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Geek Culture / So I want to make a game...

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Thistle Studios
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Posted: 22nd Mar 2012 19:22
Problem is, it's been done before. I wanted to make a space sim in DarkBASIC with incredibly ambitious ideas but then I took a look at Evochron Mercenary and saw that it included everything I have thought up to this point. Should I still continue this idea or just leave it be?

Intel Core i5 3.2 GHz, 4 GB RAM, NVIDIA GeForce 9800 GT
Endangered City. An Endangered Species
Fallout3fan
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Posted: 22nd Mar 2012 19:35
Just don't care and do it.

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old_School
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Posted: 22nd Mar 2012 22:27 Edited at: 22nd Mar 2012 22:29
Just a suggestion/process I like to use:

1. Make concept image(s) of game play
2. Make project outline detailing jobs of members and tasks they will be performing
3. Make a game outline (programming) and story outline
4. Make a mockup version of the game or make one level to test for bugs. This will be used as your programming baseline for all future levels
5. Check for bugs
6. Fix bugs
7. Begin making final version
8. Create Alpha version and check for bugs
9. Create Beta version and check for bugs
10. Release final copy

I personally don’t use DB, I use visual Studio by Microsoft but the best advice is learn the language you’re using before making any software. I suggest starting out making simple things like tic tac toe or word pads etc. the language you use, should be easy to use but powerful enough to accomplish a large variety of needs and have tons of support when you need it. If this is your first DB project thats great but I recommend you learn how to program before making or attempting to make software. Failure to learn how to program using DB or another language will likely result in a lot of frustration and you likely scraping the project all together. If your not a fan of learning how to program, well you might want to stop while your ahead. All software requires programming skills to complete the software. Regardless of what the marketing/sales pitch says, you will need to program and adjust code at some point.
Pincho Paxton
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Posted: 22nd Mar 2012 22:42
I wanted to make a game about a plumber who saves a princess. Thank God that nobody has thought of it yet!

Fallout3fan
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Posted: 22nd Mar 2012 23:02
Well I wanted to make a game about a hedgehog going at fast speeds stopping a guy in a red jacket.. There is no possible way someone has came up with that idea.

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The Zoq2
15
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Location: Linköping, Sweden
Posted: 22nd Mar 2012 23:22
I think you shuld do it, even though there allready is a game with the same basic concept yours will allways be diffirent in some way.
bruce3371
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Posted: 22nd Mar 2012 23:27
I wanted to make a game about a guy in an orange suit, wacking aliens with a crowbar...

Thistle Studios
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Posted: 22nd Mar 2012 23:56
Problem here is I am a total newb programmer and will probably never pull off something as amazing as this:http://www.youtube.com/watch?v=lW6vHgRgTe8

I mean, it looks so pretty... Best thing i've done so far is have a spinning low quality textured sphere which isn't even a sphere, its a 20 sided die...

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zeroSlave
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Location: Springfield
Posted: 23rd Mar 2012 00:15
I don't think it stopped the makers of Freelancer, Miner Wars, Darkstar One, Arvoch Conflict, the X series, etc. etc.

And if you are totally new to programming, I would put the idea of a Space Sim on the backburner and make some easier games first.

Dark Java Dude 64
Community Leader
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Posted: 23rd Mar 2012 00:19
Quote: "I am a total newb programmer and will probably never pull off something as amazing"
I wouldnt say never!! Id recommend getting more programming experience and at the same time further develop your game idea. It may seem hard at times to come up with unique features but over time it will happen, some awesome feature will just spontaneously pop into your head. Always happens with me, even though i never make any of my games... Anyway, once you feel you can make your game, then begin!! Take my advice: NEVER PROCRASTINATE!!! Procrastination is the one thing that has killed so many of my game projects. I begin development, do a bunch in the first couple of hours, take a break but when i come back to i dont feel like developing it further. The more i wait the worse it gets and eventually i lose all interest and end up cancelling the project.

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Van B
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Posted: 23rd Mar 2012 17:40
Well, Evochron is made by someone who has used DB since day 1 - an early adopter, he must know the language inside and out, in fact he managed to get some special features added to DB for his game.

If you were writing a book, would you be put off by all the books Stephen King, or Terry Pratchett have written?
What's the point in doing anything! - there's always something better out there.

Why not change direction a bit - flick some switches and turn some dials, tweak your idea until it's more unique. For example, I'd like to write a space game, but there's no point making Elite, or Evochron, or any other classic space shooter. What I'd do, is combine the idea with a FPS - space flight, combat, and exploration, but on a magnified level - let the player exit the ship and explore wreckage looking for salvagable parts, making repairs etc. Have a multiplayer ship, where you have gunner seats for other players, like a crew instead of being forever alone in space. There are tons of ideas out there that haven't been used, for every genre. I'm not saying my ideas are good, I'm saying I came up with those ideas on the spot - have some faith and confidence in your idea, think about all the things that space games just don't bother doing... remember that simulators are for simulating actual activities - there is no point in simulating something that will never happen. Concentrate on making a game, making it fun, think about how to convince the player they are in space. Buy a flight stick if you don't have one - a cool looking space-shippy joystick will make you want to work on your game... something tactile and fun, something that people might want to try out.

I would suggest that you stop and think about what you need to make a basic space game - really that's already here on this forum, because there is at least one space flight example. Get a ship flying around, add another ship flying around then add bullets so you can shoot it... and continue like that. I don't think you need to know too much about the language before starting, because every single project is a learning experience. If the project your working on doesn't teach you anything, then it's wasting your time. A basic space game can be really easy, what with the free flight commands for pitch and roll, and everything else you might need has featured in a code snippet or help request or tutorial at some point.

One thing is for sure - if the project your working on isn't the project you WANT to work on, then it's practically doomed. Your not looking to make a game to sell to people right away, your looking to get started on a game that you will enjoy working on, might well enjoy making it more than you'd enjoy playing it. Space is a great setting, it's the epitomal sandbox, and it wouldn't take much to get there so why not just go for it. I would suggest that you consider new features carefully is all - I mean if you decide to add particle effects, make a particle effects demo seperately then re-engineer it into your space engine. That way, you code everything twice, but when you code something twice, it tends to be twice as efficient. It's better to investigate then incorporate, you will actually save time in the long run.

DBPro has a fairly respectable track record with space games, I don't know exactly why, but they tend to look pretty damn sweet in DBPro, without needing rediculously good media. I mean, Starwraith still looks pretty good and that was written in DB, and most of the textures are frankly horrific. You can stylise a space game, and fans of space games are usually fairly lax about cutting edge visuals - they mostly care about gameplay. Actually I'd say the space game fans are a decent bunch, typically older gamers who fondly remember Elite and Frontier, they deserve more variety.

Health, Ammo, and bacon and eggs!
WLGfx
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Posted: 23rd Mar 2012 19:50
I'm a great fan of Terry Pratchett and the only idea so far for a game based on that theme is one of the 'wizzard's' having to avoid stepping on ants while trying to destroy elves. he he

Planning a game can also take a long time to do as I'm finally finding out. My idea is loosely based on an old Atari ST game and most of my time over the last year is testing out bit of code here and there until I finally getting some main code in place.

Van B pointed out the FPS space style of game which is an idea I'm using at the moment, Elite style space game, but with planet side exploration too, rooting around the surface and underground levels.

Most of my time is spent proto-typing code, ie. I spent months working on procedural level generation recently which will have a final place in just a single part of the end game.

I've also found that you can code the main parts of the game quicker by adding all the special effects in later. To start with the enemy just vanishes from the level when it's dead, at least it's working. Later on you'll add a dying animation and an explosion effect. The players bullets will just start out being a low poly sphere, but once it's been tweaked, it will leave a particle trail, explode on impact and possibly have some other fx attached. In essence, get the game working with place holders for items that will be added later on.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
zeroSlave
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Location: Springfield
Posted: 23rd Mar 2012 22:42
Quote: "I'm a great fan of Terry Pratchett and the only idea so far for a game based on that theme is one of the 'wizzard's' having to avoid stepping on ants while trying to destroy elves. he he"


Hows about an FPS Rincewind game played like Mirror's Edge... only with more bees, bears, wolves, crazy cultists... Or possibly a Vimes point and click adventure with more AA meetings... or even better, a Granny Weatherwax RPG with no attacks or spells. Only headology.

Currently reading Thud.

WLGfx
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Posted: 23rd Mar 2012 23:48
Actually thinking about it, any game with Granny Weatherwax in would most definitely have to have her having to run up and down multiple times just to jump start her broomstick. Each end of level accomplishment could be something to do with 'borrowing' animals minds too.

Or even 'Death' when he takes a holiday and has to handle various other employments in the city. The cat could be the indicator as to whether he's doing a good job or not.

And a FPS based game could be based on the City's Watch, each character you can control to do various jobs, Detritus the Troll, Angua the werewolf, etc would each have special abilities, even down to Nobby Nobbs, the worlds only proof that the gods that created humans do have a sense of humour.

I've read all the books at least 3 times each and I'm currently reading Night Watch again. My favourite characters have to be Granny and Nanny though.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Fallout
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Location: Basingstoke, England
Posted: 24th Mar 2012 00:02
Wise words in this thread!

You'll never compete with more experienced game developers out there. No matter what you do, and no matter how much you learn, almost any game you make will always have a superior alternative on the market. I say 'almost' because there are still some niches out there which would allow you to produce something original and therefore stand out, but for the majority of ideas, an experienced team has already done a version of it better than you could do as an individual.

I don't think you should develop games as a hobby if your goal is to make the 'best'. You gotta do it for the enjoyment of being creative, of crafting your own world, and bringing your imagination to life. If you're dedicated you might produce something really good, and if you're lucky, you might get some people to love your game too, but don't aim to beat awesome games.

Pincho Paxton
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Posted: 24th Mar 2012 00:05 Edited at: 24th Mar 2012 00:10
Quote: "You'll never compete with more experienced game developers out there. No matter what you do, and no matter how much you learn, almost any game you make will always have a superior alternative on the market. I say 'almost' because there are still some niches out there which would allow you to produce something original and therefore stand out, but for the majority of ideas, an experienced team has already done a version of it better than you could do as an individual."


There are still a lot of ideas to work with. I still have the greatest game of all time in my head. I have about 6 other original games. Having game ideas is a skill, like art, or music. I just want to encourage people that the ideas are still available, but at the same time I can't tell you my ideas. But if you knew my main idea, you would agree with me.

old_School
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Posted: 24th Mar 2012 19:24 Edited at: 24th Mar 2012 19:27
Quote: "Well I wanted to make a game about a hedgehog going at fast speeds stopping a guy in a red jacket.. There is no possible way someone has came up with that idea. "


I have to point this out real fast because this is classic. You guys bashed this kid but about 70% of the DB games posted are retro remakes of other games allready made/popular. Ive seen about 100 differnt version of space invaders alone posted. Plus I seen a Mario remake int he showroom and on the sites website displaying "the power of DB". So talk about the pot calling the keddle black. Point is, don't bash the kid for requesting information good or bad post. About 90% of software created is just us the developer ripping off an allready popular idea. Good and truely orginaly ideas only come along maybe once in a life time. Other wise your all just ripping off ideas allready out there.
Travis Gatlin
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Posted: 24th Mar 2012 19:43
I don't see any bashing going on in this thread.. All looks pretty encouraging to me...

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You can find my latest work here. Please comment on my work and tell me what you think!
Jeku
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Posted: 24th Mar 2012 22:32
@old_School - Quit trolling. Nobody was bashing anyone. Did you read the thread? It's all been constructive as far as I could see.


Senior Developer - CBS Interactive Music Group
Fallout
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Posted: 25th Mar 2012 02:29
I think the general message here is forget Evochron and Starwraith and just go for it.

Travis Gatlin
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Posted: 25th Mar 2012 02:35
Yup. I don't see any reason why not. You aren't doing anything illegal or against copyrights! All the CODs pretty much stuck to the same concept and game mechanics throughout all of them and millions of people flock out to buy them every year! I would love to see you finish this game. Starwraith is\was an awesome game! I wouldn't mind even playing a copy of it!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Pincho Paxton
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Posted: 25th Mar 2012 15:35 Edited at: 25th Mar 2012 15:35
Quote: "I have to point this out real fast because this is classic. You guys bashed this kid but about 70% of the DB games posted are retro remakes of other games allready made/popular. Ive seen about 100 differnt version of space invaders alone posted. Plus I seen a Mario remake int he showroom and on the sites website displaying "the power of DB". So talk about the pot calling the keddle black. Point is, don't bash the kid for requesting information good or bad post. About 90% of software created is just us the developer ripping off an allready popular idea. Good and truely orginaly ideas only come along maybe once in a life time. Other wise your all just ripping off ideas allready out there. "


Unfortunately.. your post is the first post that bashes (whatever?) anyone. You need to think about what you are reading. You read some jokes, you think they are bashing someone (Paranoid?), and then because you think that bashing someone is bad, you bash the posters. Now you are doing the thing that you think is bad. You are the only one doing the thing that you want to prevent. You are your own catch 22.

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