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I want to create a video game

edited 2011-07-28 14:07:19 in General
Glaives are better.

I know what I want to make.

I know what kind of inventory system to use. I know what underlying combat mechanics I want. I know what kind of visual style I want. I've sketched out a plot, characters, a dialog system and controls. I've even done some character design and learned a bit about voice work. I've sketched out a campaign map with forty thousand years of history and believable yet awesome and fantastic cultures. 

I lack any technical abilities whatsoever in actually programming a game. Furthermore, I've discovered that I'm one of those people who never can get the hang of programming. And even if I did either know how to program or had friends who could, I wouldn't know the first thing about making the game.

This bugs me.

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Comments

  • One foot in front of the other, every day.
    Join the club.
  • Mr. The Edge goes to Washington
    Sorry.
  • Glaives are better.

    I've noticed that there does seem to be a club forming.

    Actually, it might be kind of nice if we did an IJBM project where we collectively made a simple game, building on an older engine like Morrowind's Gamebryo.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I'm actually working on something myself. But I'm still in the process of learning how to program, so I don't know when I'll actually be able to make it.
  • Yeah, I've tried time and again to learn programming, and I just don't get it at all. That and I have no artistic talent whatsoever. I'm not even very good at coming up with stories either. The only thing I'm kind of good at is coming up with gameplay ideas, and really, those are probably crappy too. I guess I should just resign myself to the fact that I'm probably not going to amount to anything anyways.
  • I can program but good 3D models are beyond my ability.
  • Glaives are better.

    See, I'm good at everything BUT programming.

    Gameplay? I got that shit DOWN. Character theory? I'm awesome. Storytelling? Generic but decent. Writing? Pretty good. I even have a few ideas about basic mechanics.

    But I couldn't in a thousand years be a good programmer.

  • Mr. The Edge goes to Washington
    Actually, I have a programmer and graphics guy... but you can't have him. We've been working on a game of our own.
  • edited 2011-07-28 14:25:44
    ^^^ Beats mine. I can 3D model, but good 3D models are beyond my ability.
  • One foot in front of the other, every day.
    I have the bestest real-time combat system worked out, unless you've played Jedi Academy and realise I'm just building on that.
  • Glaives are better.

    ^^ What if I ask REALLY NICELY?


  • So Hatter this simple game project you have in mind, does it have to use the netimmerse engine found in morrowind or would you be open to a custom engine based on the irrlicht graphics engine that I could code up. 
  • Glaives are better.
    Delta, Gamebryo isn't my favorite, but for a text heavy game (where writers could contribute more, as I think we have more writers than programmers) Morrowind's netimmerse engine might be useful. If this custom engine functions more like something from Golden Sun, Ultima or Baldur's Gate, I'd definitely be open to it though.
  • Well, if you can do all that stuff, at least your dreams seems somewhat attainable, Hatter. I really would love to be a game developer, but now that it's hit me that I'm really functionally useless, it doesn't seem all too likely.
  • Glaives are better.
    Most dreams are attainable. It's the maddening closeness of them that irritates me. I feel like Tantalus except instead of being unable to eat or drink, I can't program.
  • Yeah, the editor that morrowind comes with would be the biggest plus it has so the writers could right away.

    The custom engine would be tailored to what ever you need so it could function like a Golden Sun, Baldurs gate and/or Ultima. I would have to create some sort of editor as well, which would add to dev time.

    The morrowind/netimmerse engine would likely be the best bet.
  • Glaives are better.

    Hm. That's true.

    But here's the biggest problem I'd have with using Gamebryo: Morrowind's built-in mechanics. They're hard coded into the game. And I'm imagining an isometric tactical RPG, which isn't exactly Morrowind's forte.

  • That not be too hard with the irrlicht engine. Now if I had an idea of what would be needed for npc, spells weapons, areas and the like I could get started on the editor if really wanted a isometric tactical RPG.
  • edited 2011-07-28 15:05:56
    000
    I'm currently working on two games. They are both around 40 percent done, and I am most likely going to have them finished by the first week of September.

    My secret? I designed my games to be completable by one person with limited time and little ability as an artist or programmer. It's much easier to complete a game when you can see yourself easily finishing it.

    Your best bet for a game engine is Unity. It requires only minimal programming knowledge, there are reams and reams of tutorials and free assets you can use, and as long as you make less than $100,100 from your game, it's free.

    UDK is an option, but the engine is supposedly much harder to use.



  • Glaives are better.

    I've got around seven weapon groups planned: Blade, Blunt, Polearm, Axe, Bow, Crossbow, Firearm. The melee weapons have about five actual weapons per group, while bows, firearms and crossbows only have about three each. 

    I'm thinking about a party cap of the player plus six NPCs. That way you'd have a pretty good chance of covering your bases with regards to healing, fighting, thieving and the like. 

    Spells come in several flavors: Arcane and Mysticism. The former operates on a sort of Vancian/time-based hybrid, where each spell has a cool-down period before you can use them again, and you have to discover scrolls in order to prepare new spells. The latter operates using a principle called Anima, which is otherwise identical to mana mechanics in other games. I'm thinking about titling the game Anima, since so much of the plot and setting is based around the soul. 

    The basic mechanics would be really simple. There'd be only four attributes - Agility, Intellect, Might and Spirit. The "core" four classes are based around each attribute, with thieves using Agility, mages using Intellect, warriors using Might and clerics using Spirit. As you level up, you can either choose to stay within your original class or level up into a new one. For instance, a Priest who levels up and wants to be more like a Mage can become a Daemonologist, while a Mage who wants to be more like a Warrior can become a Warden.


  • The game mechanics would be very simple to implement. The art assets, not so much.

    Is this game going to be sprite based or polygon based? If it's the latter, you may want to try a hybrid solution where smaller, less important objects are represented as sprite billboards.
  • That helps but I would like to know more about the crunchy bits like what stats does a weapon have. What things would a npc need to function. Things like names, dialoge options that sort of thing. 
  • edited 2011-07-28 15:35:44
    Glaives are better.

    Ahah. That's the stuff that I have not been working on. But I'll try to help you.

    First off, only plot relevant people would have names. Nameless NPCs - in addition to NPCs with no character levels - would have models, whether it's Slave, Peasant, Commoner, Merchant, Craftsman or Nobleman. Certain schedules, like "go home and sleep" would be necessary, as would some "wander" or "work" tasks. They wouldn't really need to interact all that much; background noise and sound effects would give the impression of people working and talking to one another.

    Dialog options would be fairly simple outside of quests. The main character should be able to talk about rumors - "Is there anything interesting going on in town?" - directions, advice and "little secrets" that might point out clues to where a quest is going on. For merchants or craftsmen, you'd be able to ask "Let me see your wares" before opening up the inventory dialog screen.

    I'm still working on the crunch. I know that things like Broadswords would add +4 to your Attack Power, making it more likely for you to cause damage, but I'm still working on it. 

    EDIT: ^^ I'm okay with sprites. I think that it'll be easier to design characters that way, and will prevent the character design to get any more complicated. I am, however, in favor of using polygons, because character design theory states that the silhouette is the most immediately recognizable characteristic of a character, making it a more appealing choice in general. I want it to be possible to immediately tell whether someone's a wizard, fighter, thief or priest. 

  • "I've come to the conclusion that this is a VERY STUPID IDEA."
    You wouldn't believe how many ideas I have lodged in my head, waiting for me to obtain the experience required to bring them to fruition.
  • Glaives are better.
    Do you have any ideas to offer?
  • edited 2011-07-28 15:47:59
    000
    Creating 3D objects is just a matter of drawing an extremely simple 3D mesh and smoothing it out. It's animating that's the hard part.
  • edited 2011-07-28 15:52:48
    Glaives are better.

    I don't think the animations really need to be all that complex. Without motion capture technology, the more complicated the animations, the creepier it looks. 

    We'd just need things like walking, running, attacking, various kinds of talking, and ideally some empty space so we could add animations later. 

    EDIT: Alright, my little cousin really wants to play. I'll be back to this thread later tonight.

  • "I've come to the conclusion that this is a VERY STUPID IDEA."
    I don't really have any complete ideas-- just concepts, which I occasionally mash together. A battle system, some items, some characters, a world concept...
  • A 2D/3D hybrid would be the best bet. I will see what kind of editor I can make from what info I have here. The lack of a basic game system does hinder it a bit.
  • Glaives are better.
    I'll work on it a bit. I'll come back to this thread when I have things a little more concrete.
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