« on: October 10, 2014, 10:16:59 PM »
Thanks, I'll look into that--might be neat to have as a stop-gap while I save up for something better, if nothing else.
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Yeah yeah yeah...etc
Trying to date again is just a reminder of what I giant loser I am. I really had no business doing all this.
Haven't posted in this forum in a while. I think I've more or less made several different games in Unity over the past 6 months.
Not fully-featured complete games, but enough bones to serve as playable prototypes of the core mechanics for each.
- 2D Platformer
- 2.5D JRPG
- 2.5D Graphic Adventure
Part of me considers this and immediately thinks "how could I have wasted so much time?", considering an ideal scenario would have been to focus on one game from Day 1. That would have been more efficient. I'm no stranger to the philosophy of efficient workflow, so what happened? I attended seminars about it and spent 6 years in the industry having first-hand experience with a number of different approaches (Agile, Waterfall, etc). I even bought books about this stuff and forced myself to read them.
It wasn't wasted time, though, because I'm not a cog in a machine that is driven by arbitrary deadlines. I'm a guy who wants to create games. I have to constantly remind myself that it's okay to take some time for experimentation and learning.
Last month I had to take my turn-based RPG system and put it back on the shelf. I finished it, though. What I started in that thread was a fraction of what it ended up being. I had over 15 scripts/classes with a very clean and bug-free state machine that I was proud of. It worked. You could do everything you do in a JRPG, and hit time-sensitive attacks like the ones in Super Mario RPG. I learned a hell of a lot while doing it.
The problem we ran into was weighing time spent against quality. RPGs are complex games to develop. I knew that going in, but I didn't respect it. They're certainly doable as indie games, but we eventually had to accept the hard truth that we were going to have to cut corners somewhere if we actually wanted to release something in the next year or two. I had convinced myself that the combat system was the lion's share of development work, but this just wasn't true. There was still the dialogue system, the inventory, the player class, the robust save/load system, the 100+ enemy NPCs in combat and outside of it, the storyline and characters, and everything else. And that's not even covering the art/animation work, the gameplay balancing, marketing, etc.
A Graphic Adventure game has a substantially lower dev workload than a JRPG, but that type of game hinges almost entirely on creativity with world-building and characters. It's the perfect genre for someone with a degree in creative writing who moonlights as a cartoonist. I also feel like it's a very risky genre to attempt, despite it being fairly simple to engineer. Your art/animation/audio standards skyrocket to compensate for that deceptive simplicity.
We didn't like it because we could not find the fun in the gameplay, which is limited even in AAA titles (e.g. A Wolf Among Us, Walking Dead), and were uncomfortable with putting all of our eggs in the basket of creating a visually-appealing narrative. And I wanted to create a game, damnit, not a glorified visual novel. The puzzle-centric gameplay we tested felt forced and dated. It was more annoying than fun. It had no replayability or stickiness to it.
What I originally started with ended up being the best option: 2D action-platformer. Not a cakewalk to develop by any measure, but the gameplay is timeless and it's simple. You can play Megaman 2 today and it's still fun. You can play Mario and it's still fun. It's easy to innovate and be creative within the constraints.
A recurring piece of advice to aspiring indie devs is to prototype constantly, and to have something you can play early and often. I've finally been able to do that. My little guy can run, jump, shoot shit, climb ladders, grab ledges, etc. I can plug in an xbox controller and actually refine the control and physics. All of the bizarre and quirky characters we did concept art for can still be used.
TLDR: more VVVVVV, less Metal Gear Solid 5
I'm not sure why I'm posting all this, but maybe a few of you will find it interesting (if not particularly insightful or helpful). I figure it's better than another thread full of unmitigated C# masturbation.
Ugh, so far I'm fumbling horribly awkward with the first chick I've talked to. I don't know how to post SSs from my phone to here though. Want to edit the names out for obvious reasons.
Goldeneye will always be the game that got me into shooters, personally. But like I said I had never played Half-Life
You ever watch Devils Advocate jst reminded me cuz of Keaunu. Pacino is awesome in it. I need to watch Dracula I've never either.
Yeah I went to see it in theaters when I was like 12, which my Dad later cited as being one of his worst parental decisions.
I liked it though. The part where the demon chicks flash shark-toothed smiles in the elevator legit creeped me out. Keanu wasn't too bad in that one.
I watch Bill & Ted's Excellent Adventure yesterday- hadn't seen it for a long time and seeing it again made me realize just how many sexist and racist undertones there are in that movie