousand players, with around 100 players online in average. I can probably support up to 500 without needing a new server.
For a indie MMO, I think this is already a huge number of players, and the cost is quite cheap.
>hundreds of millions of dollars constitute "limited resources"
No, the only reason the game is shit is because the developers are lazy and don't know what the fuck they're doing.
>don't care so much about artistic side of making a game
>more interrested in having fun programming
>throw together shit with programmer art
I've mostly been doing stuff in love but I think I'm going to give functional programming a shot and see what I can do in scheme.
>tfw no medium has ever spoken enough to you to really get seriously involved in it
>get bored by the difficulty to truly become good at anything
I love all art so much, but I can't ever just stick to one and actually hone it
start with a scorewriter like >>258115285 mentioned. try to get the hang of scales and modes, using studies and resources all on the web, and when you feel confident, go for transporting it to a DAW with some neat sample libraries. it's important to not go into DAWs right away because you'll be bogged down by trying to mix/master and modifying effects chains instead of handling your score itself. I speak from experience. feels terrible.
Depends. Does this give you that same feeling?
Though a decent dev can use even the crudest of stuff to create a great game. Just look at Hotline Miami, it was created in Game Maker.
That's more than enough for what I need, the prices for hosting I was looking at were much higher, I must not have looked hard enough. Oh well, I'm pretty commited to the regular multiplayer approach now sadly.
I'm still workin' on it.
Thanks for linking me to my own post.
Also I don't actually need to get the hang of scales and that shit, while I'm not trying to pass off as arrogant, I enjoyed 8,5 years of musical education.
>Is Unity worth it guys?
It's worth the download. Make a free game with it before buying it.
>Is it just shitty unexperienced devs using shit presets or is the engine shit by default
Unity itself is not shit in the hands of someone dedicated and experienced, but 99% of the games are shit because it's people with little experience.
It's the best game engine available to the public IMO. People shit on it because it's popular, but it's popular for a reason.
I am learning C++ and game related libraries along with drawing lessons from loomis and Betty Edwards so I can eventually make a game on my own.
I just want to devote more time to practicing thoses hobbies since I'm gradually becoming fond of them.
Yet I keep playing shitty mmos all day
Oh sweet. A new update. Thanks for reminding me.
>tfw talented artist friend who worked in the industry for a bit
At the least it'll be nice hearing his feedback for certain character animations
yeah i noticed i mislinked but it was 2l8. anywho just go for scorewriting in gp and then perform/pase the midi in a DAW, where you can edit, overdub, and even quantize your midi score.
That doesn't make any sense, producing anything that matters with quality is a hard task, if I came up to you with an unrecognizable block of stone and demanded that you praised my sculpture because making them is hard it would be just ridiculous.
What's your game idea? Mine's just a 2D character action game. No real gimmick, I just want good combat, fun minigames, and a story about video games
No, an idea guy is 100% worthless. Anybody that ever tells me that they're just going to be the idea guy I laugh at when they're not around.
I highly doubt anyone has been actually working with you for more than a month as you prounce around calling yourself the
You're literally worthless if you're not helping with production and would only get a small note in the credits. Ideas are a dime a dozen in any industry.
I don't really know, to be honest - I never learned from any specific books, just got knowledge burned into my head like that using examples or by having to write myself.
What I'd say is that you at least try to get comfortable with a variety of genres, I think that should benefit you greatly when writing for games.
This sounds stupid as fuck but I don't really know how to learn much about music via autodidactic means, sorry.
nah it's ok. i mainly noodle on my guitar and learn chords/scales that way anyway, so i'd be a hypocrite to hate on you for not giving me a book. i do agree with expanding genre knowledge too anyway.
You're right, with basic social skills you will get a job immediately due to connections. Not because you walked into Microsoft with your paper in your hand. Microsoft scouts across the country and you think they're just hiring a nobody? C'mon now.
>I got a game in production
>Thinking you have a leg to stand on
Finish the game and make it good, then maybe you can talk. But that's impossible since you're the most worthless member of the team, if by a small fucking chance the game is good, it sure as fuck won't be because of you. My advice would be to learn something actually useful.
>You have to be jewish and/or a scumbag to have good business sense
See, this is the kind of shit that's keeping you down! Complaining that other people are successful and then calling them scumbags is literally the same thing as playing a fighting game and calling people who use throwing moves cheap.
If you're not using all the tools at your disposal to the maximum of their potential, you've got nobody to blame but yourself.
Thanks for the link. When I really get into Unity I plan on going back and making new models with much lower polycounts, but was wondering, would a model with 22,000 verts be too much? That's about the amount my average model has right now for animation purposes.
And obviously enough, don't be afraid to experiment.
Whenever I think of something sounding too weird, I just remind myself of Kenji Yamamoto's works, which are a great example of functional music.
After a while of experimenting I figured out how to play the bass best for me as well, still playing in a band I mean. The basslines in the music I (or we) write are mostly more complicated than the guitars with more stuff going on, them being faster and so on. Considering it's a really weird kind of metal, I'd say that's interesting at least.
I think getting "main" influences might not be too bad either, somehow. I've been listening a lot to Devin Townsend recently and his works are universally great and I admire him, I actually kinda hope the influence is at least slightly visible in my stuff.
Also for scales and shit, don't be TOO strict with them. Personally, I know how to write perfectly in scales but I don't need to, most of the time. Writing out of scale is actually way harder (and way more important) so I'd suggest you try it at least.
Top down co-op wave based shooter?
Each player has either a red, green or blue laser. You can cross your stream with another player to mix the colour. Red and green would make yellow, etc.
Some enemies would be vulnerable against a specific colour combination like in megaman.
It's still just a silly idea, but I like the thought of having to work together as a core part of the game.
It certainly isn't. But it's been like 6 years and a lot of that time have been adding interesting, yet fairly useless features.
Like, on of the first few Alpha videos they showed of Overgrowth was of a really detailed blood decal system. Which really isn't that important of a feature.
Even though it's uncool to like them, often you need a person of authority who can take a step back and say "no, focus on that, not that".
Not saying the OP will be a good produced.
Not him. But I don't think seven is to much of a bother. As long as your world geometry and architecture is a bit simpler.
My advice, put the polygons where it counts. Where people will look. A door doesn't have to be more than a few 100 polys if you know how to texture right you know.
Always write a game design document. Even for small projects.
Seriously. I'm lazy and never really do it for my various projects but it really is needed. So do it. The more detailed the better.
Don't bother copying others, write one that you yourself can easily use. Find out what works for use.
This is especially important for idea guys. Nobody wants you around if you can't produce a good design document. If you can make a great one people will actually love you even if you can't contribute much in the way of art or sound or code.
Only if team really sticks together with same idea.
I've worked on teams where every single guy wanted different features for the game, and the project just drifted away
Any language works, I've made a 3D MMORPG in a language that most would laught.
Anyway go with the flow, C# + Unity is the easiest way to go
jagged alliance 2/x-com clone set aboard a freighter ship that's been hijacked by something
get a crew of about 6 and survive until the ship arrives at the destination or rescue
hopefully i won't be the idea guy forever
>Always write a game design document. Even for small projects.
I agree to a point. Don't spend too many hours on a document for an indie game imo.
It's good, but in my past projects I spent way too much time designing and getting ahead of myself and come to find the three+ hours I spent designing didn't translate well into gameplay.
And I've seen friends be way to ambitious in their design documents.
Better just to straight up work on the game.
Write down every single thing about the game you think might be useful basically. The more details the better.
From story to characters, to levels to enemies to goals to motivations to core designers. Everything.
It's supposed to be there to help you stop going "what do I do now", it's meant to be as a movie scrip for your game essentially.Something the director can just look at and do.
I made a shitty 2d fighting gamge with 2 friends within a week. 10k lines of code, 1k images. It's not too advanced coding for a simple fighting game.
combos with accurate timing and balanced gameplay would take a bit longer
Fair enough. I think working out a proof of concept before might be beneficial. But better to write to much and scrap stuff than to sit around adding useless features that doesn't improve the game.
Textures basically. Crysis models are fairly ugly when you get down to it, but the textures make it look better than it is. That really is one of the biggest secrets to making great looking models. Textures.
Ok we have to start drawing a line because between director and "idea guy". Many famous directors cant even program. Kojima, Levine, Cage, Suda. These all are "idea guys" technically. You cant just call every person that wants to be a director an "idea guy". If the person actually writes the script and design the levels and mechanics on paper.
Kojima coded both Policenauts and Snatcher himself.
Besides, comparing yourself to Kojima. He has proved himself enough to become just the idea guy. You're just a shitty speck who's untalented.
>Going to Vocational School
>Taking IT class because it's the closest to a game dev class I can do before uni
>Planning on going to a game dev class at uni after graduation.
>Can do basic C++ and C programming
>Recently realized drawings were always garbage but working on it
Am I on the right track guys?
When the hell did i compared myself to Kojima. Im not even the original guy that you were talking to. Point stands he can barely program. Many of the famous directors dont program, and Kojima himself doesn't partake in it either. Im saying that being a programmer is not that the end-all-be-all in videogame developed.
>trying to create character art for african jungle man vidya idea
>can't even finish concept art
I'm such a lazy asshole
I'm getting better with lower vert counts. When these models were made I had just animation in mind. When I get into actual Unity stuff I plan to make models with much lower counts.
I hate her face. That makeup is disgusting. I bet she talks in a very annoying way. How do people watch this shit?
I'm an audiofag in college. For my last semester, one of my final assignment was to replace all the audio in a Unity demo game. I ended up modding the whole game along with replacing the audio. Taught me a lot about how a game is actually built.
I've tried learning how to code, model, and animate but I found it all too boring and mundane. But the attempt left me with a basic idea on how all those work as well.
Next semester is starting in a week and I just saved up enough to order an Oculus Rift. Got an idea for a VR game that I'm really excited about. Once the headset comes in I'm going to try to gather the necessary fags to get the game going. Establish myself as directer and with my audio skills and basic knowledge of all the other parts I at least won't be a useless idea guy.
Really vague question.
Depends how good they want it, how many bugs they run into, how much experience they have.
Anywhere from a couple months to a couple years.
1 art guy on 3d art and 2d art for game? and one guy coding all the math, 3d, etc? Yeah a long time.
She got a job working at Mojang
>tfw you're making a game
>tfw people actually like it
These are good feels, bros
I took once C++ class and downloaded XNA and had a really shitty shmup done over winter break. You're ready, and even better by doing game dev you'll learn some extra stuff that will help you in later programming classes.
Yeah then you could totally make a simple text adventure RPG in like a couple hours.
Learn from that code and problems you solve while making that game, and then if you have to make a text or graphical rpg in that game dev class you could refer to the code/problems in this game
That's what my game dev class started with. A 100% c++ text adventure rpg
Get angry at the world.
In all honesty, the reason I started learning 3d modeling and all that stuff was because I wanted something that didn't exist. My choices were to sit and wait for someone else to make it for me, or do it myself. I don't like waiting, so I started learning. I may not know the first thing about coding a game, but people aren't going to make the game I want for me, so I have to learn.
Small goals, something you can accomplish in an hour or less. Do one small thing at first, sometimes it leads to doing more and if not, you still did something. It's a lot easier to get started on "Make the character move left" than "make a fully functional movement system"
Jeb and an actual team are working on Minecraft updates, but no sign of an API any time soon. Time seems mainly focused on Minecraft Worlds, which is fucking retarded, by the way. Then you have Cobalt and Scrolls, no idea what's going on with their development.
Then you have Notch over in the corner doing who-the-fuck-knows
I was invited to PAX but I probably won't go. I hear GDC is a thousand times better anyway
One must have game can really get hardware selling and become mainstream. Even if it does become a gimmick, it's best to get in when it's ripe.
same thing happened to me, but you can take those big ideas and break them down to something actually doable, and then break that up into tiny chunks you can accomplish. My game is a multiplayer open world platformer/RPG. It's a fuckhuge thing that's borderline crazy for one guy to do alone, but you break it up into small chunks and nine months later it's almost time for the alpha.
I have, played to lowest common denominator, but I need them oney.
You can try it for free, but this demo is a little outdated;
I made these things in Blender. I've mostly just been practicing animation stuff with models that have too high a polycount for a small game, but after I learn more about Unity I'll be making lower poly models. This gif is from a few months ago when I tried my first walk animation. It didn't turn out too well, but I'm learning.
PAX might be good to show off a game(never done it personally), but as an attendee I don't like it at all. Magfest was a pretty fun experience, but I don't think it got as much traffic as other cons would. I unfortunately don't know much about GDC though. I also don't think E3 would be good since there's way too many bigger games to compete with, but it would be pretty neat if you could keep a crowd over AAA's there.
My game got on Kotaku Japan, so TGS would be a pretty fun place to go I think probably won't happen though and it would be crazy expensive, but still I can dream.
>Always write a game design document. Even for small projects.
I agree and disagree. The problem with the game design document is that it obviously never sticks to the plan due to time and realization of fun factor. I find it a waste of time to an extent. It's good that you have your idea laid out, but you can easily do that on a white board rather than writing up a 30 page document for a single digit man project.
A buddy of mine went to show off his game at PAX and he showed me some photos of it, apparently most of the conferences and talks were all about trans equality or representing females in games and shit.
I just want to make games for fun, is that so much to ask?
Don't know but it doesn't matter. Marketing and networking is really what those cons are for. Seems like you won't have to worry about SJWs going apeshit about your game so you can only benefit from attending.
that's like going to school to learn how to be an artist. sure they teach you how to paint, but they don't teach you how to be creative and make good art, that's all on you.
you go to school for programming so you can actually make the game, whether it's good or not depends on your own creativity. do you really think you can take a class to learn what makes a good game? If you could, there wouldn't be so many shitty games out there. All game design degrees are a complete joke and will never get you a job or give you the ability to make a game like programming will.
Just stay on the show floor. I don't think you'll find any good conferences at any event now. I remember going into one that was just about indie development and that equality shit was still brought up somehow.
Not bad OP, that was pretty fun. When you looking on releasing the full thing?
You may have talked me into it anon, I'll look into finding an open spot
It kinda depends on the
Kikestarter. I don't really know for sure until I know how much more shit I need to add
>Implying in any way a reasonable, plausibly-competent programmer
There's a huge gap in knowledge and thinking between a game developer and an actual programmer worth his pay.
I think you need to ask for at least 40-50k. I think this is because people might get the idea that they get what they pay for and if its a project with a much lower goal even if the quality of the project doesn't look low they will assume that they will get a game with less content or something.
Another thing is to show little to no gameplay. Give a concept or idea that sounds good and maybe show some concept art for good measure. If you show too much it might break the viewers expectations of what they thought it would be even if what you have is fine. Backers want it to be their vision.
Everything else you said is pretty accurate though. I'm also saying this since I think my kickstarter did basically everything wrong.
>There will come a time when the market is so overflooded by thousands of new games more each day, and no game can ever find more than a thousand players worldwide
If you ever wanted to kill off the industry for good, this is one way of doing it.
If I might interject for a moment, seeing a kickstarter that's just info and concept art is an instant turn-off, unless it's from a big-name in the industry I can trust not to fuck up, least their career is ruined.
But that's just me. I would also like a clear-and-cut graph or sheet saying exactly what the team needs the money for.
I can think of 2 examples right now that show no gameplay that have been funded over 40k one of which doesn't even have a programmer and neither of them are by big names. They do kind of pander to tublrfags though so that might do it.
Oh yeah, there's been KS that have been funded that show no gameplay whatsoever, I'm just speaking personally.
I'd also prefer a pure gameplay trailer over an animated, poorly-written short of anime characters trying to be funny while talking about how great their shit game is gonna be.
Working on it now. Got the weapon pickups going good finally. Once I figured out the basics behind it, creating new ones from scratch can be done in like a half hour. Just need to work on enemy behavior, which is something I've literally never attempted. This'll be a treat.
I also want to get the wall-sliding to be more of a wall-sticking but I'm not quite sure how to put the triangle jump in there.
>do undergraduate degree in software development
>want to program games
>go on to study computer science
>realise i have no game dev experience
>realise all my projects are shit
>work at amazon
>life is hell
i do have one on paper, its mostly a TTRPG but because of the calculus of stuff and the amount of data you gotta keep track of, i'd rather it being on pc, sucks i cant do programming good enough for that
I'm only doing this because because viralling kickstarters actually doesnt work on places like this:
well 4chan thinks it's spam so you'll just need to look it up. The games are:
Jotun and Jenny LeClue
the left arms deltoid and pec is a little off
Amazon the company, in their warehouse.
I worked there for 3 weeks and both of my "big toe" toenails lifted up and the underneath filled with blood, worked a further 6 months like this, numerous infections, all kinds of horrible things happening to my feet.
Walking 10-14 miles a day over the course of an 11 hour shift, (with 1x30 minute, and 1x15 minute break).
Doesn't sound like a lot, i mean you can jog 14 miles in under 3 hours, but if it's walking, pushing a shopping cart... over the course of 11 hours. nightmare.
You're treated like shit, the targets seem impossible, and they are unless you bust your ass trying to get to them, and the pay is shit.
I got let go because i was part of their 1400 christmas employees, went back to work for them 3 months ago, and its still shit, feet still aren't recovered.
I feel like suing but this is Britain so..
Oh yeah there's also no art so everything is just colored cubes for now, but eh, I'll whip up some sprites or something using 2DToolkit and that'll be that. I'm more interested in making gameplay good than I am in art.
>I'm an audiofag in college. For my last semester, one of my final assignment was to replace all the audio in a Unity demo game.
Interesting. That Ask Video site has a tutorial on how to do that
Click at your own risk .
I'm tempted to seek legal action against these fuckers.
Basically, my feet were numb and I wanted to go home, I took the first picture here on my 2nd day of working for them, because I knew something was wrong with my feet, and I could see them going blue/purpley under the nail.
the 2nd set of photos where they are black is like day 4-5 of the job.
And off course I was allowed to go home at any point, but doing that would gain me 1 "point" if you gain 3 points in 3 months you are fired.
Calling in sick is 1 point, being late is half a point, you get the idea.
So I didn't want to risk gaining these points and stuck it out until my feet went numb.
It's a little late to complain or seek legal action but holy shit that place needs to be investigated.
I knew a guy who's wife had twin daughters at 10am on Christmas morning, 6am on Boxing day and he's in there working away, because taking a day off , even a holiday which he is entitled to would gain him 2 points.
You see, they put a holiday embargo in place, and if you take a holiday like that you get 2 points out of your 3. Fucking cancerous place.
Nope, can't code, can't art, can't do anything related to video game creation. Dumb as a brick and got no motivation. Hell I can't even come up with good ideas like most "ideas guys" can. I'm pretty worthless all around.
If only creating a video game was so easy everyone could do it eh?
Unless you count quests as a "story" my game doesn't have one, I'm trying to make a fun somewhat traditional RPG from a platformer perspective
that you can play with your friends
IOS games are the easiest. Shit like flappy birds or autoscrollers.
pixel art games might come after that.
then 2d hand drawn animation
programming wise anything ai heavy is probably the hardest, but I'm an artist so I can't be certain.
points for multiplayer, negative points for rpg set in either an unestablished universe or copy pasting fantasy themes (dwarves elves, throwing fireballs). That said I don't know shit about your game, kudos for actually making something
No dwarves or elves, yes fireball. The setting is unestablished, but I'm trying for a more alien and high-fantasy setting than traditional fantasy. The four races (names pending) are Humans, a beast race, a short race, and goblins.
Professional Game Designer here, I like this but you need to add My Little Pony day 1 DLC, more ass jiggle, furries (kids love em these days), and an open world sandbox along with dante... you know, from devil may cry?
Be sure to release on consoles first to increase attention to game
>game will never EVER come to pc
and then release it on pc for more attention
Shouldn't take you long at all! Keep up the good work kid
>Tfw Blender will never be industry standard