Taking a crack at making a Japanese fps game
What is a Japanese FPS game? Where do it differs from other FPS games?
If you are new to development, I suggest you to try something simpler. For example, you can download Unity, try it for a while and make some simple games, to gain more experience.
Of course I will try small projects on unity, and to your question... A Japanese fps would be like Call of Duty or Battlefield, but maybe more geared toward Japanese tastes in games. Yes, I know it seems like a large project, but... I am going to take my time and do it properly.
And what do Japanese tastes in games like? Anime?
A Japanese fps would be like Call of Duty or Battlefield, but maybe more geared toward Japanese tastes in games.
I have the same doubt as alnite. I can't see where a Japanese FPS differs from any other FPS. Can you give a example? Is there a big difference in game mechanics or it's just the themes and visuals? I'm not nitpicking, I'm really curious.
I would say it is flawed at least a bit. If this is your first game ever, then it is too ambitious. My first "game" was such that after you input a number the computer would print a message based on whether or not your number matched the computer's secret number.
Yes, you have a step-by-step idea for how to approach this game, but I can't tell from your post if you are actually ready to embark on the project as a whole. You gave no details on how much experience you have, what tools you plan to use (Unity? All from scratch? C++? Vulkan/Metal/Direct3D 12?), etc.
It's hard to give any feedback with this limited information, but why not make smaller games that are related to your main game?
Practice overall game logic with a simpler 2D shooter game.
Venture into 3D with a simple game in which you first-person hover and point at blocks and they explode when you fire. You will write code for handling a 3D world, 3D sound, lighting, cameras, etc., all of which can be carried into your final game.
Next write a game in which you actually have a body and a stage on which you can walk. Same game mechanics, but now you have added some physics, collision detection, stage management, and maybe a world editor.
Etc., etc.
The best way to ruin your dream game is to write it straight out of the gate without learning everything necessary to build it. There is no reason to dive so far deep when you can indirectly write the game by writing other games that share systems with your ideal game, plus you will have completed demos that show people what you can do, motivate you with end results, and which can compliment your portfolio should you choose to either get a job or to recruit help, not to mention how they give you chances to spot problems with your approaches and to start over, rather than having to deal with crappy code or systems until the whole project is done 10 years later.
L. Spiro
I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
And what do Japanese tastes in games like? Anime?
Isn't it obvious?
https://www.youtube.com/ watch?v=v-d0s8L3XDo
I love the concept, btw hahaha
Without coding, there won't be a game at all. An engine doesn't magically do anything. You have to code literally everything you see on the screen (and a lot more that happens but you don't immediately see). A triple-A title has a budget of several million dollars, it's impossible to make such a thing unless you have that kind of money.
I never worked with it, but unreal engine has a system called "blueprints" I think, which is a simpler way to program. Maybe you can have a look at it, and see if that's feasible for you. Other options are perhaps modding existing games, which would solve your "not coding at all" problem, at the cost of not being able to decide a lot of things. Finally, you can look in the classifieds section, to see if someone needs an artist with a project that you like. It won't be AAA quality though, you'll need to work in the industry to get there (or have a few zillion dollars to spare, but most of us aren't that lucky).
AAA quality comes from spending $10M. Look at the credits for any AAA FPS game - they'll have 15 programmers working on it for a year, equivalent to one programmer working full time hours for 720 weeks, or working absolutely non stop without sleeping, eating or pooping for 3 years.You see, I can't program at all. I'm more of an artist kinda guy. I know exactly to the smallest detail how my game will be. So, what kind of engine can I squeeze my game into without coding at all, and still have near AAA title quality? I will get someone else to write my code, for free advertising or art help. I just don't want to program the thing.
Don't try to emulate AAA unless you've got equivalent money, or equivalent talent willing to work for free.
The best way to achieve your goal would be to take a path that gives you literally millions of dollars of AAA work for free -- and that is modding.
Find a game that is both similar to your idea and also supports official modding tools.
You'll be able to get started without a programmer at all just by adding your own artwork, plus you'll start off with AAA-quality gameplay systems, game engine, character controllers, networking, etc...
With your artwork layered over a fully working AAA game, it will also be easy to attract programmers, as they can see your idea already coming to life.
. 22 Racing Series .