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Game Design
#21
Vad Wrote:Licensing, if I remember correctly, is extremely expensive. Just be aware that the Unreal Engine is different from other graphics engines in the sense that you literally carve out your world into a block of nothing. It's good for structured and linear game play, but if you're going to make something like MineCraft or a game where you free roam it isn't the right engine.

Before I get eaten alive. This is my opinion based on experience.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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#22
I've already argued with him over it on mumble =P
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#23
Anzekay Wrote:I've already argued with him over it on mumble =P

Yes and I've explained my views and points. Ignore the blanket statement I made.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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#24
lub you too vad
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#25
NO! NEVER!
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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#26
People should also check out Extra Credits' development fund that they're starting up.
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#27
Vad Wrote:Licensing, if I remember correctly, is extremely expensive. Just be aware that the Unreal Engine is different from other graphics engines in the sense that you literally carve out your world into a block of nothing. It's good for structured and linear game play, but if you're going to make something like MineCraft or a game where you free roam it isn't the right engine.

Yes, it is a subtractive editor. That is actually what I started with.

'Instead the license terms for this arrangement are US $99 up-front, and a 0% royalty on you or your company's first US$50,000 in UDK related revenue from all your UDK based games or commercial applications, and a 25% royalty on UDK related revenue from all your UDK based games or commercial applications above US$50,000.'
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Give waffuru an internets today!
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#28
Kaden Wrote:People should also check out Extra Credits' development fund that they're starting up.

Pfft, they said they're looking for GOOD ideas. Big Grin
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thanks waff
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#29
Okay so Meer and I had a chat the other day, and I've talked with some folks I know here in Perth as well as some of my industry contacts for some advice.

I was already planning on working on a small project with a sound designer friend of mine later this year, starting within the next couple of months or so. I had a good hard think here and figured, well if I was going to do something and some chubbs folks want to do something and I have a few other friends here who are likely going to be interested in doing something... Why not combine them all and get something going?

So, basically, I'm going to re-state what Meer had in the OP. If you're serious about working on something (and by serious I mean you'll actually be able to follow up on promises you make barring a crisis or something), even if it's just a little bit of art or coding, then express your interest! I will be brutally honest though, simply having a good knowlege of games from reading about stuff all the time and thinking about it lots, or having lots of good ideas, isn't really something that is paticularly useable though. We need people with applicable skills that are both practical and theory-based.

Within the next week or so I'll probably buckle down and do some proper research on the logistics of all of this, see about setting up a server for data storage etc, and iron out exactly who is going to be involved. From there, it's basically just waiting til the major players are ready to go (if Jarka is in, they're moving and all, Meer said he wanted to get up to scratch on his coding, one of my friends is real busy with study for exams right now, things like that) then we can start pre-production.

I'll probably wind up being project manager here, though in practice that's just a glorified way of saying I'll be the guy who just makes sure everyone knows what they are doing and ensures information is passed around correctly. When it comes to an amature game like this, it's mostly just a case of everyone doing whatever they can and one person trying to keep it all organised.

For those curious, my crew here in Perth would (hopefully) include a graphic designer/concept and technical artist/storyboard artist/3D modeller, an artistic friend with loads of free time, a sound designer/film director student and musican, a programmer, an IT guy who will probably take care of any server stuff for us, a friend who has a game design degree from uni and some great art/graphic design skills, a 3D modeller/animator and possibly his friend who has done a great deal of 3D and programming.

Most of what those guys do is semi-professional at best, amature at worst, so basically about what you'd expect for something like this =P If we add in Jarka and Meer, we have a decent lineup there, and more is of course welcome!

As for what sort of game? We'd probably work that out right at the start of pre-production. I'm keen to do some sort of RPG, or ARPG. I was toying with the idea of an ARPG with loads of puzzles thrown in since I think that gives a lot of room to have some cool gameplay nuances that make up for a lack of technical expertise and experience. FPSs are well known for being very simple to make at the basic level, and are thus very common student projects, so there is that option too. Something to, obviously, discuss.

Finally, if you're interested I'd also recommend checking out these links:

http://www.youtube.com/watch?v=lGar7KC6Wiw
This is one of the Game Design threads on PA. A little erratic in terms of content, but has some really good links and discussion lurking in it.
And this is the book I highly recommend you look into getting your hands on. http://www.amazon.com/Art-Game-Design-bo...123694965/
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#30
Like I said before, I can't code and am not really an artist, but I know my shit. Not just like "I like games" its a thing I study. I understand that's not particularly marketable, though.

If you guys need or want someone for writing, conceptualization, or mechanical theorycrafting, give me a holler. I also have a good head for UX, so that's something I'd be happy to help with as well.
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the time, and if it left... I would be fine.
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#31
Okay so I am really thinking the UDK right now. It's based on C++, but we'd mostly be using scripting. If you're still wanting in on this project, grab the UDK and go over the documentation for it.
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#32
I think this is super cool and support it 100%, but I have no skills that would be of use and flake off even with the best of intentions. So good luck!
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#33
Okay so this is happening
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#34
I will provide my skill of doing nothing.
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#35
Are you still planning to UDK your project?
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#36
Nothing is set in stone yet, but it still looks to be one of the most attractive options.
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