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Introduction and First Game Idea

Started by September 15, 2017 05:29 PM
6 comments, last by Yxjmir 7 years, 3 months ago

OK, my name is Shinji, or Robert. I am a student at Northampton College, I am Autistic, and yes, I may not be involved in the Game Design class as of yet. But I want to design video games, the problem is, I have no programming experience and I'm not too good at art. I have a lot of Ideas, but many of them are unrealistic. One of my projects is really big, but doesn't involve Unrealistic Numbers. It's a class based Hero Shooter with single seater Spider Tanks and Hover Tanks. Here's the main Idea. 

 

Look, I know I'm getting a bit big for my boots. But basically this is a game I want to make. It needs more tweaking though, I realized you can't just two weapon types on one tank, it's not tactical. It needs to be class based to ensure more tactics, so here's the thing. Have classes with Rocketeers, as in Rocket Launchers with 30-clip Rocket Launchers that fire at 3 Rockets per second. Snipers who have Sniping Railguns at 25-clip(Inspired by Widowmaker and Crying Wolf from Overwatch and Metal Gear respectively) Railguns. Minigunners, who use bullet Miniguns that are 500-clip. Plasma Tanks, that rapidly fire Plasma Balls at 400-clip. And Energy Tanks, that fire Energy at 300-clip. And all of them have unlimited reloading ammo like in Overwatch, and a reload button as well. Basically, I want it to be a 6 vs 6 game. With no COD-style Killstreaks. And a Sports Theme.

So basically, there will be 24 Teams in the game. Each with their own individual sponsors, suits, liveries and stadiums. The stadiums vary from simple Speedball-like arenas, to Complete models of Towns. And a season adjuster from 12, 24 to 48 games per season.

Another thing is that the attention to detail in the game must be good, like Daytona USA 2's Attention to detail, the Cockpits have Canopies and you can see individual Pilots in the Cockpit, fully animated, and there would be a radio system which would be the Daytona Radio System combined with Ace Combat's Radio System. The game would have a Team Headquarters system as well, where you can explore the Headquarters in First Person, talk to your fully voiced teammates, and practice on the training range.

I also want full Replays that have Cockpit View and all that, and a Diegetic Interface as well.

My Idea for the game is basically, Cyber Sled combined with Overwatch combined with Metal Drift combined with the basic idea of Motorsport.

 

I know this is really big, it's not my first idea though, but many of my ideas are too big and involve procedural generation. 

I've heard of Kickstarter, maybe that could help. But like I said, I am autistic, don't know art that well, nor programming, but knows how to design a game through words.

 

Shinji.

 

 

2 hours ago, ScarfaceShinji said:

I've heard of Kickstarter, maybe that could help.

How would that help exactly? You want to be funded for a game you don't know how to make? :/

Seems unrealistic (and not a fair use of Kickstarter in my opinion)...

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Shinji, if design is your passion, go ahead and design. If you can't make the games yourself, that's okay - design your ideas (write your designs). It's what you enjoy doing, so do it!

-- Tom Sloper -- sloperama.com

OK Then. Good then, maybe I'll redesign the game as an Arcade Game. Sega's answer to Cyber Sled that isn't Virtual On(I love that game a lot, they are revealing a new one next week).

20 hours ago, ScarfaceShinji said:

But basically this is a game I want to make. It needs more tweaking though, I realized you can't just two weapon types on one tank, it's not tactical.

There is no reason you could not do this. Many good games have been made using limited content. In fact this is a good place to start, make your tanks create the two weapons and get them working. 

While you do this you will often think up more guns than you could actually implement in one game.

 

As for programming and art, you don't need that much to get started. Art is often simple primitives that act as placeholders and your programming only needs to work. Once you have this part done it's very easy to give the art to a artist and explain how you want it to work. The same is true with the code, it's easy for a programmer to create a program when they have a clear idea of what you want to do.

There is huge amounts of tutorials all over the internet that will teach you how to do these basic game development.

Look, if you can handle not hitting exactly what you want, having big ideas is NOT a bad thing. The parts of your game idea I understand (your description is a bit jumbled, probably because of excitement) seem cool. As for how to get from "I know nothing" to a clumsy-but-playable game (always the first objective), there are plenty of tools out there. I am considering doing some tutorials on getting into 3D game programming really quick (like, crash course, emphasis on CRASH), if that's something for you, let me know on the rambling blogpost I made on the matter.

Shot for the Moon. With luck, you'll miss and land among the stars.

[DEDACTED FOR SECURITY REASONS]

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I agree with what is already said, you should probably go for designing your ideas for games, and having a least a basic understanding of what goes into making the different parts of a game wouldn't hurt. It could help you understand how to go about designing the game. There's no need to redesign it differently unless you actually want to, or if a particular idea just can't be implemented. After you design it, try using a free game engine to make the game, or a demo version of the game.

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