How Many Aspiring Game Developers Present?
#1
Posted 22 November 2016 - 11:37 AM
I've written at least one browser based game for laughs. I 3D modeled a hideous looking Y-wing from star wars. And learned some of the basics of game dev. Most of this more than 10 years ago when RPG Maker was still a thing.
I'm curious to know how many posters here have creating a game on their bucket list? Have any of you made your own game? What's the name of it? Have a link? How far have you gotten into your game dev career? Basic tic tac toe game? Maybe some type of webGL multiplayer game?
Share, share, share.
#2
Posted 22 November 2016 - 11:58 AM
I know a bit of Python and C++, but never formally studied them under an institution. Haven't developed my own game, but made some mods for games I did play.
Edited by El Bandito, 22 November 2016 - 12:01 PM.
#3
Posted 22 November 2016 - 12:01 PM
#4
Posted 22 November 2016 - 12:07 PM
More recently I've written a few apps and utiliies.
#5
Posted 22 November 2016 - 12:31 PM
#6
Posted 22 November 2016 - 12:37 PM
Frontend: C#Wpf, Java, HTML5/JQuery/Angular/Ionic
backend: JAVA,C#, Node.js
DB servers: SLQ and MongoDB
VST3-Plugin: C++
3D Renderer in JAVA
My own 8bit Microprocessor Design in Viewdraw/FPGA (2001)
the core game of mwo almost doesnt change, while Frontend is making "progress".
It seems they are stuck in a Codebase they can't extend easily.
The long loading and saving times for account data for instance, shows that they had little knowhow on database structure, and always fetched and saved the whole account leading to long AND rising lookup times.
Also, Technology got way easier the last 5 years. It seems they set on the wrong horse.
#7
Posted 22 November 2016 - 12:51 PM
But I did stay at a holiday inn once!
#8
Posted 22 November 2016 - 02:49 PM
#9
Posted 22 November 2016 - 03:15 PM
Edited by Rampage, 22 November 2016 - 03:19 PM.
#10
Posted 22 November 2016 - 06:27 PM
I'm studying Software Engineering which doesn't really relate 100% to game dev. Recently I have been programming Kinetis K70 chips in the course. Probably the most useful thing I have gained from this subject is exposure to C and programming with a limited resources mindset.
I have done other courses to get myself into this degree where I created various unfinished games in Adobe Flash and Adobe Director. I had to use Photoshop, illustrator and 3dsMax. Personally, I am horrible at art. Barely draw a straight line. Hence prefer a software dev career.
I have worked as a junior software developer for 3 years but never really had time to create a portfolio of work because of my Engineering degree at the same time or working to pay rent/food. I don't live at home.
Taking a break from software development to finish my University study (5 year degree). Doing both has burnt me out. I have about a 1 year left.
I will probably start building a portfolio in 6 months of a game / website (to learn frontend, backend, DB better). Unless my capstone or group project takes me down a c++ path then I might consider building something else.
My current skillset is:
TypeScript: Some exposure
JavaScript: jQuery, Angular 1.0, various other JS libraries - Most exposure
HTML, CSS, LESS - Most exposure
Java - Some experience
C - Some Exposure
Can't wait to finish Uni.
#11
Posted 22 November 2016 - 06:47 PM
While the layout was ultimately changed a bit, here's what the intent was during some of the initial brain-storming sessions:

This shows where we were going to place items and enemies. The roman numerals represent the AI behaviors that can be active in that zone. The idea was that you would assault the beach, take out AA guns along the perimeter of the island to allow reinforcements to drop in, deactivate the security room, take a gondola over the central lake, dive down to the cartographer below, then take an underwater tunnel back to a separate island that was the staging area for the initial assault. While the central lake idea wasn't kept, if you play it you'll see that the concept of a central area remained intact.
There is a second version of this level (along with others) that branched out and used a different set of assets, which you can find under "CMT SPv3." I worked with Masterz1337 personally to try and fine-tune the balance. I'd say it came out even better there, but differences in vision lead to some compromises.
#12
Posted 23 November 2016 - 03:08 AM
It's not a video game, but the struggle is real..
I would LOVE to be creating videogames, but paying the bills kinda prevents me from learning the skills necessary.
I actually have many many stories and know exactly how I would do things for a Fantasy and a Sy-fi RPG.. Would only need time, money and a capable team of dev's to make something that would knock developers like Blizzard, Bethesda, PGI, and many others out of the water..
(I've been thinking and "plotting" this for years)
I've gotten encouragement by the fact that MANY D&D players I've played with over the years, would rather play my custom D&D/Pathfinder setting and adventures than play the printed campaigns from Wizards of the coast or Paizo..
Sadly.. I've not had the chance to make this a reality..
If anybody would give me the chance to make a videogame without starving or getting evicted, I would absolutely love that..
(I'm a graphics designer by trade, a very creative person, and a life-long gamer)
Edited by Vellron2005, 23 November 2016 - 03:09 AM.
#13
Posted 23 November 2016 - 03:42 AM
Vellron2005, on 23 November 2016 - 03:08 AM, said:
Similar, I'm somewhere between an artist and a very technical minded person. I can draw up features, mechanics, and balance things like there's no tomorrow, but I can't program or art (though I'm a solid mini painter).
I get it into my head how I would make a certain game, then I start jotting down finer mechanics in a notebook. Sometimes I end up with so much info I have to consolidate some of it into a spreadsheet. If I ever win the lottery big time I would probably move forward on trying to get something going...of course I don't really play the lottery so good luck there.
#14
Posted 23 November 2016 - 05:58 AM
Here's a couple of early samples.
Built this from the building plans. It used to be a cinema.

3d version of the lightsaber I built. Made this while waiting for the blade parts to arrive.
#15
Posted 23 November 2016 - 06:21 AM
I also learned what an absolutely predatory business it is with the way many publishers and developers use and discard employees, widespread practices of unpaid mandatory overtime and extended periods of "crunchtime" etc. It's gotten maybe somewhat better by all accounts since the days when there was an uproar over workingconditions at places like EA practically ruining the lives of their employees, but the gaming industry still has a long way to go, IMO, before they can say they treat their employees in an acceptable manner. I suspect a lot of this stems from the fact that the early days of the industry consisted of games being made by maybe 1 kid in his bedroom at home who was over the moon with happiness at just getting paid for something he was going to do anyways and therefore unlikely (inexperienced in the job market as many of them were) to really consider the terms of their contract, and then those kinds of contracts simply became the norm from which the current day situation has developed.
#16
Posted 23 November 2016 - 09:31 AM
I try not to think about it to much
say from 1980 to 1984 almost all of us computer/electronics types wanted to design games
my last day at work before I retired I was modifying a program trying to figure out why the dang power supply would not
work right
they finally said Dave you can stop now go home
got off work early
#17
Posted 23 November 2016 - 11:23 AM
Vellron2005, on 23 November 2016 - 03:08 AM, said:
It's not a video game, but the struggle is real..
This is probably the most valuable experience mentioned in the thread so far. Game development at it's core is about understanding players, the goal of the game, and how the pieces with in that game work together.
Story telling is another important layer. Being able to have your story shown through game mechanics and situations with in the game, as opposed to having it explained through text or exposition, is another great skill to have. Being a Game Master utilizes all of these skills.
A GM has to under stand the game they are using, the mechanics, what they represent, and how they fit the story. They can then use that understanding to change the system they are using or create their own.
Writing, and programming are skills you need to develop a game, but it's the understanding of creating a system that is important. It does not matter if you create rock/paper/scissors, checkers, or EVE Online.
Edit.
I should have said theme, and style rather than just story.
However I believe the central rules of storytelling applies to games: show don't tell.
Edited by Dirus Nigh, 23 November 2016 - 11:26 AM.
#18
Posted 24 November 2016 - 02:03 AM
Dirus Nigh, on 23 November 2016 - 11:23 AM, said:
This is probably the most valuable experience mentioned in the thread so far. Game development at it's core is about understanding players, the goal of the game, and how the pieces with in that game work together.
Story telling is another important layer. Being able to have your story shown through game mechanics and situations with in the game, as opposed to having it explained through text or exposition, is another great skill to have. Being a Game Master utilizes all of these skills.
A GM has to under stand the game they are using, the mechanics, what they represent, and how they fit the story. They can then use that understanding to change the system they are using or create their own.
Writing, and programming are skills you need to develop a game, but it's the understanding of creating a system that is important. It does not matter if you create rock/paper/scissors, checkers, or EVE Online.
Edit.
I should have said theme, and style rather than just story.
However I believe the central rules of storytelling applies to games: show don't tell.
WOW, thank you!
It's nice to get some recognition.
And yes, being a GM takes many skills that a good game designer would find useful. Its one thing to be able to create the "media" of expression (if we put it into MWO context, this would be saaay, mech models), and quite another to know what to do with that media. (like a functioning FW for example).
That's why a single person can't do it alone in today's industry. They used to tho, like the guy who made the original "DOOM" ;-)
I'm pretty confident if I had a team of talented programmers and graphics designers / 3D modelers, with my storytelling and gaming experience, I would make an RPG videogame that would make all the big guys go "OMG why didn't we think of that?!"
The sad thing is that many of today's games usually have a single "great" aspect, and the rest of them are a bunch of "been there, done that". Nobody ever makes all of the good stuff in a single well-rounded package.
Take MWO for example - Great art and mech models, good graphics and great feel of piloting a mech, yet totally wasted potential when it comes to lore and immersion, as well as general gameplay.
Another great example - Skyrim: Absolute freedom of action, playing the game "your way", awesome rich world, yet too much stuff to do all at once that overwhelms the player and waters it all down, making it unrealistic..
Or yet another great game - Star Citizen - Hugely ambitious, great setting, amazing graphics, yet incredibly slow development due to its over-ambition. (This really doesn't have that much downsides since it's still in alpha - could be the "it" game if they ever finish it).
I could go on and on and on..
Oh, the things I would do if I got the chance..
#19
Posted 24 November 2016 - 02:28 AM
Yes, I've also been designing and programming my own isometric RPG game, on my own engine written in AS3, and making my own art for it. I expect to finish it in 3010.
Before that I toyed with prototype games and procedural generators, mostly miniature 4X and turn based stuff.
#20
Posted 24 November 2016 - 02:53 AM
jjm1, on 24 November 2016 - 02:28 AM, said:
Yes, I've also been designing and programming my own isometric RPG game, on my own engine written in AS3, and making my own art for it. I expect to finish it in 3010.
Before that I toyed with prototype games and procedural generators, mostly miniature 4X and turn based stuff.
40 more years and the Clan invasion starts!
Developing games is a craft. Focus on just one thing and go from there. There are just too many things that go into making a "great" game these days.
Unless you have heaps of financial backing and know and can trust a team of people with your/their money forget about selling your own "great" game.
If you are talking about making a game proposal/script for a game that is something else and you don't even need to write any code or draw anything.
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