There are a lot of choices to make games. Just many are discouraged in fear of competition against experiences companies
There are a lot of choices to make games. Just many are discouraged in fear of competition against experiences companies
| the_bloodwalker said: There are a lot of choices to make games. Just many are discouraged in or fear of competition |
Fortune favors the bold?
EVERY GAMERS WORST NIGHTMARE...THE TANGLING CABLES MONSTER!

Coffee is for closers!
JamaicameCRAZY said:
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Something like that.
Think firts what would be interesting for the player. Think crazy, do things that impress the player (not in a retarded or frustrating way). Don't try to play Game God, doing shit that only you seem to care about, think first: "would this be fun? Or would this make the player frustrated or bored?". Break the natural rules, or what seems to be common sense: think of Ikaruga for instance; common sense tells you that you should always try to dodge enemy lasers and attacks. The game inverted and surprised that by making being hit and obligatory thing for survival. That's all the wisdom I can share.

Above: still the best game of the year.
| Beuli2 said: Think firts what would be interesting for the player. Think crazy, do things that impress the player (not in a retarded or frustrating way). Don't try to play Game God, doing shit that only you seem to care about, think first: "would this be fun? Or would this make the player frustrated or bored?". Break the natural rules, or what seems to be common sense: think of Ikaruga for instance; common sense tells you that you should always try to dodge enemy lasers and attacks. The game inverted and surprised that by making being hit and obligatory thing for survival. That's all the wisdom I can share. |
i hear you, i have put a lot of thought into making something that i believe people would want to play as well as others. I want it to be something that is fun but also something that is full of action. I am hoping to make the controls something that isnt normaly done so that the player has more control of the character. My primary concern is the player thanks for the advice and looking out.
EVERY GAMERS WORST NIGHTMARE...THE TANGLING CABLES MONSTER!

Coffee is for closers!
Writing video games isn't an easy task. There's a reason developer teams are made up of 10-25 people (for PSN-type games), to numbers in the hundreds - and most, if not all of these people, would have gone through University study in subjects related to games development (music, art, media studies, maths, computer science - all depending on what area of game development you want to go in to.)
Not only that, but you're in it for the long haul - without the motivation of a wage, very through teams stick it through to the end - the early days are very frustrating, and you will spend hours, staring at some code, not knowing why the FUCK you're just getting a blank screen - and the later days are very tedious - spending hours, staring at code, wondering why your character keeps falling through the map, thinking you've fixed the problem, and then going back to the blank screen.
However, not all hope is lost. If you want to tinker around, playing with some ideas, there are hopes out there, for you. I used to play around with something called Gamemaker - originally by a professor by the name of Mark Overmars, as I left the scene, though, a team called YoYo games took over the project (find at more, here - http://www.yoyogames.com/make ). There are other alternatives available, but I found this software to be the most flexible, and, just the all-round best to use. I've never used Blender, myself, so I can't talk about that.
If, however, you want to be a games programmer, and you want to be in it for the long-haul, have it as your career, there is another path that you can follow - learn a programming language, do your maths homework, and go to University to study computer science. You'll probably find, along the way, that there are so many more rewarding, interesting, and well paid areas in computer science once you get to that point, but that's not a bad thing - I know this, because that's essentially what happened with me:
I started learning to program so that I could write my own video games, I took to programming quite well, I then went on to college (UK college, so, not University) where I studied, amongst other things, computing, and maths. I did drop maths after the first year, but I found that that was enough to get me into University to study computer science - a plain old GCSE isn't enough for most places. I'm now at University, started on Saturday, and I'm studying Computer Science with Artificial Intelligence, and I'll probably do some extra modules in Networking in later years. I am no longer interested in the field of game programming, but when I get out, I will certainly be qualified enough to join the industry, if I so wanted to.
If you DO follow the long-term path, and you ever need any help - be it advice on what to study, what languages to learn, links to resources, questions related to programming itself (like, help with code, or anything - I can't go into specific syntaxes of every language, but I will be able to help with principle-based queries, and the specifics of certain languages), I will gladly help - just drop us a message on here. This olive branch, by the way, goes out to the community, not just the OP.
JamaicameCRAZY said:
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My recommendation, if you're going for a programming language, would be C#. More forgiving, and you can also use XNA - which is a brilliant set of development tools. It's free for PC development, and only $50 a year if you want to code games for 360/Zune (plus, it does all the hard work for you - so you can quickly port over your games from PC to 360 - I don't think you'd have any hardware limitations to worry about with the 360 - except maybe controls - with the kinds of projects that you will be doing).
Coding a 3D game is a nightmare for just two people. Especially if you're using Blender, which is incredibly powerful but still a complete pain in the arse for everything.
If you want to get something on PSN, make a 2D game. Like Braid. Like Shank. Like Castle Crashers. Like Scott Pilgrim. Like Mega Man. They still do well, they still get onto PSN, and they're significantly cheaper and require less effort and ability.
| SamuelRSmith said: Writing video games isn't an easy task. There's a reason developer teams are made up of 10-25 people (for PSN-type games), to numbers in the hundreds - and most, if not all of these people, would have gone through University study in subjects related to games development (music, art, media studies, maths, computer science - all depending on what area of game development you want to go in to.) Not only that, but you're in it for the long haul - without the motivation of a wage, very through teams stick it through to the end - the early days are very frustrating, and you will spend hours, staring at some code, not knowing why the FUCK you're just getting a blank screen - and the later days are very tedious - spending hours, staring at code, wondering why your character keeps falling through the map, thinking you've fixed the problem, and then going back to the blank screen. However, not all hope is lost. If you want to tinker around, playing with some ideas, there are hopes out there, for you. I used to play around with something called Gamemaker - originally by a professor by the name of Mark Overmars, as I left the scene, though, a team called YoYo games took over the project (find at more, here - http://www.yoyogames.com/make ). There are other alternatives available, but I found this software to be the most flexible, and, just the all-round best to use. I've never used Blender, myself, so I can't talk about that. If, however, you want to be a games programmer, and you want to be in it for the long-haul, have it as your career, there is another path that you can follow - learn a programming language, do your maths homework, and go to University to study computer science. You'll probably find, along the way, that there are so many more rewarding, interesting, and well paid areas in computer science once you get to that point, but that's not a bad thing - I know this, because that's essentially what happened with me: I started learning to program so that I could write my own video games, I took to programming quite well, I then went on to college (UK college, so, not University) where I studied, amongst other things, computing, and maths. I did drop maths after the first year, but I found that that was enough to get me into University to study computer science - a plain old GCSE isn't enough for most places. I'm now at University, started on Saturday, and I'm studying Computer Science with Artificial Intelligence, and I'll probably do some extra modules in Networking in later years. I am no longer interested in the field of game programming, but when I get out, I will certainly be qualified enough to join the industry, if I so wanted to. If you DO follow the long-term path, and you ever need any help - be it advice on what to study, what languages to learn, links to resources, questions related to programming itself (like, help with code, or anything - I can't go into specific syntaxes of every language, but I will be able to help with principle-based queries, and the specifics of certain languages), I will gladly help - just drop us a message on here. This olive branch, by the way, goes out to the community, not just the OP. |
thanks for the advice, i plan eventually going to school and learning computer science among other things. I have to complete paramedic school first unfortunately. But ya i plan on persuing this as some sort of a career and this project i am going to do all i can to complete. If i have any questions ill be sure to ask thanks for the help. Btw best of luck on school.
SamuelRSmith said:
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Alright ill check into C#, i havent checked out languages yet i just threw that out there.
EVERY GAMERS WORST NIGHTMARE...THE TANGLING CABLES MONSTER!

Coffee is for closers!