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People really have no ideas on game development.

Started by August 04, 2018 12:52 PM
93 comments, last by hplus0603 6 years, 5 months ago

I'll stick with my highly ambitious principles. and I intend to finish developing all these games in under 5 years, this I can promise you.

Someone mentioned experience, skill is more important, learning the right way of game development, how to texture, how to animate, how to model etc.

lol

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10 minutes ago, sprotz said:

I'll stick with my highly ambitious principles. and I intend to finish developing all these games in under 5 years, this I can promise you.

Someone mentioned experience, skill is more important, learning the right way of game development, how to texture, how to animate, how to model etc.

If you truly feel that way, Sprotz vs the World, then go for it. However, people here will tell you not what you want to hear, but how things are. The one habit of truly successful people is learning to take and internalize useful advice/info. We tell you what you're dreaming about is unrealistic, not because we're jealous or haven't dreamt the same dreams or tried to figure it out, but because each of us at one point has figured the math on these games wouldn't add up. You can take shortcut after shortcut, asset purchase after asset purchase, but it still is a Herculean effort. Hell, the match-3 game our studio is making now has been one headache after another, one refinement after another, one cut after another, to make it fit to a release schedule and be polished and playable enough so that people will love it, and it's still no sure thing.

But, I wish you the best of luck, I truly do. 

22 minutes ago, sprotz said:

and I intend to finish developing all these games in under 5 years, this I can promise you.

Don't misunderstand, I believe many of us cheering for you as you go.

What I am saying is that there is a reason for things as they are. You say it was the engine that held you back from AAA quality; but there will always be a wall; even after you just climbed over, walked around and ran strait through a hundred walls.

 

That is why AAA games are so high quality. They have the a giant team and funding, to help break down any wall they find.

There is a reason so many bad games exist, it's simple: Making good games is difficult.

16 minutes ago, sprotz said:

Someone mentioned experience, skill is more important, learning the right way of game development, how to texture, how to animate, how to model etc.

"Learning the right way of X" -- also known as gaining experience in those fields.

Do you honestly believe that the studios spending hundreds of millions of dollars wouldn't replace every staff member with e.g. 20 super-skilled, dedicated and fiercly determined people to make any game they wanted in less than 5 years, for just a tiny fraction of the cost if they could?

You cannot compete against AAA games on AAA games' terms. Doing so is wasting your time and is guaranteed to be fruitless.

 

What you should do instead is focus on setting achievable and realistic goals. These goals do not include "AAA-like games".

 

Hello to all my stalkers.

15 minutes ago, sprotz said:

I'll stick with my highly ambitious principles. and I intend to finish developing all these games in under 5 years, this I can promise you.

28 no crap games in 5 years: One game in 2 months? I'm sorry but that's why i've underestimated your age.

What have you done in the time since your teenage experience with game maker?

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@Lacoste  When they developed Goldeneye N64, they lacked experienced staff but they had highly talented members, look what a legendary masterpiece they have created. I may not be able to compete with AAA title in graphics and world complexity and voice acting, but I can compete, and maybe outcompete them in sheer gameplay and mini ideas, with decent 3d graphics.

 

@Scouting Ninja  Making long complex, graphics intensive high poly count games is difficult, making "good" enjoyable games is not difficult, only a bit time consuming.

41 minutes ago, JoeJ said:

 

What have you done in the time since your teenage experience with game maker?

Made a few more games that were too ambitious for game maker and its feeble 3D engine and went idle for a while until Unity became free. Been waiting for the right time to start round the clock development again. Expected to start soon.

1 minute ago, sprotz said:

@Scouting Ninja  Making long complex, graphics intensive high poly count games is difficult, making "good" enjoyable games is not difficult, only a bit time consuming.

Uh...

Ok, let's do a mental test. Come up with an enjoyable game design, with fantastic mechanics that will make people spend real money on it, and fully realized design documents.

We'll wait.

6 minutes ago, sprotz said:

@Scouting Ninja  Making long complex, graphics intensive high poly count games is difficult, making "good" enjoyable games is not difficult, only a bit time consuming.

Did you reverse it?

3D art after you learned to make it is only time consuming, It takes years to learn but can be learned with ease and there is billions of tutorials on it. I would know, it's what I do for a living.

Making good games, that is a concept. What makes a game good? There is no answer, no tutorial you can watch and no book you could read that will give you a straight answer. 

 

16 minutes ago, sprotz said:

I may not be able to compete with AAA title in graphics and world complexity and voice acting, but I can compete, and maybe outcompete them in sheer gameplay and mini ideas, with decent 3d graphics.

This is a good idea. Focus on strengths you have and don't aim for some unreachable AAA quality goal.

If you are looking to learn 3D modeling and animation, I am more than willing to help.

3 minutes ago, Scouting Ninja said:

What makes a game good? There is no answer, no tutorial you can watch and no book you could read that will give you a straight answer. 

How enjoyable it is too play. It is about testing it on the gamer, not reading a book. For this I test it on myself. Gauge how fun it is.

5 minutes ago, Scouting Ninja said:

 

If you are looking to learn 3D modeling and animation, I am more than willing to help.

I'm fine with modelling. It is the artwork and textures that are the weak point, because I'm more of a programmer than an artist, but It is something I am improving on the more I draw.

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