I have a functional knowledge of UDK, and have done some levels on it however nothing with this scope. Good point about prototyping, I agree doing something ugly but functional is a definite first step. After all, all the art in the world and no code won't get you anywhere. I think the biggest thing I'm worried about is…
very good advice from Entity - in fact you can apply the proof-of-concept or prototype method to almost everything in your game. E.g. Make a single prototype character, level, UI - if it works, you can make more of the same or refine your prototype. Much better than what I've seen in some mods where people come up with…
Definitely going to reinforce the idea of starting with what you can do on your own and building from there. Its easier to recruit others to your idea if you have something you can demonstrate is going somewhere. Making a space combat sim is actually a good starting point for a game in.. well.. anything. It has all the…
IMO, big mods aren't bad... if you know they are big. What i mean is sometimes it is allright to start a big project: you probably know it is too big, but if you have fun making it, get experience, work... etc, why not? I'm not talking about starting a topic and say 'I NEED CODE MONKEYS AND ART FOR MY GAME!' but actually…
From experience, if it takes you a long time to make just one level with lots of detail or you struggle with certain aspects of design then you'll simply fail to make a full blown mod. The second worst culprit is having all these wild ideas that require coding but being unable to do it yourself so you go around forums…
totally agree with Justin. Start small with a workable core game idea. Stay focused, don't get sidetracked or lost in details. Make sure the core game works. Then polish and expand on that. Having a good plan of how development should progress is essential. Having a feature list and sticking to it is also a good tool to…
I used quest3d- yeah a bit unity-ish, but PC only. visual node based programming, its great for artists to get into imo, if you don't mind the platform limitation
Remaking a game is maybe a dumb idea, a spiritual successor could work. having worked on a lot of failed projects and a few which are doing ok, the principal question to ask yourself, is what your skills and abilities are, and how much of the actual development you'd be able to handle yourself. The actual capabilities of…
Yeah it's in my top 3 favorite games list personally. Never has a title managed to get me coming back to it for so long. Seems like every time I'm sure I'm done playing it something sparks my interest and I'm back. It's just a shame it's been pretty much forgotten about as a series. :/ The mod community around it has done…
Feature creep is one of your worst enemies. Keep it tight, keep it focused, keep it manageable. Trim everything down to the bare essentials, and focus on getting those working. Adding features should never be a priority, but something to do down the line. Features can always be added LATER. Getting the core game working is…