I've had my game materials examined by a contact who has published titles under their belt, and his main reservation is that my game relies on a lot of individual content. That content is time consuming and expensive to create, and doing so as a single developer would be difficult.
Right now I'm reevaluating the scope of the game, applying it's core principle to each proposed mechanic to distill it into the core experience I want to maintain. After that is complete, I will see if the project remains feasible.
Hurdles upon hurdles.
Wednesday, July 1, 2015
Tuesday, June 9, 2015
Immortal Adventure Game: Assembling the Skeleton
I've started writing out the framework for the game. I've discarded the initial attempt at writing it in a C# file, using the Region command turned out to be very time consuming. I'm using something called Tiddlywiki right now, and am considering a software called Scrivener.
Right now I'm getting all of the ideas I have for the game laid out so that I can evaluate it's requirements moving forward. Once the outline is done, I'll have a better idea of what I need to finish the game, and a list of what I cannot do myself.
Right now I'm getting all of the ideas I have for the game laid out so that I can evaluate it's requirements moving forward. Once the outline is done, I'll have a better idea of what I need to finish the game, and a list of what I cannot do myself.
Saturday, June 6, 2015
Immortal Adventure Game: Laying out the Game
I've been working through the Udemy course, and have just finished a text adventure game module. It's helping me understand state machines and basic game engines, but I have a long way to go before I can start assembling Immortal's engine.
With that knowledge, I feel that it's time to outline the game so that I can understand what it's requirements are. Ideally, this record will get granular enough to provide the pseudo code that I can translate directly into C# for UNITY.
I've got the most experience in writing in a 'fractal' or snowflake manner, starting with the broadest of strokes and expanding from that base into more and more detail until the entity is complete. With that in mind, I searched for a software that could easily contain the whole outline of the game in a single file while also providing a very clear hierarchy.
After playing around with Inspiration, Google Docs, and considering specialist software, I loaded up Notepad ++ and started writing in a C# file. I chose that because with the #region 'region name' tag, I can define whole tracts of text to be collapsible. That lets me control the hierarchy exactly how I want, and also display the whole outline at a moments notice at a low cost of file space.
With that knowledge, I feel that it's time to outline the game so that I can understand what it's requirements are. Ideally, this record will get granular enough to provide the pseudo code that I can translate directly into C# for UNITY.
I've got the most experience in writing in a 'fractal' or snowflake manner, starting with the broadest of strokes and expanding from that base into more and more detail until the entity is complete. With that in mind, I searched for a software that could easily contain the whole outline of the game in a single file while also providing a very clear hierarchy.
After playing around with Inspiration, Google Docs, and considering specialist software, I loaded up Notepad ++ and started writing in a C# file. I chose that because with the #region 'region name' tag, I can define whole tracts of text to be collapsible. That lets me control the hierarchy exactly how I want, and also display the whole outline at a moments notice at a low cost of file space.
Let's get this party Started
Welcome. This is a journal recording my progress towards making my first significant game. I've wanted to work in the games industry for years now, and in lieu of finding a position in games it's time that I started making my own - to create experiences, and to broaden my skills and refine my portfolio.
As I develop the game, I'm going to record the process here so that others can learn from what I find. I've been helped by a huge number of people that lit my path, so I want to do my part to help those who come after me.
The basics:
I'm a 2D artist, with minimal experience in programming and audio.
The project is a 2D turn based RPG.
I'm taking a UDEMY course in UNITY 5 to give me the foundation I need to actually create the mechanical portion of the game. I will create the art myself, and I will attempt the audio.
The hook of the game is that the main character finds out she is immortal. With that knowledge, the player can explore her world and see how it changes as time passes.
There will be both social and violent conflict which rely on the player's choices and statistics to determine the outcome, and player 'death' is a main mechanic in that fatal blows will render the character inert for a long period of time before she revives.
I'm glad you're here to hear, and I'm excited to get this developed!
As I develop the game, I'm going to record the process here so that others can learn from what I find. I've been helped by a huge number of people that lit my path, so I want to do my part to help those who come after me.
The basics:
I'm a 2D artist, with minimal experience in programming and audio.
The project is a 2D turn based RPG.
I'm taking a UDEMY course in UNITY 5 to give me the foundation I need to actually create the mechanical portion of the game. I will create the art myself, and I will attempt the audio.
The hook of the game is that the main character finds out she is immortal. With that knowledge, the player can explore her world and see how it changes as time passes.
There will be both social and violent conflict which rely on the player's choices and statistics to determine the outcome, and player 'death' is a main mechanic in that fatal blows will render the character inert for a long period of time before she revives.
I'm glad you're here to hear, and I'm excited to get this developed!
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