Jushineei Posted June 18, 2016 Posted June 18, 2016 Hello my name is Jushineei and i will try to create me own Game! The idea i have is fairly simple and i would like to ask for some advice. The idea is to create a game with multiple game types. For example:"A game with a Visual Novel idea combined with a RPG-Maker idea and also a side-scroller game all implemented in one." The best i can describe my idea is to make it a freedom idea. I think most of it will be done with custom coding and i would like to ask for some advice on where to start. Which coding language to code a game like this in. where to find coding tutorials etc. Also maybe some good references for drawing, terrain references and maybe even some good drawing tutorials for games. If someone would like to give me some advice that would be greatly appreciated & i will keep this thread up-to-date! PS: I also posted this thread on some other forums. (To avoid confussion) - Jushineei
Guest MonsterFish Posted June 18, 2016 Posted June 18, 2016 Start with how big you want the scope of the project to be. In other words, what do you want there to be at the end of the project? Music? Art? Storyline? Non-linear or linear? Open sandbox or closed? Ask yourself the problems that may occur. Are you good at art? Will you need to comission someone to do art for you? I've said in another thread, but ripping artwork is a big no-no and can lead to annoyed artists and possible lawsuits. Will this feature be fun and intuitive or just an annoyance? What problems are there with memory and how can you streamline it? What are the different ways to perform things like parallax backgrounds? Are you doing this to improve your skills or because you genuinely want to create something and share it? As for coding, I dno if I am wrong since I never actually used RPG Maker, but aren't all the operations preset. Like if you want to move right a block then that's an operation that is preset in the game and one particular attack means an operation to run an animation then run a mathematical operation to work out the damage. Again, I may be wrong. If you haven't already, you need to learn Boolean logic. It's fundamental, especially in programs like RPG maker. If you're going to code, most games are in either C#, Java or C++. It helps to learn all 3. You'll need to work out what kind of art you'd like to deal with. Pixel art, vector art and 3D art are the most popular choices, so it'd help to figure out what art style choice you want to pursue before going into the tutorials.
Jushineei Posted June 18, 2016 Author Posted June 18, 2016 Start with how big you want the scope of the project to be. In other words, what do you want there to be at the end of the project? Music? Art? Storyline? Non-linear or linear? Open sandbox or closed? Ask yourself the problems that may occur. Are you good at art? Will you need to comission someone to do art for you? I've said in another thread, but ripping artwork is a big no-no and can lead to annoyed artists and possible lawsuits. Will this feature be fun and intuitive or just an annoyance? What problems are there with memory and how can you streamline it? What are the different ways to perform things like parallax backgrounds? Are you doing this to improve your skills or because you genuinely want to create something and share it? As for coding, I dno if I am wrong since I never actually used RPG Maker, but aren't all the operations preset. Like if you want to move right a block then that's an operation that is preset in the game and one particular attack means an operation to run an animation then run a mathematical operation to work out the damage. Again, I may be wrong. If you haven't already, you need to learn Boolean logic. It's fundamental, especially in programs like RPG maker. If you're going to code, most games are in either C#, Java or C++. It helps to learn all 3. You'll need to work out what kind of art you'd like to deal with. Pixel art, vector art and 3D art are the most popular choices, so it'd help to figure out what art style choice you want to pursue before going into the tutorials. First of all Thanks for the quick reply! I'm going to draw myself in order to gain experience in the art of Game-Design and also to not have to worry about permissions and copyrights also for the Storyline i want to create a game telling a story. And i was thinking of creating a mix with a Sandbox and non-Sandbox game in the way of having both the Visual Novel idea for some parts and then later more towards the open-world in 2d mode. I'm usually a quick learning pupil and with that i want to try to create something myself. And i want to improve my skills as mentioned above but it's also to share something you made. Also for the Rpg-Maker part i'm not intending to create something with RPG-Maker because i dont want to be restricted to their limitations. I currently have no future plans for music. I hope i informed you with some of the general art idea ^-^ PS: i could say i'm pretty creative.
XJ347 Posted June 19, 2016 Posted June 19, 2016 I highly recommend you take some time to plan out events and personalities. The biggest problem with most amateur hentai games is that the writing is horrible. Characters, especially female, act out of character just to push sex scenes. A common scene that makes my roll my eyes that I read often is the women being raped, but her inner slut comes out and ends up not only enjoying but she pushes for more sex... Absolute garbage. A few women might physically enjoy the stimulation, but it's insulting to imply that they want to be raped. I highly recommend taking a look at The Last Sovereign. The characters are AMAZING. Not every character is a slut... The main character himself isn't looking to sleep with the world! Characters shouldn't all be the same size. Some should be short, others tall, some busty others lithe. I highly recommend not making an innocent 18 year old with a stick figure body and DD breasts who turns into a slut the moment a cock in forced into her. It looks good but is HIGH unimmersive. This comes down to the story being believable, the more unbelievable elements the more people will put the game down and leave. Art is a funny thing. You don't need it, but it can really make a game shine. If you do use it then you should right or it distracts from the game. Maybe this is a personal thing, but when I see 3dCustom girl used to make CG's I think it's lazy and don't normally touch the game. I would rather use my imagination than look at what I view as lazy CG. Old school 3d CG were an improvement but still distracting, but the last few years 3d CD has really taken off. The quality is what matters. The Adventures of Terra is an example that has a good looking character but the background of the images holds it back being super basic. Drawn art still is great and often the best, but that requires skills many don't have. So you need to find the right level of detail for you, but it needs to be polished to hold peoples attention. If you want less art then follow The Last Sovereign's style, or go for broke and do more but make it look authentic.
Jushineei Posted June 19, 2016 Author Posted June 19, 2016 I highly recommend you take some time to plan out events and personalities. The biggest problem with most amateur hentai games is that the writing is horrible. Characters, especially female, act out of character just to push sex scenes. A common scene that makes my roll my eyes that I read often is the women being raped, but her inner slut comes out and ends up not only enjoying but she pushes for more sex... Absolute garbage. A few women might physically enjoy the stimulation, but it's insulting to imply that they want to be raped. I highly recommend taking a look at The Last Sovereign. The characters are AMAZING. Not every character is a slut... The main character himself isn't looking to sleep with the world! Characters shouldn't all be the same size. Some should be short, others tall, some busty others lithe. I highly recommend not making an innocent 18 year old with a stick figure body and DD breasts who turns into a slut the moment a cock in forced into her. It looks good but is HIGH unimmersive. This comes down to the story being believable, the more unbelievable elements the more people will put the game down and leave. Art is a funny thing. You don't need it, but it can really make a game shine. If you do use it then you should right or it distracts from the game. Maybe this is a personal thing, but when I see 3dCustom girl used to make CG's I think it's lazy and don't normally touch the game. I would rather use my imagination than look at what I view as lazy CG. Old school 3d CG were an improvement but still distracting, but the last few years 3d CD has really taken off. The quality is what matters. The Adventures of Terra is an example that has a good looking character but the background of the images holds it back being super basic. Drawn art still is great and often the best, but that requires skills many don't have. So you need to find the right level of detail for you, but it needs to be polished to hold peoples attention. If you want less art then follow The Last Sovereign's style, or go for broke and do more but make it look authentic. Thanks for your reply. And i was already starting to create characters and starting to write the main story. the most important thing atm is figuring out what i'm gonna use to build the game x3
Benn82 Posted June 20, 2016 Posted June 20, 2016 My Advice. Start simple. Before you entering coding and animating. Get a drawing board and write this. Genre -> Motive -> Main Characters & Villain -> Start of the Story -> Core Journey Story -> Ending Story. 1. Start by what genre will you choose. Write it and link to Genre bubble. 2. Motive of the story. What is it ... revenge, lover got kidnapped, slave training ? ... anything you want. Link it to the Motive bubble. 3. Main Characters & Villain. Just right core actors. Don't add too much either. If it can, just 2 names. Hero and the Villain. 4. Don't be detail. Who is the protagonist and the antagonist. Their character, their motivation, their vision. What event make the story start. 5. Core Journey. Don't do side quest, also no need detail. The Hero starting place, stop at a place to rest and ready up, and last scene site. 6. How the ending design. After you have decent material, never do side quest. Focus on main story/theme. After you done that, put it as Version 1.0 Your games is done, now you can do wild thinking of the expansion, side story/quest, other activity.
Professorg Posted June 22, 2016 Posted June 22, 2016 I do everything a tad backwards to most people: 1) Code engine 2) Story 3) Script based on what your game is (EG if it's zombies script the guns, melee, cars, AI, etcetc) 4) 3D Model 5) Animate If you're me you're half retarded and do everything at the same time since you're impatient
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