Okay, so I actually sat down and properly worked a bit on Iron Storm, I can't be bothered with graphics tonight, but I've got some stuff going nicely with the Races logic, and I've been working on it really hard. I'm pretty proud of it.
You should be proud, it looks pretty good and it probably took a lot more...everything then it looks, I've looked over at the stats you have there and I'm not sure if Technology and etc. should be put as stats, I'll have to think about that.
I'll make a new thread once I've actually got something that's playable, but first I need graphics, so I might sit down tomorrow and do some, or if someone wants to do some stickman graphics, I'd be happy to take 'em.
Yeah, I like the way you think, making a new thread when the game is playable, that's smart.
Yeah, I mean sure you need graphics to play a game no matter what, but I'd rather, in coding "End Game", I'd like to have graphics and aesthetic that resemble Wondering (If you haven't seen it, search it up). Also, I suck with graphics, but I can see what I can do when I'm not lazy, all I need to know is what is the image loader like, what kind of format do I need and etc....yeah, how about I leave it to you for now, lol
Here's a little preview of what I've got so far
Interesting, very interesting, I'll look over it (again and again and again) and see what I can come up to improve it (but without graphics it might be a bit hard)
I was recording at 30fps, but the frame rate was running at 300 or so during the recording, but I have caught it at up to 4000 before, and I'm only on a 2-Core 2.2Ghz computer with 2GB RAM, so someone with an i7 computer and 8GB of RAM will probably see frame rates of up to 16000. Awesome right? :L
Lol, that sounds right, if anything we might need to clock it at around 60 or 90 FPS, or maybe even have it configurable in the options menu, if you can do that.
Yep, I see what you mean about the Technology as stats and stuff, but it could make it interesting when it comes to using weapons and stuff. When I make the next video, which will probably be tomorrow, you'll see what I'm going for.
Well Technology isn't a stat, it's a skill that can be increased, A Skill. A Stat is something like Strength, Dexterity, Perception, etc. sure they can be trained, but they aren't skills. Intelligence and/or Wisdom increases stuff like Technology and Engineering skills, Strength increases Melee weapon damage, Constitution increases the ability to wear armour and etc. Now I'm not sure which stats I would include in the game, but I'm just saying, there is a difference.
It's only because of my hatred of people making threads about a game that never gets started on. They ask for loads of people to put the work in for them, and then don't get off their lazy butts and coordinate the project at all, and the fear that I'll start the game, make a thread and then not finish it.
I know how you feel
Yeah, I searched for wondering, couldn't find it anywhere.
Well, after looking at it again, I understand that they are pretty high spec, but I hope you understand where I am comming from.
P.S. To find it, use google.ca and type in "Wonderking" then go into the image section...that worked for me
.png is the preferred format, but if it comes to it, I'll do it myself. I'm good at pixel art, I just hate doing it.
Yeah, I guessed .png would be the format needed, but other stuff like how the image loader works, how should it be and etc. are what I'm afraid of messing up
Yeah, without graphics it's pretty bad. I'm mainly focussing on getting menus working and getting all of the elements into the game, that's the most boring bit. Plus, graphics are* easy, it won't take long to plug in at the end.
That's the way to go, but it also depends on how you want it to work, sure, a basic game is easy to plug graphics into, now image adding emotes, to a 2D game, with customizable equipment, I'm not saying that's a requirement (it would be cool, just saying), but that requires a little bit of flexibility from the image loader and the coder
Yeah, I'll try and limit the frame rate. I've got plans for the options menu, but nothing solid yet, I'll work on that later.
I'll draw up a quick draft and post it to give you an Idea of what I'm thinking of...or I might not...who knows
Yeah, I see what you mean. I guess I'll take a look at that a bit later.
I'll also be taking a look at that, should we start up a conversation on these forums or just communicate through here?
Making something like that shouldn't be much of a problem, it's really just graphics that makes it look impressive, I guess physics might be the hardest part since I've not really done much with that before, but I should be able to figure it out.
Well, for a game like this, I believe we don't need a ridiculously detailed physics engine, so it won't be super-duper hard, but I guess it will still be hard, but who knows
To load an image, I basically need to do an image declaration, then initialize it, then render it.
e.g.
//A very rough, quick and dirty write of the class, doesn't even include extends, imports and update method.
public class ImageLoadExample{
Image image;
float imagex;
float imagey;
public void init(GameContainer gc, StateBasedGame sbg){
image = new Image("resources/Image.png")
imagex = 100;
imagey = 100;
}
public void render(GameContainer gc, StateBasedGame sbg, Graphics g){
image.draw(imagex, imagey);
}
}
Oh....wow, a lot simpler than I thought....interesting...very interesting
Yeah, all of this stuff is really detail, at the moment I'm looking at just getting playability, like I have plans for adding splash damage and fire damage and poison damage, but at the moment, all I've got is damage.
Yeah, playability is the way to go to get started, later we have to start getting awesomeness, lol
Awesome, do whatever, it's your game.
Well...#1. Sure it's my game, but that doesn't mean I can do what ever I want, I need to think about the developers (You!), #2. I also need to think about the people who will play the game, since it's not a game unless people play it and yadayadayada
Stats (Rough Draft) ------------------------------------------
Strength
-- Used by all races from the very beginning and most likely, till it's very end. Strength is what people use to lift heavy objects, hurt people.
Increases:
Melee Attack Damage
Throwing Weapon Range
Dexterity
-- From threading a needle to examining objects, Dexterity is used to accomplish tasks which require fine motor skills.
Agility
-- Speeding through the forest or through town, Agility is used when Jumping, Running, Climbing and also dodging and recovering from attacks.
Increases:
- The Decrease % of Cooldown for Attacks
- Speed
- Jump Height
Intelligence
-- What makes a sentient being one of the most successful beings ever, Intelligence. This is used to learn, to remember and to create. Now a days, it is also used to hack and to better use technology.
Increases:
- EXP % Gained*
- The Decreases of Time for developing tools
Charisma
-- As soon as sentient beings began to spoke, Charisma was born. Charisma has been used to gain information and advantages over others using speech. To Barter and to Trade, To Seduce and to Intimidate, that is the use of Charisma
Increases:
- Charm chance
- Intimidation chance
- Selling and Buying Increase and The Decrease
Luck
-- A mystical thing, lady luck, she is. Hard to know what it does, hard to know when it'll happen. Might possibly only be altered by Equipment Items
Increases:
- Critical Strike Chance (Separate from Dexterity's Chance)
- Loot Drop Chance
- Others (?)
Willpower
-- Willpower, The Power of your Will, it let's you undertake stress, physical pain and self doubt. Willpower....
Increases:
- Reserve Stamina
- Reserve HP
- Resistance against Buffs
Constitution
-- Constitution, your bulk, your muscle. With it, you can carry a lot more Items,
Increases:
- Weight Capacity for Items
- Weight Capacity for Equipped Equipment
- Equip-able Armour
- Increases Max
Stamina
-- Letting you run for a long time, letting you work for a long time. Stamina isn't something everyone loves, but is something everyone can not live without.
Increases:
- Max Stamina
- Stamina Regen (?)
-------------------
Lot's of these stuff might be changed. Also the video recording software you use is bad, I can only attempt to make out what is written, so could you please comment on this (not just mcurry, but everyone) and could you, possibly, tell me what you had in mind?
Yeah, I can't be sure until I've actually had a go at it, but after looking at my code and thinking about what I need to do, it's definitely a job that I can do, it'll just take time, since it's going to require the graphics. The actual implementation of the game itself will be easy enough.
Sounds nice, hope it's as easy as it seems
The wonders of the Slick2D API. I actually published a book on it. :L
Yeah, I read about that, haven't taken a look at it yet, since I don't think I'm not on that level of programming (Still in the god forsaken student level, lol), I might take a look at it later
As long as you don't want anything 3D, I should be fine to do stuff. Multiplayer is also an issue, but I'm gonna learn how to do that when I get a chance.
Yeah, don't worry about 3D, I'm more of a 2D styled gamer myself and I'm trying to see what limits 2D games have and multiplayer isn't being rushed, it would just seem cool, of course, but it isn't exactly needed.
This is probably the biggest project I've taken on so far. you've got so many ideas for the game, it's going to be difficult to keep track, but I've decided just to do one thing at a time.
That's the way to go, one thing at a time.
Oh and if this happens to be too big of a challenge/too much stress (for some random reason), just tell me, I can think of many ways of using the same sort of system, maybe even dumb-ed down, to create something, possibly, just as cool
I've done the Races and the Weapons, tomorrow I want to work on either the Helpful items, or on the money side of the game, and don't even get me started on factions.
I didn't really think that the Races would be the hard part, just simply choosing between a couple, that would determine your base character, possibly some stats and possibly some sort of starting area.
I thought Weapons would be much harder, since having to pull them out/have them on your back ("End Game Programming", or simply having them appear and move to where your mouse is pointing, and then possibly some kind of bullet drop and some weapon mods and etc.
Helpful items will be almost as hard as weapons, except that it will just mess with a couple stats (or movement locations and etc.)
The Money side seems simple enough (You gain money from monsters, you use it to buy stuff, you sell stuff to get money), but I can think of ways to complicate it...if you want, lol (Regional Money {Where certain types of coins are only accepted in certain regions}, Racial Money {Sort of the same thing above, except with towns held by certain races and etc}, Monsters don't drop money but loot that can be sold for money, or crafted to turn into something else)
And Factions are sort of the same thing as the race, except they (probably) will determine reactions from people, your starting area, etc. (I haven't even gotten to that stage yet, but can't you simply use an array type thing and simply, have factions attribute to a number in the array, so when ever you want to have a specific thing with X faction, you simply use something like
if (array ==1)
......
else
if (array ==2)
....
else
if (array ==3)
Etc.
derp.... or you know, just set the value of an int to a certain faction instead...again, I've never learn about or barely even heard of an array
Once I've got that lot sorted, I'm hoping to have some graphics by then, which will allow me to start making some sort of combat system, and making the AI work.
And who knows, after we have all that, we (you) might be able to get some sounds and some music into the game (some artists on youtube that want to be recognized or some random people from here, etc.)
Edit: Also, I was wondering, should it be some basic kind of, gain lots of help and then you can "Tank and Spank" or should it be not a lot of health, you can't gain a lot more health, a few hits and you're dead
Again, multiplayer is just an end game programming thing. Minecraft didn't have multiplayer until well after its release, we can introduce lots of things as and when we please.
That sounds like a good Idea
The only thing thats getting a bit tedious is graphics.
Really, well I guess I shouldn't be that surprised....uh...Good luck with that...
That's all it is really, which is why I started with the races. It was the first thing I wanted to do. I'm gonna rejig them today after reading the post you made about skills.
Okay...wait, what do you mean by rejig?
Actually, the animation part of it will be very easy, a few simple array tricks will sort it. Basically, declare the Animation, courtesy of the Slick2D API, and then initialise each part of it in an array, and finally add to the update method what happens to the animation when you press a button.
Interesting, very interesting....very, very interesting
Yep, I've done the weapons, now I need to get these in, they should be the same, so it should take less time and effort than the wepons took yesterday. Adding the effects of them in shouldn't be too difficult.
Cool...
I was thinking of going with a global currency, and then putting Racial money in later, it'll just make my life easier, and about the monsters, I'm obviously going to make each type of loot accordingly.
Yeah, lol, seems logical, Hope it goes well.
Yeah, just final detail before releasing the first playable version I think.
Great! I'm kind of surprised it was that easy
Hm... it's really going to turn out how the code makes it turn out. I find that when I program I can do different things that make a whole new system that I would have never imagined, I'm going to just try to code it and see what happens :L
Interesting, I'm interested to see what you come up with
I was wondering about a levelling system. Should it be like, if you level up you get a certain amount of skill points to spend? And obvioulsy there's the matter of intervals and level caps. I hate level caps, so I don't know if there should be one, or if I should just make it REALLY high and very hard to get to.
Well, I thought that when you gain a level, you get a certain amount of skills points to spend, but maybe you can use different items and certain game mechanics (I have no Idea what, if there will even be other ways) to gain other skills points. And let's look at it this way, level caps are put in place to balance the game, so that it doesn't become easy, maybe if there is no level cap, there can be other places (coloseums, raids, etc.) where the monsters level appropriately to what the average level of the players are (or maybe some kind of random level generator for mobs in certain places, I'm not sure).
And yeah, if there is a level cap (which there will probably be), it will very high and hard to get to...but you never know
Got that video preview done, should be better quality this time, although I'm not sure
I'd consider the quality a bit better, but I still could not read any text, no matter what screen resolution I put on...I don't know about making videos so I don't know how to help.
-----------
Oh and I'm also sorry about not responding to you in a while, I've been very busy with school and stuff.
For New "Game Developers" of the MCForumBeta
The "Do"s and "Don't"s of Game Development on the MC Forum
--------------------------------------------------------------------------------
Well, I've once seen someone else do something similar to this, but I have to say, it wasn't very good, nor in presentation, nor in description. Here I will try to establish thoroughly and clearly the "Do"s and "Don't"s of trying to develop a game, or trying to start a Development Studio/Dev Team on the Minecraft Forums...and in general, most other forums...well, you know, most things on the interwebz.
-----------------------------
I would also like you {the reader(s)} to take a look at some sites... Yes, the one(s) listed below: GameDev.net
Others?
-----------------------------
And now onto the Rules...or are they Tips?
...well Pirates consider them as Suggestions..so...
In General:
Make sure you have More than just Ideas
Now you think out of everything, this should be blatently obvious, but....it's not. Now when attempting to make a video game or what not. You have to make sure you have more than just ideas, you have to make sure you have more than just art. If you want to make a thread with a bunch of your game ideas, fine, but don't say you are going to start making all these Ideas into games right then and there.
Why? Ideas are a Dime-a-Dozen Sweet Heart. I could go and search up Game Idea anywhere, in almost any forums, and I'd have plenty. So what makes your Idea so special? Unless you're a world renown game designer or what not, nothing is making your Ideas special, no matter how many new revolutionary things you put in, to a lot of other people, from other places, from other forums, you are still a nobody.
Make sure you have a Programmer
Do I really have to explain? Programmers are essential to making a game (unless you are using some type of Game Maker). I understand if you are looking/asking for a programmer, that is somewhat different, but when making a game withouth a type of Game Maker, always have a programmer. Want-a-be-s don't count and Learning Programmers don't count.
Why?
Ok....Try making a game, except, do so without a programmer. What do you have? Something made in some type of Game Maker. Is that a problem? Not really, but it really won't interact as smoothly as something else. Also, uh...even when using some type of Game Maker, you are still going to need to code some stuff.....which kind of needs a programmer...You see your problem?
Proof of Concept
Well, I think this should be obvious, but it's not. Wether you are just starting the process of making the game or if you are in the middle of it, have a proof of concept always available.
What do I mean by proof of concept?
Well, I mean, at best a working game, at least some kind of prototype game engine that you have some sort of screenshot of, or some kind of video on some kind of video sharing website (preferably, youTube).
Why?
Because it has happened many times on this forum and probably many, many others, where people have had only images and ideas, nevertheless great, they where just images and ideas. Afterwards, those projects have failed and it wasn't very pretty.
Describe your Game or What you Need
One thing that I know for a fact (One of the few things), is that there are many, many people who are very curious about new games people are making. When ever you are making one, I'd (Pirately) suggest that you make some kind of F.A.Q. (Frequently Asked Questions) Section, including the things you should take into account.
There are multiple things to take acount for these are:
- The Coding Language/Utiliy (UDK, Java, C++, C#, Game Maker, etc.)
- Dimensions (2D, 2.5D or 3D)
- Theme (Medieval, Steampunk, Modern Apocalypse, etc.)
- Style (MMO, FPS, RPG, Single Player, Multiplayer, Action-RPG, Arcade, etc.)
- Atmosphere (Happy, Sad, Dark, etc.)
- Features, What it will Have (Buffs/Debuffs, Customization, etc.)
- Status (Not Even Made, Alpha, Beta, Released, etc.)
Why?
Well, People ask questions because they are curious. On the internet, you'll find a lot of those people. It makes your thread cluttered. You'll also find a lot of people with stupid or easy questions that you already know. If you make some sort of F.A.Q. you have a chance to avoid stupid questions. So make sure to describe what your game is, or what you are looking for, it will save your fingers and your brain from responding to those stupid questions...
Make a List your Abilities
Now, no matter who you are, when making a game, or trying to rally up the troops to do so, you should always, list your abilities. And it would be preferable to have your abilities be helpful in the situation needed. Just a small tip.
(Something like... Your history in doing X, for how long you've been doing X, Why you started to do X, What you've done in X, What your goals are in X, etc.)
Why?
Because when rallying the troops, or simply making a game, people want to see your background, or at least what you've done, to see if you will be any help, or to see if you can do it. It really helps with a lot of stuff.
Punctuation, Grammar. "The Works"
Now, this goes for everything. When creating your thread, always check to make sure your grammar isn't visibly horrible. Now, I always have this problem, I forget my "s" and what not, but when I say visibly, I mean punctuations are in the right place, put capitals where they are supposed to be. Finish sentences with dots. Format the paragraphs properly, etc. You know "The Works". Also, if possible, try to resume what you are about to say with Sub-Titles or some kind of TL;DR Section at the End.
Why?
Two Specific Reasons actually... #1. To Reduce eye-sore-ness #2. To Captivate the reader's attention. More #1, then #2.
Be Ready To Take Criticism and Take Criticism
...Simply, when doing something like this, be ready to take the criticism people will throw at you, and please take it like a mature adult and not like a bratty kid. Now I don't mean take what some troll is saying, but take the objective kind of criticism.
Why?
Well, very few people like the people who can't take criticism, most of the people on these forums are the people who hate people who can't take criticism. It's also very unprofessional, and when making a game, or attempting to, you need to have a professional appearance. It's easy to break, but hard to rebuild.
------------- Conclusion
If you can do what is said here, you'll only have to worry about the genuinly stupid people, the trolls and getting what you need to get the job done. Which is a lot better than having to worry about almost everything. If you can acomplish this, then you will probably do well, I can't promise you will, since there are millions of other variables that come into play when doing so, but it will surely help.
-------------
Ok, now that I've fleshed out Ideas, I consider this to be more full and look better as well, but I still feel as if there is something or somethings that I am forgetting. So I am asking you to suggest what you think should make it onto this list. (Still not paying you). I'd also like to ask you to reply to this thread, with any little grammar mistakes, I, myself, has made when during this, no matter how small.
Update of "For New "Game Developers" of the MC Forums"
- Added Build Stage
- Added More "Rules" or Pirate's Tips
- Added Descriptions to the "Rules"
-----------------------
Please, I'd love to hear what you think of what I've done. Any Ideas, Criticism, Feedback, etc. will be very much appreciated I'm craving human interaction
Game Designer's Theory #3
How to Make Sure (Easy) Money, with Games
--------------------------------------------------------
Well, since I haven't done one in a while, and also while I'm creating another one at the moment (which is going pretty slowly). This one is a list, a list showing tactics used by the industrie, on how to make sure, more or less easy, money with the games they make.
-------------------------------------------------------- 1st Tactic Make Something that Works
This is a very well known tactic. It is where people know a formula of what works, and then keep on using that same game formula, tweaking it as time goes on. It is sure money, since people will automatically know the feeling of the game and will likely want to play it.
Example: CoD, Game Clones*, etc.
It works a lot better if you include the tactic below, which is...
2nd Tactic Be a Well Known Developer/Publisher
This is another well known tactic, maybe not from you, but from the well known developers and publishers. And it doesn't just help the first tactic, but really, all of them. Being a well known developer or publisher will help you, since if your games are good, then people (your fanboys) will all go buy your games that you develop/publish. Now this doesn't just mean being as big as activision, but just have a community growing around you, because then you are pulling more profit from your games, maybe slowly, yes, but surely.
Example: Blizzard Activision, Bethesda, I.D., etc.
3rd Tactic Fill up “Make Something that Works”, Then Innovate
Well, it comes a time, when the market is filled up with “Something that Works”, and that is when all the market is hoping for something new will happen, it happens with game genres all the time, almost every year. It sort of invents another “Make it work” genre.
5th Tactic Player Generated/Procedurally and Randomly Generated Content
And here comes my favourite. Why? Because I love it as much as you do. People who play games (Players..no, not that kind) love to create things. It's why Minecraft is such a good game. It's why minecraft clones do well. Developers are now understanding this and are making huge attempts to add them into their games. Also, Players like Procedurally and Randomly, Generated Content. It's a twist, you never know what to expect, it adds so much re-playability as well...Oh and I'm a sucker for the next one, which is....
6th Tactic Make It, A Part of a Franchise
Ho does making the game a part of the Franchise make you easy sure money? Well, simply if the first game of the franchise was good, then people will almost automatically buy the other series in the franchise, unless it is horri-bad.
Example: Sonic, Mario, CoD, BF, etc.
7th Tactic Do What Others Fail To Do, But Do It Well
Well, there are some types of genres that just don't do well. A lot of people have attempted to do them, but they kind of....failed. This usually makes large publishers and developers think it can't be done, ruling out that maybe what the public is saying is right, that it was just bad design decision. Now imagine, imagine if you where to do this, do what they did, but with a twist, something to make it pass from red light to green. People would know the genre, they would want it, and you would make it work, making more money....Yep, sure, easy money...But make sure to do it well.
So... There you are, with some of the industries most famous tactics. Now I'm not saying that you have to follow these to make money, I'm just saying they work.
Anyways, I hope this was a pleasure to read. As Always, Comments, Criticism, Quieries, Questions. I love 'em all, so don't be afraid to do so. About this post or about this thread.
P.S. I forgot to mention, when making games, the bigger companies, who already have a set reputation, will be able to do these kind of things, while the smaller, indie companies, will need to make a game with some twists and turns to make it memorable...I hope you Small Game Devs. like challenges.
Yeah, it'd have to be it's own thread to be stickied, which will probably happen sooner or later. But it's not finished yet, it's still in Alpha, where I'm still working on the mechanics, basically getting the body in there. After that comes Beta, where I polish and work out any missunderstandings and orthographe/punctuation problems. Then comes release, where I do the same thing as Beta, except I give it it's own thread.
Update of For New "Game Developers" of the MC Forums
- Added Rules "Describe your game or What you need" and "Conclusion"
- Polished other Rules
- Went into Beta Stage
-----------------------
Once again, I'd love to hear what you think of what I've done. Any Ideas, Criticism, Feedback, etc. will be very much appreciated.
Update ofPoll
- Added New Poll Question Should I give the "Dos and Don'ts of the Game Development on MCForum" it's own thread?
- Took Down an Old Poll Question What is a Good Game Development Studio Name
--------
I appreciate every view, but I'd appreciate it even more if you voted on the poll, I'd appreciate it even more if you posted on this thread and gave your view on it.
P.S. Working on a Secret Project that is not a Game Idea, will hint later.
Question(s) for All
Well hello there ladies and gentlemen, young and old. I'm just posting this as some sort of poll, a poll about game publishers, gamers and other stuff.
I'd like to know, what do you hate about game publishers, gamers and the gaming industry in general and you wish that they'd stop. Now, I'm not looking for some subjective things, but merely objective things that would help to benefit the gaming community as a whole...
Please, I'd love to get your responses, it'd help me with my project that I am doing, and would help me shorten the research needed to do it, aswell.
- Grey_Tail
It has been a while, some may say too long, from the last time I have done something...different. Some might argue that I am focusing heavily on another project, or many projects in general, part of that is true, but there is another reason, because I am lazy...So now, I introduce to you a new Series of Posts called
----------------------------------------------------
Game Designer's Mechanics
Instead of focusing on game concepts, which limits the view of how these mechanics can be used, I will simply stand them alone, showing positives, negatives and examples of where it could work.
Who knows, I might put all of them into a compodium of my "Game Designer's Theories" and then publish it into a book, something along the lines of " Gaming: From the view of a New Generation"...
Again...
This is simply something I am working on, along with many of my other projects, but as always, I need your help to make all of these things to happen, witouth you, I am nothing, with you, I become somebody. I might create this in a "Pre-Recorded" Mannor and post them at specified times, and have a few intermissions here and there...but you never know.
So tell me what you think, so I can know what you think, so I can make a better desicion for you.
As someone from the games industry myself I have seen how it’s still learning how to operate properly. The most common downfall of all developers is usually planning. Without someone who knows exactly how long it takes to create a game the person in charge is usually the man with the idea/creative guru with no sense of scheduling, budget or thought for his employees.
It is rare that a development studio stays in business for long, working from one game to the next surviving on the publisher’s whim. Instead of getting serious return on their IP most game studios end up with almost no money after their game is published and the employees who were promised percentages of those royalties as incentive to take lower salary’s end up feeling used, burned out and shuffle between companies on a frequent basis.
The only people who benefit from the royalty scheme are the founders of the company, and a few members from the core start-up team, everyone else gets a very watered down pool divided among as many people as there are at the end of the project, which in today’s next-gen games development studios can be from 70-300 people on a title!
The movie industry has unions in place like the actors and writers guilds, even the voice acting (VO) we get for games has to go through actor buyout rights, etc. The games industry can force artists/programmers and so on to work as late as needed because of ‘crunch’ time. If we had a guild/union in place protecting the rights of all game developers around the world, which was enforced, it would force studios to plan properly to avoid overtime, or they would have to pay for it, however even that would not solve the pure insanity of publisher.
If you make a hit title, and you sell a million units, chances are you will see the money for about 50K of those units sold, why? The publisher takes 70% off the top, then out of the developers share they take some more marketing money, deduct anything that cost them money, like your development advance, you’re lucky if you break even.
Turned into a bit of a rant, but this topic could go on for quite a while.
Well I really appreciate your response. It's responses like those that I've wanted for a while, that no one would give. And especially, since you are from the gaming industry, it makes your points more valid.
( For me anyways )
But, may I ask from what part of the gaming industry do you come from? And how long have you been apart of it?
If you'd like to write a whole essay on this topic, I'm sure I wouldn't be the only one who'd love to read it.
The "latter" being the last point in which I stated, which would have been, if put simply, "fix your bad grammar". It was, like, a 3 word phrase, that should have actually been 4, but you know, if you could do so, I would really appreciate it.
I'm sure I could write a whole essay on the subject, probably a whole series, but it's something I would consider working on when I get some time during my current project.
Again, I don't think I'd be the only one who would appreciate it, if you did so.
And may I ask what project you are currently working on?
I've been in the industry for the last 12 years, starting on Gunman Chronicles back in 2000 which was actually a pretty big success for the kind of title that it was. After that I worked on a few projects from unreal tournament 2004, opening my own outsourcing company, to now being an independent game developer while still working on other outsource projects.
That sounds like a long journey.
May I ask what projects you've worked on after Gunman Chronicles, and what exactly do you do in the field of the gaming industry (PR, Programming, Modelling, etc.)
And what is the name of your outsourcing company?
Game development takes quite a bit of commitment, which is not something most people know when they start looking into this line of work. It’s a common misconception that making games is as fun as playing them, but it is a lot of hard work and late nights for lower pay than you would get practicing the same art skills in the film industry for instance.
Yeah, I believe that most people think it's all fun and games because companies like Mojang and Bungie, the companies that are very open and release videos of them having fun, are the only ones doing so (or the only popular ones doing so), since all the other, very big companies, like Microsoft and etc. don't (Because it would be boring to do so).
Anyway before I rant yet again, I just wanted to say your idea of an essay has me thinking about it, and who knows, it may just happen seeing that people could benefit from some illumination on the games industry.
Yeah, I believe a lot of people would benefit and enjoy some illumination on the games industry, since the only other way to know, right now, is from going inside. And when you do, it's kind of hard to get out, isn't it?
You should be proud, it looks pretty good and it probably took a lot more...everything then it looks, I've looked over at the stats you have there and I'm not sure if Technology and etc. should be put as stats, I'll have to think about that.
Yeah, I like the way you think, making a new thread when the game is playable, that's smart.
Yeah, I mean sure you need graphics to play a game no matter what, but I'd rather, in coding "End Game", I'd like to have graphics and aesthetic that resemble Wondering (If you haven't seen it, search it up). Also, I suck with graphics, but I can see what I can do when I'm not lazy, all I need to know is what is the image loader like, what kind of format do I need and etc....yeah, how about I leave it to you for now, lol
Interesting, very interesting, I'll look over it (again and again and again) and see what I can come up to improve it (but without graphics it might be a bit hard)
Lol, that sounds right, if anything we might need to clock it at around 60 or 90 FPS, or maybe even have it configurable in the options menu, if you can do that.
Well Technology isn't a stat, it's a skill that can be increased, A Skill. A Stat is something like Strength, Dexterity, Perception, etc. sure they can be trained, but they aren't skills. Intelligence and/or Wisdom increases stuff like Technology and Engineering skills, Strength increases Melee weapon damage, Constitution increases the ability to wear armour and etc. Now I'm not sure which stats I would include in the game, but I'm just saying, there is a difference.
I know how you feel
Well, after looking at it again, I understand that they are pretty high spec, but I hope you understand where I am comming from.
P.S. To find it, use google.ca and type in "Wonderking" then go into the image section...that worked for me
Yeah, I guessed .png would be the format needed, but other stuff like how the image loader works, how should it be and etc. are what I'm afraid of messing up
That's the way to go, but it also depends on how you want it to work, sure, a basic game is easy to plug graphics into, now image adding emotes, to a 2D game, with customizable equipment, I'm not saying that's a requirement (it would be cool, just saying), but that requires a little bit of flexibility from the image loader and the coder
I'll draw up a quick draft and post it to give you an Idea of what I'm thinking of...or I might not...who knows
I'll also be taking a look at that, should we start up a conversation on these forums or just communicate through here?
Well, for a game like this, I believe we don't need a ridiculously detailed physics engine, so it won't be super-duper hard, but I guess it will still be hard, but who knows
Oh....wow, a lot simpler than I thought....interesting...very interesting
Yeah, playability is the way to go to get started, later we have to start getting awesomeness, lol
Well...#1. Sure it's my game, but that doesn't mean I can do what ever I want, I need to think about the developers (You!), #2. I also need to think about the people who will play the game, since it's not a game unless people play it and yadayadayada
Stats (Rough Draft)
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Strength
-- Used by all races from the very beginning and most likely, till it's very end. Strength is what people use to lift heavy objects, hurt people.
Increases:
Melee Attack Damage
Throwing Weapon Range
Dexterity
-- From threading a needle to examining objects, Dexterity is used to accomplish tasks which require fine motor skills.
Increases:
- Crafted Objects Mastery Chance by X%
- Accuracy
- Critical Strike Chance
Agility
-- Speeding through the forest or through town, Agility is used when Jumping, Running, Climbing and also dodging and recovering from attacks.
Increases:
- The Decrease % of Cooldown for Attacks
- Speed
- Jump Height
Intelligence
-- What makes a sentient being one of the most successful beings ever, Intelligence. This is used to learn, to remember and to create. Now a days, it is also used to hack and to better use technology.
Increases:
- EXP % Gained*
- The Decreases of Time for developing tools
Charisma
-- As soon as sentient beings began to spoke, Charisma was born. Charisma has been used to gain information and advantages over others using speech. To Barter and to Trade, To Seduce and to Intimidate, that is the use of Charisma
Increases:
- Charm chance
- Intimidation chance
- Selling and Buying Increase and The Decrease
Luck
-- A mystical thing, lady luck, she is. Hard to know what it does, hard to know when it'll happen.
Might possibly only be altered by Equipment Items
Increases:
- Critical Strike Chance (Separate from Dexterity's Chance)
- Loot Drop Chance
- Others (?)
Willpower
-- Willpower, The Power of your Will, it let's you undertake stress, physical pain and self doubt. Willpower....
Increases:
- Reserve Stamina
- Reserve HP
- Resistance against Buffs
Constitution
-- Constitution, your bulk, your muscle. With it, you can carry a lot more Items,
Increases:
- Weight Capacity for Items
- Weight Capacity for Equipped Equipment
- Equip-able Armour
- Increases Max
Stamina
-- Letting you run for a long time, letting you work for a long time. Stamina isn't something everyone loves, but is something everyone can not live without.
Increases:
- Max Stamina
- Stamina Regen (?)
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Lot's of these stuff might be changed. Also the video recording software you use is bad, I can only attempt to make out what is written, so could you please comment on this (not just mcurry, but everyone) and could you, possibly, tell me what you had in mind?
Sounds nice, hope it's as easy as it seems
Yeah, I read about that, haven't taken a look at it yet, since I don't think I'm not on that level of programming (Still in the god forsaken student level, lol), I might take a look at it later
Yeah, don't worry about 3D, I'm more of a 2D styled gamer myself and I'm trying to see what limits 2D games have and multiplayer isn't being rushed, it would just seem cool, of course, but it isn't exactly needed.
That's the way to go, one thing at a time.
Oh and if this happens to be too big of a challenge/too much stress (for some random reason), just tell me, I can think of many ways of using the same sort of system, maybe even dumb-ed down, to create something, possibly, just as cool
I didn't really think that the Races would be the hard part, just simply choosing between a couple, that would determine your base character, possibly some stats and possibly some sort of starting area.
I thought Weapons would be much harder, since having to pull them out/have them on your back ("End Game Programming", or simply having them appear and move to where your mouse is pointing, and then possibly some kind of bullet drop and some weapon mods and etc.
Helpful items will be almost as hard as weapons, except that it will just mess with a couple stats (or movement locations and etc.)
The Money side seems simple enough (You gain money from monsters, you use it to buy stuff, you sell stuff to get money), but I can think of ways to complicate it...if you want, lol (Regional Money {Where certain types of coins are only accepted in certain regions}, Racial Money {Sort of the same thing above, except with towns held by certain races and etc}, Monsters don't drop money but loot that can be sold for money, or crafted to turn into something else)
And Factions are sort of the same thing as the race, except they (probably) will determine reactions from people, your starting area, etc. (I haven't even gotten to that stage yet, but can't you simply use an array type thing and simply, have factions attribute to a number in the array, so when ever you want to have a specific thing with X faction, you simply use something like
derp.... or you know, just set the value of an int to a certain faction instead...again, I've never learn about or barely even heard of an array
And who knows, after we have all that, we (you) might be able to get some sounds and some music into the game (some artists on youtube that want to be recognized or some random people from here, etc.)
Edit: Also, I was wondering, should it be some basic kind of, gain lots of help and then you can "Tank and Spank" or should it be not a lot of health, you can't gain a lot more health, a few hits and you're dead
That sounds like a good Idea
Really, well I guess I shouldn't be that surprised....uh...Good luck with that...
Okay...wait, what do you mean by rejig?
Interesting, very interesting....very, very interesting
Cool...
Yeah, lol, seems logical, Hope it goes well.
Great! I'm kind of surprised it was that easy
Interesting, I'm interested to see what you come up with
Well, I thought that when you gain a level, you get a certain amount of skills points to spend, but maybe you can use different items and certain game mechanics (I have no Idea what, if there will even be other ways) to gain other skills points. And let's look at it this way, level caps are put in place to balance the game, so that it doesn't become easy, maybe if there is no level cap, there can be other places (coloseums, raids, etc.) where the monsters level appropriately to what the average level of the players are (or maybe some kind of random level generator for mobs in certain places, I'm not sure).
And yeah, if there is a level cap (which there will probably be), it will very high and hard to get to...but you never know
I'd consider the quality a bit better, but I still could not read any text, no matter what screen resolution I put on...I don't know about making videos so I don't know how to help.
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Oh and I'm also sorry about not responding to you in a while, I've been very busy with school and stuff.
The "Do"s and "Don't"s of Game Development on the MC Forum
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Well, I've once seen someone else do something similar to this, but I have to say, it wasn't very good, nor in presentation, nor in description. Here I will try to establish thoroughly and clearly the "Do"s and "Don't"s of trying to develop a game, or trying to start a Development Studio/Dev Team on the Minecraft Forums...and in general, most other forums...well, you know, most things on the interwebz.
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I would also like you {the reader(s)} to take a look at some sites... Yes, the one(s) listed below:
GameDev.net
Others?
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And now onto the Rules...or are they Tips?
...well Pirates consider them as Suggestions..so...
In General:
Make sure you have More than just Ideas
Now you think out of everything, this should be blatently obvious, but....it's not. Now when attempting to make a video game or what not. You have to make sure you have more than just ideas, you have to make sure you have more than just art. If you want to make a thread with a bunch of your game ideas, fine, but don't say you are going to start making all these Ideas into games right then and there.
Why?
Ideas are a Dime-a-Dozen Sweet Heart. I could go and search up Game Idea anywhere, in almost any forums, and I'd have plenty. So what makes your Idea so special? Unless you're a world renown game designer or what not, nothing is making your Ideas special, no matter how many new revolutionary things you put in, to a lot of other people, from other places, from other forums, you are still a nobody.
Make sure you have a Programmer
Do I really have to explain? Programmers are essential to making a game (unless you are using some type of Game Maker). I understand if you are looking/asking for a programmer, that is somewhat different, but when making a game withouth a type of Game Maker, always have a programmer.
Want-a-be-s don't count and Learning Programmers don't count.
Why?
Ok....Try making a game, except, do so without a programmer. What do you have? Something made in some type of Game Maker. Is that a problem? Not really, but it really won't interact as smoothly as something else. Also, uh...even when using some type of Game Maker, you are still going to need to code some stuff.....which kind of needs a programmer...You see your problem?
Proof of Concept
Well, I think this should be obvious, but it's not. Wether you are just starting the process of making the game or if you are in the middle of it, have a proof of concept always available.
What do I mean by proof of concept?
Well, I mean, at best a working game, at least some kind of prototype game engine that you have some sort of screenshot of, or some kind of video on some kind of video sharing website (preferably, youTube).
Why?
Because it has happened many times on this forum and probably many, many others, where people have had only images and ideas, nevertheless great, they where just images and ideas. Afterwards, those projects have failed and it wasn't very pretty.
Describe your Game or What you Need
One thing that I know for a fact (One of the few things), is that there are many, many people who are very curious about new games people are making. When ever you are making one, I'd (Pirately) suggest that you make some kind of F.A.Q. (Frequently Asked Questions) Section, including the things you should take into account.
There are multiple things to take acount for these are:
- The Coding Language/Utiliy (UDK, Java, C++, C#, Game Maker, etc.)
- Dimensions (2D, 2.5D or 3D)
- Theme (Medieval, Steampunk, Modern Apocalypse, etc.)
- Style (MMO, FPS, RPG, Single Player, Multiplayer, Action-RPG, Arcade, etc.)
- Atmosphere (Happy, Sad, Dark, etc.)
- Features, What it will Have (Buffs/Debuffs, Customization, etc.)
- Status (Not Even Made, Alpha, Beta, Released, etc.)
Why?
Well, People ask questions because they are curious. On the internet, you'll find a lot of those people. It makes your thread cluttered. You'll also find a lot of people with stupid or easy questions that you already know. If you make some sort of F.A.Q. you have a chance to avoid stupid questions. So make sure to describe what your game is, or what you are looking for, it will save your fingers and your brain from responding to those stupid questions...
Make a List your Abilities
Now, no matter who you are, when making a game, or trying to rally up the troops to do so, you should always, list your abilities. And it would be preferable to have your abilities be helpful in the situation needed. Just a small tip.
(Something like... Your history in doing X, for how long you've been doing X, Why you started to do X, What you've done in X, What your goals are in X, etc.)
Why?
Because when rallying the troops, or simply making a game, people want to see your background, or at least what you've done, to see if you will be any help, or to see if you can do it. It really helps with a lot of stuff.
Punctuation, Grammar. "The Works"
Now, this goes for everything. When creating your thread, always check to make sure your grammar isn't visibly horrible. Now, I always have this problem, I forget my "s" and what not, but when I say visibly, I mean punctuations are in the right place, put capitals where they are supposed to be. Finish sentences with dots. Format the paragraphs properly, etc. You know "The Works". Also, if possible, try to resume what you are about to say with Sub-Titles or some kind of TL;DR Section at the End.
Why?
Two Specific Reasons actually... #1. To Reduce eye-sore-ness #2. To Captivate the reader's attention. More #1, then #2.
Be Ready To Take Criticism and Take Criticism
...Simply, when doing something like this, be ready to take the criticism people will throw at you, and please take it like a mature adult and not like a bratty kid. Now I don't mean take what some troll is saying, but take the objective kind of criticism.
Why?
Well, very few people like the people who can't take criticism, most of the people on these forums are the people who hate people who can't take criticism. It's also very unprofessional, and when making a game, or attempting to, you need to have a professional appearance. It's easy to break, but hard to rebuild.
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Conclusion
If you can do what is said here, you'll only have to worry about the genuinly stupid people, the trolls and getting what you need to get the job done. Which is a lot better than having to worry about almost everything. If you can acomplish this, then you will probably do well, I can't promise you will, since there are millions of other variables that come into play when doing so, but it will surely help.
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Ok, now that I've fleshed out Ideas, I consider this to be more full and look better as well, but I still feel as if there is something or somethings that I am forgetting. So I am asking you to suggest what you think should make it onto this list. (Still not paying you). I'd also like to ask you to reply to this thread, with any little grammar mistakes, I, myself, has made when during this, no matter how small.
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Thank you for Reading
- Grey_Tail
of "For New "Game Developers" of the MC Forums"
- Added Build Stage
- Added More "Rules" or Pirate's Tips
- Added Descriptions to the "Rules"
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Please, I'd love to hear what you think of what I've done. Any Ideas, Criticism, Feedback, etc. will be very much appreciated
I'm craving human interaction
How to Make Sure (Easy) Money, with Games
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Well, since I haven't done one in a while, and also while I'm creating another one at the moment (which is going pretty slowly). This one is a list, a list showing tactics used by the industrie, on how to make sure, more or less easy, money with the games they make.
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1st Tactic
Make Something that Works
This is a very well known tactic. It is where people know a formula of what works, and then keep on using that same game formula, tweaking it as time goes on. It is sure money, since people will automatically know the feeling of the game and will likely want to play it.
Example: CoD, Game Clones*, etc.
It works a lot better if you include the tactic below, which is...
2nd Tactic
Be a Well Known Developer/Publisher
This is another well known tactic, maybe not from you, but from the well known developers and publishers. And it doesn't just help the first tactic, but really, all of them. Being a well known developer or publisher will help you, since if your games are good, then people (your fanboys) will all go buy your games that you develop/publish. Now this doesn't just mean being as big as activision, but just have a community growing around you, because then you are pulling more profit from your games, maybe slowly, yes, but surely.
Example: Blizzard Activision, Bethesda, I.D., etc.
3rd Tactic
Fill up “Make Something that Works”, Then Innovate
Well, it comes a time, when the market is filled up with “Something that Works”, and that is when all the market is hoping for something new will happen, it happens with game genres all the time, almost every year. It sort of invents another “Make it work” genre.
5th Tactic
Player Generated/Procedurally and Randomly Generated Content
And here comes my favourite. Why? Because I love it as much as you do. People who play games (Players..no, not that kind) love to create things. It's why Minecraft is such a good game. It's why minecraft clones do well. Developers are now understanding this and are making huge attempts to add them into their games. Also, Players like Procedurally and Randomly, Generated Content. It's a twist, you never know what to expect, it adds so much re-playability as well...Oh and I'm a sucker for the next one, which is....
6th Tactic
Make It, A Part of a Franchise
Ho does making the game a part of the Franchise make you easy sure money? Well, simply if the first game of the franchise was good, then people will almost automatically buy the other series in the franchise, unless it is horri-bad.
Example: Sonic, Mario, CoD, BF, etc.
7th Tactic
Do What Others Fail To Do, But Do It Well
Well, there are some types of genres that just don't do well. A lot of people have attempted to do them, but they kind of....failed. This usually makes large publishers and developers think it can't be done, ruling out that maybe what the public is saying is right, that it was just bad design decision. Now imagine, imagine if you where to do this, do what they did, but with a twist, something to make it pass from red light to green. People would know the genre, they would want it, and you would make it work, making more money....Yep, sure, easy money...But make sure to do it well.
So... There you are, with some of the industries most famous tactics. Now I'm not saying that you have to follow these to make money, I'm just saying they work.
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Anyways, I hope this was a pleasure to read.
As Always, Comments, Criticism, Quieries, Questions. I love 'em all, so don't be afraid to do so. About this post or about this thread.
Objectively
~Nathanos
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P.S. I forgot to mention, when making games, the bigger companies, who already have a set reputation, will be able to do these kind of things, while the smaller, indie companies, will need to make a game with some twists and turns to make it memorable...I hope you Small Game Devs. like challenges.
Yeah, it'd have to be it's own thread to be stickied, which will probably happen sooner or later. But it's not finished yet, it's still in Alpha, where I'm still working on the mechanics, basically getting the body in there. After that comes Beta, where I polish and work out any missunderstandings and orthographe/punctuation problems. Then comes release, where I do the same thing as Beta, except I give it it's own thread.
of For New "Game Developers" of the MC Forums
- Added Rules "Describe your game or What you need" and "Conclusion"
- Polished other Rules
- Went into Beta Stage
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Once again, I'd love to hear what you think of what I've done. Any Ideas, Criticism, Feedback, etc. will be very much appreciated.
ofPoll
- Added New Poll Question Should I give the "Dos and Don'ts of the Game Development on MCForum" it's own thread?
- Took Down an Old Poll Question What is a Good Game Development Studio Name
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I appreciate every view, but I'd appreciate it even more if you voted on the poll, I'd appreciate it even more if you posted on this thread and gave your view on it.
P.S. Working on a Secret Project that is not a Game Idea, will hint later.
- Grey_Tail
*Facepalm*
Too bad I left them on my school computer... but I assure you I'll have them up for reviews in no time, and from then on, who knows what I will do?
Well hello there ladies and gentlemen, young and old. I'm just posting this as some sort of poll, a poll about game publishers, gamers and other stuff.
I'd like to know, what do you hate about game publishers, gamers and the gaming industry in general and you wish that they'd stop. Now, I'm not looking for some subjective things, but merely objective things that would help to benefit the gaming community as a whole...
Please, I'd love to get your responses, it'd help me with my project that I am doing, and would help me shorten the research needed to do it, aswell.
- Grey_Tail
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Game Designer's Mechanics
Instead of focusing on game concepts, which limits the view of how these mechanics can be used, I will simply stand them alone, showing positives, negatives and examples of where it could work.
Who knows, I might put all of them into a compodium of my "Game Designer's Theories" and then publish it into a book, something along the lines of " Gaming: From the view of a New Generation"...
Again...
This is simply something I am working on, along with many of my other projects, but as always, I need your help to make all of these things to happen, witouth you, I am nothing, with you, I become somebody. I might create this in a "Pre-Recorded" Mannor and post them at specified times, and have a few intermissions here and there...but you never know.
So tell me what you think, so I can know what you think, so I can make a better desicion for you.
Well I really appreciate your response. It's responses like those that I've wanted for a while, that no one would give. And especially, since you are from the gaming industry, it makes your points more valid.
( For me anyways )
But, may I ask from what part of the gaming industry do you come from? And how long have you been apart of it?
If you'd like to write a whole essay on this topic, I'm sure I wouldn't be the only one who'd love to read it.
@ NoobKilla123:
It was going so well, but you had to, didn't you? Self Publishing and Bad Grammer. Could you please fix this? Atleast the latter.
The "latter" being the last point in which I stated, which would have been, if put simply, "fix your bad grammar". It was, like, a 3 word phrase, that should have actually been 4, but you know, if you could do so, I would really appreciate it.
Hey, no problem.
Again, I don't think I'd be the only one who would appreciate it, if you did so.
And may I ask what project you are currently working on?
That sounds like a long journey.
May I ask what projects you've worked on after Gunman Chronicles, and what exactly do you do in the field of the gaming industry (PR, Programming, Modelling, etc.)
And what is the name of your outsourcing company?
P.S. What does outsourcing mean again?
Yeah, I believe that most people think it's all fun and games because companies like Mojang and Bungie, the companies that are very open and release videos of them having fun, are the only ones doing so (or the only popular ones doing so), since all the other, very big companies, like Microsoft and etc. don't (Because it would be boring to do so).
Yeah, I believe a lot of people would benefit and enjoy some illumination on the games industry, since the only other way to know, right now, is from going inside. And when you do, it's kind of hard to get out, isn't it?