Good to see you'll consider it. If you do decide to go with an open approach like that, I'll be sure to contribute all I can.
Edit: The more I think about it, the more I would like to be involved with this project. Even if you don't decide to go with the open-source approach, I'd still like to be involved. I wouldn't be able to help out much on the art front, but I could contribute to the code and I wouldn't expect a split in the profits as others would probably be putting in more time than I would be able to. Hope you consider me!
Definitely! Today I'm going to try to recruit a coder, if that doesn't work, github it is! Even if it does, you can pitch in if you want.
1. That's the best thing. I don't really care. As i only supply ideas, the story, sound effects, and website, as long as they make it, i'd be perfectly happy.
2. Yeah, it's MASSIVE but they could either have a randomly generating code, or tone down the number of planets.
3. I wont even force myself. What i'm going to do (if this idea takes off) is engineer the "buy" button to donate to the accounts of the devs, so i literally wont get a cent.
I am learning to program, and the issue is that a more experienced coder makes better code. I still have trouble making calculators. I think it would be better that way. I'm trash at art, my texture packs are trash, and I'd have to have someone tell me what parts he wants them in and so on. I did state that i definitely would do quite a chunk. I an proficient in website design, and concepts. So i wouldn't be sitting back and letting pawns do the work. My field of skill just differs from what people think is important. Without one piece or the other, the game wouldn't work. If it would make the people more comfortable, someone else could engineer the site so it pays where it's supposed to. That's why I wanted a website designer, so it wouldn't seem like i'd scam them out of the whole lot. I can definitely learn, but i would love to make it NOW instead of ten years from now.
Edit: May as well start a folder for the code. I've got a large job ahead of me.
as for #2 i know nothing about code but couldn't you just store each planet in a separate zip file and render them once you enter each world (basically have each planet like a different save file on terraria)
as for #2 i know nothing about code but couldn't you just store each planet in a separate zip file and render them once you enter each world (basically have each planet like a different save file on terraria)
also have a transport system similar to FTL (faster than light)
This does not matter in the slightest. No one wants to "steal" game ideas from anyone else. This suggestion is rather pointless.
Game designers don't get into the game industry because they love to program or love to draw... They get into it because they have their own ideas that they want to see become reality. Anyone with the skills and abilities do not steal ideas...
...Unless those ideas are already successful like Zynga 'stealing' pokemon... lol... but that'd completely different. That is piggy-backing on sales and market shares, it's not stealing ideas, it's just copying the popular ones.
No, I'm sorry to burst your bubble....
That is far, far from a "complete" game design document. Perhaps it's better and more detailed than the majority you'd see on forums and the likes.... but it lacks any amount of true detail and consistency that a true design document would need.
Game design documents can be sort of thought like an architect's blueprints. They must state exactly how to design the game, or else they are incomplete.
... Sure the architect can get in the mood to do something fancy here or there, and alter his blueprints to adjust... but he will still go 99% off of the blueprints.
A good game design document would be the same thing. It will either tell you how everything will be designed, or it won't.
This document lacks programming explanations, art explanations, sound, and basically all true details. It's an overview or a sales pitch at most.
I thought Huntlocker's reply was actually very, very accurate, to be honest.... And I agree completely.
On the other hand, ironically, I actually don't think you know what you're talking about to make an accurate judgement of anything.
No offense... but you come into topics like this acting like you're some professional game designer and you know exactly what you're talking about.... but you don't. Just quit pretending that you are... it bothers me. I really love the enthusiasm you have, but your information is very inconsistent.
You have more programming experience than a majority of people on these forums, and more experience than I had when I was your age.... but that doesn't mean you're a professional or know what you're talking about, either.
C# has also become very popular over the last few years.... for good reasons.
I'd personally recommend against Java for games.... It's just not a very practical language for making games.
Speed is typically irrelevant these days, and even when it comes down to it Java does tend to often be slower than it probably should be for some reason... As well, it is not a commonly used language for video games, and therefore does not have as much support for it.
C++ is a good choice if you want portability and speed... but it also comes with the price of learning memory management, which also means possible memory leaks if you're not careful and you don't understand what you are doing. But that should never put anyone off... Understanding what you're doing will always be necessary in any language.
But C# is very promising.... with things like 'Mono', C# maintains portability to all relevant platforms, covers memory management and garbage collection (better than Java, in my opinion), and is overall a friendlier language to use... It is also highly supported in game development, with things such as XNA, good tutorials, and tons of good libraries and frameworks.
That is nonsense. I don't know of any real prototype you can make in "6 hours or so" of a real game, without using something like Game Maker, or a full game engine... but even then you probably won't get a decent prototype in for your idea in 6 hours.
...And there's nothing wrong with using Game Maker or anything like that, especially if you're just using it for a prototype... but you should plan ahead and use what will be most efficient. If you use something like GameMaker for a prototype and then convert to C++ you will be wasting a lot of time just to test the idea, when you could have been implementing the prototype in C++ and actually accomplishing your goal.
Maybe that's just me seeking out efficiency.... but... my point is your game idea would have to be very, very minimal if you can make a prototype in just one evening. Statements like that vastly under rate the amount of time it takes to make a decent game by a significant degree.
@ OP:
You have what could be a really good game idea here, and you've done your best to present it.... but what you lack are the skills necessary to complete it. Without those, your game will never be made. Even if you were to find a coder who wants to use someone else's ideas, he wouldn't have the motivation needed to finish it. An Artist would be the same way, although they tend to be easier to find and/or hire on.
To summarize: Everyone's game ideas "suck". They suck specifically because they are not your own ideas... and anyone who has the abilities to actually create a game will use their own ideas.
Ideas are 'a dime a dozen'... They are basically completely worthless. Everything under the sun has been either done before, or thought up before.... If your game idea is "new", then it's simply because no one ever had the interest to make the game you wanted... and that won't change just because you pitched your idea on a forum.
This may be sad or depressing news to hear, but it's definitely the truth...
The good news is... You can keep the idea, and if you ever want to see it become a reality, all you have to do is keep dreaming and moving forward with the idea on your own.... Get the skills and abilities needed, and make it come to life.
That's what everyone else has ever done if they have ever made a game. They kept their dreams alive by pursuing them non-stop.
in fact it is probably to have space adventure stuff be like FTL in general as it is a quite simple space fighting gamei would also love hats (if you can implement that TF2 fans will flock to your game and so will i)
in fact it is probably to have space adventure stuff be like FTL in general as it is a quite simple space fighting game
i would also love hats (if you can implement that TF2 fans will flock to your game and so will i)
Haha! hats would be great! I could implement those after you get a certain achievement or something. Thanks for the support!
I really like your idea of FTL travel, so ship combat could still be there, just without all the headache of the coding.
To the OP, if you want a serious game, you might want to post an advertisement in the newspaper looking for coders, musicians, etc. However expect to pay them. Having a concept and promising the profits isn't enough.
one thing i am worried about is we have no clue how much is done... i would personally like to see what is done so we can givefeedback on it in this forum
Definitely! Today I'm going to try to recruit a coder, if that doesn't work, github it is!
http://redwallminecraft.enjin.com
Cool! What do you have in mind?
http://redwallminecraft.enjin.com
for the concept image something like this
PD:Do'nt worry it will look awesome (i'll make it with photoshop, the guy, the alien and the spaceships will be realistic)
Forgot to insert the image
Yes, i cleaned the recicle bin too(i'm stupid)
Something else, pixel art or realistic?
Most likely x64 pixels please.
It means alot! Thanks!
http://redwallminecraft.enjin.com
Haha! hats would be great! I could implement those after you get a certain achievement or something.
I really like your idea of FTL travel, so ship combat could still be there, just without all the headache of the coding.
http://redwallminecraft.enjin.com
click one--^
click one--^