I want to make a board game which looks like clash of clans, this is fourth shot for making any game, all the games that I have tried till now are third-person shooter game, every time I have completed level design and character designs but at the end project turns big and I end up with the overwhelming feeling and I give up this time I have decided to start with some small board game with low poly art style, some of the requirements and software I know are mentioned below please suggest how should i proceed.
Things I know;
-UE4 (level design, not that good but above-average knowledge of Blueprints)
-Cryengine
-Maya
-All the designing software available
- no knowledge of music
Things I am not sure of;
-Which game engine will be best for this stylized board game
-Which game engine market has better low poly asset packs (and also cheaper, because I am not in a great financial condition as of now)
-Is there a tutorial or blog I can refer to if someone else had a similar query
Let me know if there's anything else worth mentioning or anything that I have mentioned is confusing or contains less information required for answering this question.
Lots of love to the community
Replies
Seriously I would make it very very small bc even a small project gets big. Maybe set you a first milestone where the game should be playable with bare minimum specs. Like a vertical slice and then just 10% of the very most important aspects to get anything running. Don't waste time on art or anything. Just a bare prototype. If you got that far you can grow from there.
You can code? Ore are you doing it with node based logic?
And btw.. you should really check out the quality of the asset packs yourself. Bc you will use them. Imo they are equally good or bad.
Making the art assets look like that is easy. You could use unreal or unity - it wouldn't matter.
The hard parts are:
the networking part in particular is an immense task that requires extremely specialised skills and expensive infrastructure (servers).
I totally agree with rollin and it seems like you have come to the same realization, keep it small because even the simplest game has a way of turning into something huge with a lot of little details that grind production to a halt. Which is why games are usually made with teams of people that specialize in certain areas.
I also agree, don't focus on the art so much as getting it all roughed in and built out. Figure out how you're going to build buildings and landscape, use just enough geometry to test your prototype. I would avoid using simple cubes and primitives. Instead I would make something very quickly that gets pretty close to the final shape, poly count and texture budget that I plan on having. That way you can test your whole pipeline and you're minimizing the things that could blow up in your face later.
A game is fun even if the art looks like ass. Good art can't cover up a bad game but it can make a good game look amazing.
So art isn't really necessary and if you do the prototype correctly it can be easy to add in later. It can also make it easier to go to an artist and say "make these pieces in this style" and let them replace the ugly with something better. You've test it, you know those pieces fit together correctly, you know it all works, it just needs a bit of style.
If you do the art first, or get some packs, you're starting to set yourself up for failure. Not only are you stuck with what you've got, but it could be difficult if not impossible to modify it because you won't have the source files, just what was submitted to the asset store, usually triangulated fbx files or unreal assets.
So yea, prototype it just enough to be able to vet all of the things you need to then once you have a functional game you can make it look better.
2 people. Myself doing art, sound, and level design. Partner writes code.
Game design is almost carbon copy of decades old game, which itself was copy of a board game. Only difference was we stripped out half the units and late game content.
Make plan for every week and decide what content will be stripped if necessary to make deadline.
Make clear standards for quality so that you waste no time going further than necessary. This is called a backstop.
Commit to finishing. If you don't finish this, you may as well give up entirely. Get serious, otherwise you wasting your own time.
Multiply all time estimates by three.
No multiplayer, nothing complicated at all. Straight old school.board game made to look like a physical board game. No rigging, minimal fx, simple input. Everything is bare bones.
3/4 of time should be playtest and refinement. Get production done fast. Production is not making the game fun. It's importance is limited.
For myself, I make enough complete art just to settle on theme, but then build game out with rough art and only finalize once you know there is no more changes.coming.
Work your hardest but listen to the body. Maintaining the noodle at optimal condition is key. If you working tired, you make many dumb mistakes that compound and make life suck.
Commit to finish. Publishing is highest priority. Whether you like or are proud of game does not mstter. GET TO THA CHOPPA.
Keep a public devblog. If you do it here and tag my name I will harass you if you miss deadlines. Free service.
Oh, one other important thing. If working with a partner, make a contract before doing anything. Define not only what to do on disagreement and separation, but what professional standards of conduct will be. If partner is lackadaisical about this, big red flag.
I am good with code but know node-based logic too (As the shooting game's mechanics I did in blueprint only)
I will surely take your advice and will plan things accordingly.
Love
Love
My game you can reach through my signature links.
One last piece of advice: don't try to do it all alone. Leverage experts as much as you can.
And I have already started the prototype so thank you for the motivation to all of the people who said some really cool things.
Gamedevs only understand the problems we face, rest all motivational videos and people quoting big lines sounds stupid at this point, so all these messages were really helpful and I have a smarter plan this time.
Love to all of you and I understand how difficult it is complete any title, so if you have done just one also I believe you are a hero