These days, focus on official add-ons or ports for already-released games. Look at what Gearbox has done. Working on Opposing Force and Blueshift for Halflife gave them enough income to mess with other franchises like James Bond and Brothers in Arms.
Look at Threewave - specializing in online gameplay components of some of the biggest FPS games out there.
Both wildly successful and yet their projects are (or at least were) relatively small when they started out.
But to work on those kinds of projects, you need to prove to the publisher house that you can do what you say you can. So you need to put together some kind of tech demo or proof of concept, to show them what you can do and in what sort of timeframe. Time is money afterall, so they won't give you a contract if you do subpar work in twice the time it takes some Vietnamese outsource studio to do it.
Yeah facts that are obvious like start really small as your first project and if it's for money then work on something that you think the market wants. In a way this needs a bit of market research but try to also work on something that you're interested in and mix them together.
Like, I'm working on an Iphone game based on a uni project I made. Not only did I choose it cause I think it's entertaining and fun to make but I reckon there's a gap in the library of games that will be the new home for it and I expect some interest.
So yeah start small, enjoy it and think carefully about your market.
If you played with the physics you could have a really unique puzzle game on your hands. Abosorbing metal could make you faster and heavier, water would make you slippery and glide around, any combination of elements would create unique gameplay throughout the game with an ulitmate goal of "eating" enough junk. It would be up to the player what they absorbed. A skillful player may grab tons of water and beat a level in record time, but have to skillfully maneuver around bridges and such without dying.
I think you need to make the gameplay a little less 1 dimensional and give the player a bit more freedom of movement. Too many narrow bridges to cross. Find a way to really expand the playfield while keeping it interesting and not require so much hand placed art assets.
Get that physics system in place, make some expansive fun to play levels and you may have something. Also Katamari Damacy is an example of something so wacky and out there that it appeals to everyone, sorta like your anubis vs. the magicians . In fact find a way to bring your zany 3d art into the game, it's a crowd favorite for sure.
Either start off with a mod, or better yet get familiar with whatever engine you want to use, and get familiar with the basics of every positions, I'd honestly want to be VERY familiar with Art, but also spend a lot of time planning the game, and start off small like a lot are saying. Its really not as easy as it sounds.
Well, you'll need a business plan, a source of funding, a cash flow analysis, ect, ect, but that goes for starting any business. And then you'll need an game concept, that you'll need to develop, or find people that you'll pay to develop it.
When it comes to making games you need to make sure you are legally allowed to use all the assets you put in, including fonts. And the fonts that are installed on your computer? Don't assume they are royalty free.
I'd say get a fancy DBA and start working on mobile game development. For a few reasons. Smart phones are the perfect market for small indie games. Releasing a free game on Android or iOS will result in tons of feedback. A lot of that feedback will be "GAYEST GAME EVAR!!1!" but you'll get some valuable comments as well.
I'd suggest doing professional game development at a studio or contract work for a few years to build up experience and contacts. I've been doing this for about 4 years and I don't feel ready to jump into indie development yet.
Replies
+ what dreamer said.
A game like this
[ame]http://www.youtube.com/watch?v=tv-qwVPKATo[/ame]
with pre-rendered screens , like syberia II
I made this long time a go
[ame]http://www.youtube.com/watch?v=kfom7GWdDOQ[/ame]
good tip.
ps: i need some years to start, because I'm working on a degree now.
Look at Threewave - specializing in online gameplay components of some of the biggest FPS games out there.
Both wildly successful and yet their projects are (or at least were) relatively small when they started out.
But to work on those kinds of projects, you need to prove to the publisher house that you can do what you say you can. So you need to put together some kind of tech demo or proof of concept, to show them what you can do and in what sort of timeframe. Time is money afterall, so they won't give you a contract if you do subpar work in twice the time it takes some Vietnamese outsource studio to do it.
psst... Threewave essentially shut down.
lol
Like, I'm working on an Iphone game based on a uni project I made. Not only did I choose it cause I think it's entertaining and fun to make but I reckon there's a gap in the library of games that will be the new home for it and I expect some interest.
So yeah start small, enjoy it and think carefully about your market.
MMO or death.
[ame]http://www.youtube.com/watch?v=QtG4tHg2j1o[/ame]
ps: i don't want to do MMO
bye !
If you played with the physics you could have a really unique puzzle game on your hands. Abosorbing metal could make you faster and heavier, water would make you slippery and glide around, any combination of elements would create unique gameplay throughout the game with an ulitmate goal of "eating" enough junk. It would be up to the player what they absorbed. A skillful player may grab tons of water and beat a level in record time, but have to skillfully maneuver around bridges and such without dying.
I think you need to make the gameplay a little less 1 dimensional and give the player a bit more freedom of movement. Too many narrow bridges to cross. Find a way to really expand the playfield while keeping it interesting and not require so much hand placed art assets.
Get that physics system in place, make some expansive fun to play levels and you may have something. Also Katamari Damacy is an example of something so wacky and out there that it appeals to everyone, sorta like your anubis vs. the magicians . In fact find a way to bring your zany 3d art into the game, it's a crowd favorite for sure.
Nao...Step one: Create a Game Project (written analysis) Step two: create a game.
You are either bat shit insane or one of this worlds true geniuses. Either way cheers to you my friend. Never give up!
http://www.i-fluid.com/
Why you always have to go do this, you bring back old stuff.
Here's often the structure of your posts:
topic: "Hi, I wonder why flowers make you happy?"
derail: "Here's a picture of a bird I made long ago"
utilization of derail: "I updated the bird, what do you think?"
Also I hear you can make game with xbox, maybe buy one of those and start on it
working on Level 2 and 3
a screenshot from our forum
edit: I don't have time to answer all posts, really thanks all !
ps: it's about time to start a WIP thread for this...
so yeah, I will do all your tips considering starting a games company in the future, Bye.
When it comes to making games you need to make sure you are legally allowed to use all the assets you put in, including fonts. And the fonts that are installed on your computer? Don't assume they are royalty free.
lulz
When you gonna finish this? You got the menu done, that's half the game already!
THIS. Especially if you're talking about creating an "epic" game.