I Want To Make A Game
<div class="IPBDescription">seeking advice from the modding comm</div>
I have an idea for a game, and I want to make it happen. I was thinking i could make it on my own, as an amatuer development studio or something. I know there is a difference between actually making a game as opposed to modding an existing one, but i have no idea how to even organize such an endeavour. I have absolutely no experience in game development. I was hoping i could be steered in the right direction by some experienced modders, or even to attract the attention of people who would be interested in developing a game.
If you kow of any resources (web sites, books, forums, etc.) that would help me to organize this, and to put a unique game out there besides selling my soul to a big game company, please tell me.
daffy
I have an idea for a game, and I want to make it happen. I was thinking i could make it on my own, as an amatuer development studio or something. I know there is a difference between actually making a game as opposed to modding an existing one, but i have no idea how to even organize such an endeavour. I have absolutely no experience in game development. I was hoping i could be steered in the right direction by some experienced modders, or even to attract the attention of people who would be interested in developing a game.
If you kow of any resources (web sites, books, forums, etc.) that would help me to organize this, and to put a unique game out there besides selling my soul to a big game company, please tell me.
daffy
Comments
sorry lol :|
about things like program languages,
game engines etc, until i saw
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have absolutely no experience in game development<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So you're pretty much screwed. Try learning to make
Half-Life maps and if you enjoy that and can do it well
then move onto bigger things. I think mapping is a good place to
start and will make you realise how much effort goes into
game and mod development.
If you kow of any resources (web sites, books, forums, etc.) that would help me to organize this, and to put a unique game out there besides selling my soul to a big game company, please tell me.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Honestly, making a mod is probably your best bet if you have no game programming experience. With a mod, at least the engine is already built and you just add to it or change certain aspects of it. There are numerous resources available for Half-Life modding, so fire up Google and dig in.
Your first mod will most likely just be all about learning the quirks and practices of game programming, so it'd probably be best to not expect an end result anywhere near the quality of NS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Then you come up with a concept for you game. Just saying I want to make a game won't do it. After you have your concept, you start to document things in the game. Like what kind of character will the player use, what type of weapons will be in the game, what time period, what setting (future, past, fiction). All SORTS of stuff. If I were you, I'd play around just making small modifications on an existing game with open source and read up a bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You can make your own with OGL/D3D
OR
Use an existing one
I suggest you to use QFusion. It's based on the Quake 2 code but it can load Quake 3 maps and graphics, so it looks like Quake 3. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You can get some experience from that.
now that you know c/c++ start wroking with HL2 (you should have a very good grasp of coding by the time HL2 comes out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
now you are guarentied a large crowd of people interested in playing your mod <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You might also want to pickup a copy of hammer and start to learn how to make maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
lets see...
yah, that should cover it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you want to make a simple little turn based game try ussing flash or something, it might work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
meh back to paper writin (1 1/2 hrs to write 2 more pages, yeash I am screwed)
First, i know some C language, but not nearly enough to do anything more complicated than calculating the maximum load a beam can handle and tabulating the results according to beam size (I took a beginning level class, and did really well, but that isn't enough to program a game). I have started a design concept document even before i started this topic...It is not an HL mod, its an online RPG/RTS. I have a technical writer/PR who is going to proofread and edit it to make it more coherent and professional.
As for actually recruiting a team, i was hoping i could give the idea to someone who could actually do it, and just be a sort of intern or gopher helping out as much as i could. I also don't want my idea to be stolen. I'll look into all of your suggestions, please keep 'em coming.
daffy