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What to do with my design

Started by October 04, 2008 09:10 AM
2 comments, last by swiftcoder 16 years, 4 months ago
Ive spent the last few weeks making design docs and creating a demo for my game idea. The demo was made in game maker, as i have a lack of java knowledge. My idea involves players fighting against other players online, 2 to 5 players in a fight, which last from seconds to minutes. With several styles of multiplayer play coupled with a single player mode which includes a story and challenges. There are around a hundred unlockables, aswell as alot of items to be purchase in the shop. I have this all designed, and enough of it made into a demo to show the idea. My question is this. What do i do now? How do i get a real version of this started? I need real sprites for the game, a real java programmer to make it, music, etc, all following the ever changing design image. I have the idea and designs, just need to know how to get it off the ground. ---------- This is the first of what i hope to be many games, with quality comparable to Jagex's Funorb site. I estimate there to be over 10 hours of game play in the single player mode alone, endless for multiplayer using a ladder system.
Hi Squig, you wrote:
>What do i do now?

Here are your choices:

1. Learn about programming, game engines, graphics, and marketing, and do it all yourself. (The "lone wolf" approach.)

2. Find some willing volunteers, get them to sign a collaboration agreement, make the game without any money, enter it into indie competitions, and hope it gets picked up by a publisher. (The "indie" approach.)

3. Try to sell the game to a game publisher so they'll fund development and publish it. (The "license the idea" approach, which is unlikely to work in today's environment.)

4. Be rich and hire a professional developer to create the game for you. (The "be rich" approach.)

5. Write a business plan and try to get a loan so you can start a company to make the game. (The "startup" approach.)

6. Put that project aside for the future and as a portfolio piece, then get to work on more projects, then take that portfolio and try to get a job in the industry so you'll build the experience and creds so you can do a startup to make whatever game you want someday. (The "mainstream industry job" approach.)

7. Throw your hands up and say "I didn't want a career where I have to work so hard and long, I just wanted to get rich on my great ideas. It's so unfair!" (The "street corner Joe" or "nozyspy" approach.)

Which approach you should take is up to you, based on your life situation.

-- Tom Sloper -- sloperama.com

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First you need to decide whether you want to make it a Mobile or a PC game.

If you are going for mobile then J2ME is the option for you.J2ME provides almost all the functionality for creating mobile games.

If you want to mak a PC game its a bit complicated and can be developed using C++.

I would suggest you to go for the mobile version as it takes less time than PC game , also distributing the games will be very easy . So Best Of Luck :) for you game.
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Original post by ashwin_bhawsar
If you want to mak a PC game its a bit complicated
PCs tend to be less temperamental than mobile phones, plus the tools are usually free.
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and can be developed using C++.
Java can be used equally well on the PC.
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I would suggest you to go for the mobile version as it takes less time than PC game
Arguable - there are certainly more resources around for developing PC games.
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also distributing the games will be very easy.
Depends on the mobile platform. Android is fully open (but also brand new), and apart from that, you can pay Apple $100 for the privilege of applying to distribute a game on the iPhone, or you need to find a publisher for pretty much any other handset.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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