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Windows / [LOCKED] looking for people wanting to do something serious

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Damnedindenial
6
Years of Service
User Offline
Joined: 7th Jan 2013
Location: virginia beach
Posted: 4th May 2013 20:42
looking for people who have the same vision as me to create a game that will go to the public as a product programming,3d software,art, design,sound,story, you can think of it we probably need it to get started the game engine i am looking at will be one of the more recent ones like unreal cry 3 frost unity so look forward to learning something new i sure will be hope to hear from you soon

its what you make of it
AgentSam
7
Years of Service
User Offline
Joined: 14th Mar 2012
Location: Virtual Space
Posted: 22nd May 2013 02:51
@Damnedindenial

I'm sorry, but you have completely failed to appear serious about anything.

It would be nice if you actually used punctuation and made your intent clear.
What you wrote is extremely nonsensical. Look at it yourself, does it make
any sense?

Cheers,
AgentSam
de_sears
9
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 26th May 2013 22:41
Wow!
Although it was a bit harsh, I would have to agree with AgentSam. I see this on many game design sites. People get a group together and say "Let's make a game," with no idea for a game or any real plan.

Game design is not an easy thing. It needs planning and structure. It involves many aspects, including, (but not limited to), story, art, sound, level design, etc.

Your post is suggesting no one here is serious. EVERYONE on this site has the serious intention of creating a game or they wouldn't be here.

If you are serious about creating a game you need to begin with a Game Design Document.

Here is a sample:

This is a generic outline and may not address needs for all game genres. It is intended as a starting place for game design.

I: Title Page
A: Game Name / Code Name
B: Copyright Information
C: Version Number, Author, Date

II: Table of Contents
III: Design History - Listing descriptions of each major version changes

IV: Section 1: Game Overview
A: Game Concept
B: Feature Set
C: Genre
D: Target Audience
E: Game Flow Summary - How does the player move, both through the framing interface and the game itself.
F: Look and Feel - What is the basic look and feel of the game? What is the visual style?
G: Project Scope - Number of Locations, levels, NPC's weapons, etc.

V: Section 2: Game Play and Mechanics
A: Gameplay
1. Game Progression
2. Mission/Challenge Structure
3. Puzzle Structure
4. Objectives, Play flow


B: Mechanics
1. Physics
2. Movement (general movement, other movement)
3. Objects (picking up object, moving objects)
4. Actions (Switches and buttons; Picking up, carrying and dropping; Talking; Reading)
5. Combat (If there is combat or conflict, how is it modeled?)
6. Economy (What is the economy of the game? How does it work?)


C: Screen Flow
1. Screen Flow Chart
2. Screen Descriptions (What is the purpose of each screen?)
3. Main menu, Options screen, etc.

D: Game Options - What are the options and how do they affect game play and mechanics?

E: Replaying and Saving

F: Cheats and Easter eggs

VI: Section 3: Story, Setting and Character
A: Story and Narrative
1. Back Story
2. Plot Elements
3. Game Progression
4. License Considerations
5. Cut Scenes (Actor, Descriptions, Story board, Script)

B: Game World
1. General Look and Feel of the World
2. Area #1 (General Description, Physical Characteristics, Levels that use the area, Connections to other areas)
3. Area #2 (etc.)

C: Characters
1. Character #1
a. Back Story
b. Personality
c. Look (Physical Characteristics, Animations)
d. Special Abilities
e. Relevance to the game story
f. Relationship to other characters
g. Statistics

2. Character #2 (etc.)

VII: Section 4: Levels
A: Level #1
1. Synopsis
2. Introductory Material (cut scene, mission briefing)
3. Objectives
4. Physical Description
5. Map
6. Critical Path
7. Encounters
8. Level Walkthrough
9. Closing Material

B: Level #2 (etc.)
C: Training Level (etc.)

VIII: Section 5: Interface
A: Visual System (HUD - What controls, Menus, Rendering System, Camera, Lighting models)
B: Control System (How does the game player control the game? What are the specific commands?)
C: Audio
D: Music
E: Sound Effects
F: Help System

IX: Section 6: Artificial Interface
A: Opponent AI - The active opponent that plays against the player and therefore requires strategic decision making (How is it to be designed?)
B: Enemy AI - Villians and Monsters
C: Non-combat Characters
D: Friendly Characters
E: Support AI (Player and Collision Detection, Pathfinding)

X: Section 7: Technical
A: Target Hardware
B: Development hardware and software
C: Development procedures and standards
D: Game Engine
E: Network
F: Scripting Language
G: etc.

XI: Section 8: Game Art
A: Concept Art
B: Style Guidelines
C: Characters
D: Environments
E: Equipment
F: Cut Scenes
G: Miscellaneous

XII: Section 9: Secondary Software
A: Editor
B: Installer
C: Update Software

XIII: Section 10: Management
A: Detailed Schedule
B: Budget
C: Risk Analysis
D: Localization Plan
E: Test Plan

XIV: Appendices
A: Asset List
1. Art
2. Model and Texture List
3. Animation List
4. Effects List
5. Interface Art List
6. Cut Scene List

B: Sound
1. Environmental Sounds
2. Weapon Sounds
3. Interface Sounds


C: Music
1. Ambient
2. Action
3. Victory
4. Defeat

D: Voice
1. Actor #1 Lines
2. Actor #2 Lines
3. etc.

ORIGINAL SOURCE: Mark Baldwin (Baldwin Consulting), baldwinconsulting.org, Oct 10, 2005 (site is no longer active)

David Sears
de_sears
9
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 26th May 2013 22:49
In my last post in mentioned Game Genres.
Here are some examples:

Game Genres (Original source from Wikipedia with modifications)

1. Action
a. Shooter (MMOFPS)
b. First Person Shooter
c. Pong
d. Breakout/Blockbuster
e. Hack & Slash
f. Maze Games/Pac-man
g. Pinball
h. Platform Games (Donkey Kong)

2. Action-Adventure
a. Stealth Games (Similar to Shooter, more precise than random shooter mayhem)
b. Survival/Horror (Battling Monsters)

3. Adventure
a. Text adventures
b. Visual novels
c. Interactive movies

4. Construction and Management Simulation
a. City building (SimCity)
b. Business Simulation (SimLife, Jurrassic Parkperation Genesis, Spore)
c. Government Simulation
d. Life Simulations
e. Pet-raising (digital pets)
f. Social Simulations (The Sims)

5. Role Playing
a. Dungeons and Dragons
b. Cultural differences (Orient, Westerns, Vikings, Romans, Space Adventures)
c. Tactical Role-playing (Strategy)
d. MMORGP (Massively multiplayer online role-playing games, World of Warcraft, Runescape)

6. Strategy
a. Artillery
b. Warcraft Series
c. War campaign (Starcraft, Dawn of War, Risk)
d. Chess

7. Vehicle Simulation
a. Flight Simulation
b. Racing games
c. Space Flight Simulations
d. Vehical combat

8. Other Notable Genres
a. Music Games (Guitar hero)
b. Card Games (Bridge, Hearts, Poker)
c. Sports (Football, baseball, soccer, basketball)
d. Trivia
e. Board Games (Chess, Checkers, Othello, backgammon, Mah-jongg)
f. Educational

David Sears
de_sears
9
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 16th Jun 2013 11:55
I'll continue my lessons on the game design process. This thread is supposed to be on app designs and I will get there soon.

Game design is really a five step process.
First you need a concept. This is the basic idea of a game. Ideas are a dime-a-dozen. Everyone has thoughts for new games. The trick is to turn the idea into an actual game that can be sold. These can come from many sources. Most games are based on existing games. It's rare to see original concepts. (The movie industry is a good example, remakes of remakes of remakes, followed by sequels of remakes.)

Some follow the coat-tails of existing games. The point is, try to come up with something original.

Next comes the pre-production phase. This is where the design document comes in. This needs to be as detailed as possible. Don't make it a screen play. You don't need to say the player does this, then that, then goes here. What happens if the player doesn't follow the script? Give the player choices. Even so, you should have an outline of what is going to happen.

Choose your team and create a budget. In the beginning you may not have much of a team or budget, but you still need a plan.

With the design document in hand, you need to create a technical design document. This is where the game engine is picked and the process information is set up. What process is going to be used and how will the technical problems be handled?

When the budget and schedule is approved, the green light is given for the production team to begin.

The next three phases are production, post production and after-market. I'll discuss these in future posts.

David Sears
de_sears
9
Years of Service
User Offline
Joined: 18th Dec 2009
Location:
Posted: 16th Jun 2013 12:21
Continuing: the Production phase.
The production phase is where the heart of game building occurs.

The production phase is where the programming comes in.
You will need many talents for these operations.

You will need artists to create the bit-maps and screen images.
Sound engineers and musicians create the sounds and sound effects.
Live actors will do some scenes and voice-overs.
The "Alpha" version is finalized and given to the marketing team.

The next phase is post-production. This is where the "Beta" version is completed. The game is given to the play testers. The "bugs" can be ironed out. The marketing plan is implemented. Sales presentations are developed and the games is released, manufactured, and shipped.

The After-Market phase is where questions from users and sales people are addressed, game documents are distributed and alternate versions are developed, (multiple platforms or other languages).

As you can see, developing a game is not a simple process. It takes a great deal of talent and skill to make it happen. The rejection rate is nearly always above 90%, even for established teams. To make a game sucessful, it needs a solid development plan and that starts with the game design document. Unless you have one, don't ask for help. Your just wasting everyones time.

David Sears
easter bunny
6
Years of Service
User Offline
Joined: 20th Nov 2012
Playing: Dota 2
Posted: 18th Jun 2013 02:42
thanks de_sears!
I've made and published a few apps (with AGK), but I'm completely self-taught, which of course means that I do everything very inefficiently.
I'll definitely use this guide for my future projects.

Hodgey
9
Years of Service
User Offline
Joined: 10th Oct 2009
Location: Australia
Posted: 21st Jun 2013 10:54
@Damnedindenial: Please read the team requests page. Although they are allowed, they must adhere to a strict set of rules and the most important of these is probably signs of progress.

Quote: " i am looking at will be one of the more recent ones like unreal cry 3 frost unity"

As App Game Kit isn't mentioned, this is also the wrong place to post such requests. Unless you use a TGC product, the only place you may have a chance of such a request is in Geek Culture. If you're serious about this, contact a moderator before reposting the request.

baxslash
Valued Member
Bronze Codemaster
12
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 21st Jun 2013 11:28
Team requests

This thread is considered a team request and has been locked.
Whilst threads like this are not outlawed, they must adhere to a strict set of guidelines.

You can review the team request guidelines here: http://forum.thegamecreators.com/?m=team_requests

AUP Section 3.17 ...Moderators shall, at their discretion, determine what constitutes a violation of these terms, along with generally accepted netiquette standards, and can take action against those who violate these rules.


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