Is this for Amateurs like me?
Purgatus
Join Date: 2012-11-02 Member: 165982Members
Hey all!
I'm aspiring to design games and though I have a passing understanding, I'm still very much a beginner in all aspects (design, coding, scripting, etc.)
Is this going to be targeted to people like me who are looking for an interface to bring game ideas out without the in depth knowledge? Possibly in the same way Blueprints for Unreal 4 let me do scripting without being a programmer?
Thanks!
I'm aspiring to design games and though I have a passing understanding, I'm still very much a beginner in all aspects (design, coding, scripting, etc.)
Is this going to be targeted to people like me who are looking for an interface to bring game ideas out without the in depth knowledge? Possibly in the same way Blueprints for Unreal 4 let me do scripting without being a programmer?
Thanks!
Comments
What language does this use (LUA, C#, etc.) I know unknown worlds is using Unity for Subnatuica. Is this their own in house engine that powered NS2?
Just curious
Yes this is our own engine which has evolved from the engine we created for NS2. We use Lua for writing game scripts.
Then a follow up question.
I understand this is a work in progress. I don't mind shelling out the 10 bucks for the possibility of a system that allows me to more easily negotiate game creation.
Are you looking for feedback from my relative experience level? If I am clear that this is a work in progress, would you recommend this for me?
EDIT: Also thanks for the prompt and direct answers!
I'm not going to recommend you this game right now, because it's in such an early state and we haven't done a lot of the make-it-simple work. What I will say is that feedback from someone of your interest and experience level would be hugely valuable.
But it's important to be clear that if you drop $10 on this right now, you are taking a risk. It might pay off, it might not!
I just purchased, and am installing now. I hope to have some adequate feedback soon.
similar to this where you could place blocks, make map etc and play it at the same time to see.
I was like you when I bought NS2, and when from a passing knowledge to designing and making full mods over the period of a couple of years.
This system is going to be even simpler to build content with, so you should be able to progress much faster than I was initially able to.
I'd recommend starting by making a map, it's the first thing i do in a new engine. With the drop in play design nature of Future Perfect, building a map, is essentially also creating your own game. You can move onto adding code once you get a bit more comfortable, or begin to find the things you want to do aren't available in the already existing content.
Then you can get into the really exciting world of programming your own. I am only just beginning to look at the code myself, but if you want to add me on steam, i'm always available to offer advice and help when I can.
Just beware, I only have about four years experience with NS2, and a few months with a component based engine I was working with, so I am not really a programmer yet, still more of a hack it together and hope it works type of dev
Both an in editor one and an in game one.