It's more of a pikmin clone than a true rpg. But your men level up. What am I even doing? Who knows? Penis penis penis
pls don't.
It's more of a pikmin clone than a true rpg. But your men level up. What am I even doing? Who knows? Penis penis penis
pls don't.
Yeah, and thank you very much, my man! You've been the best help. Much better than the ASSHOLE who told me to start by making a massive design document when I don't know nothing about games
Something about the first part of this video cracks me up. The fact everyone does it and his goofy acting. Its good advice, but few will take it.
I think python is an amazing language to learn in general. It's easy to learn, it supports multiple paradigms, it is portable and got plenty support. Even if TO doesn't dive into game development big time, he now has a tool at his disposal that can help him solving all kinds of computer related problems. C# is a good choice, too, especially if you already know you'll eventually want to use unity.1. Learn python.
2. program tic tac toe clone, arkanoid clone, snake clone.
3. Learn how to write a design document.
4. Program the same or similar clones using a free engine like unity
By this point, you should have a grasp of what lies within your capabilities.
Python is not too good for games, as packaging/deploying them is cumbersome to be the least.
I'd say starting with C#/Unity would be more useful to get into indie game dev. Unity is also a marketable skill in the game industry (Python is great if you are interested in general software programming, but this does not seem to be the case).
Writing design documents is certainly not something you should focus on early. Later on, when you gather a large team, it should be done, but you have plenty of time to get there.
Like that: http://www.pygame.orgBut how do games in python even look like?
This. For the love of god, if someone doesn't know programming, but wants to start learning, Python should be the number one. I have learned the very basics in Python, and after that even JavaScript and GameMaker Language was easier to get into. One probably won't make a game in Python, (although there is Pygame) but it is a great starting point.I think python is an amazing language to learn in general. It's easy to learn, it supports multiple paradigms, it is portable and got plenty support. Even if TO doesn't dive into game development big time, he now has a tool at his disposal that can help him solving all kinds of computer related problems. C# is a good choice, too, especially if you already know you'll eventually want to use unity.1. Learn python.
2. program tic tac toe clone, arkanoid clone, snake clone.
3. Learn how to write a design document.
4. Program the same or similar clones using a free engine like unity
By this point, you should have a grasp of what lies within your capabilities.
Python is not too good for games, as packaging/deploying them is cumbersome to be the least.
I'd say starting with C#/Unity would be more useful to get into indie game dev. Unity is also a marketable skill in the game industry (Python is great if you are interested in general software programming, but this does not seem to be the case).
Writing design documents is certainly not something you should focus on early. Later on, when you gather a large team, it should be done, but you have plenty of time to get there.
As for design documents, I think it is absolutely essential especially early on. Just consider the arkanoid clone. Even a simple project like that falls apart if you just start to code it without a plan, eventually got your ball ricocheting and block breaking in place and now decide that it would be cool to implement a few powerups.
I'm not talking about an industry-grade document to attract investors and coordinate the work of your employees. But you really should have something you can refer to where every planned feature is listed, described and explained how features are supposed to interact with each other ideally before you write a single line of code.
Like that: http://www.pygame.orgBut how do games in python even look like?
Listen here TGA, I am a professional at failing as an indie developer, so heed my voice. This is how you start getting into business:pls help
Make an RPG Maker game and publish it on Steam to get some money.
Well it is an RPG maker game with stock graphics, what do you think? :DMake an RPG Maker game and publish it on Steam to get some money.
How does your game sell, J_C ?
Well it is an RPG maker game with stock graphics, what do you think? :DMake an RPG Maker game and publish it on Steam to get some money.
How does your game sell, J_C ?
I have sold 200 copies on all platforms give or take (most of them on Steam obviously) at full price or at a slight sale. Plus it was in cheap bundle which resulted in an additional 1300 (but that didn't earn much money obviously). Not that I'm complaining, it earned back the little money I invested around 3 times.
Only the assets I bought. I didn't count the manhours precisely, but Steam showed almost 1000 hours in RPG Maker. Plusz dozens of hours spent on making some of the art, finding music and sound effets, writing and designing. So it could somewhere between 1100-1400 hours. But this was all spent in my spare time, when I was not at work.Well it is an RPG maker game with stock graphics, what do you think? :DMake an RPG Maker game and publish it on Steam to get some money.
How does your game sell, J_C ?
I have sold 200 copies on all platforms give or take (most of them on Steam obviously) at full price or at a slight sale. Plus it was in cheap bundle which resulted in an additional 1300 (but that didn't earn much money obviously). Not that I'm complaining, it earned back the little money I invested around 3 times.
Did you count every hour you worked on it, or are you just talking about the assets and programs you bought for it?
I'm not complaining. Running through Greenlight was a chore. It was never about quality, it was about finding people who give a vote for you voting their own games. And of course you could spend a ton of money on Steam groups for advertising.Its a pity Steam closed that avenue off. I don't understand it. They whined they were getting too many games. That is as silly as Youtube complaining, they have too many videos.
This. For the love of god, if someone doesn't know programming, but wants to start learning, Python should be the number one. I have learned the very basics in Python, and after that even JavaScript and GameMaker Language was easier to get into. One probably won't make a game in Python, (although there is Pygame) but it is a great starting point.I think python is an amazing language to learn in general. It's easy to learn, it supports multiple paradigms, it is portable and got plenty support. Even if TO doesn't dive into game development big time, he now has a tool at his disposal that can help him solving all kinds of computer related problems. C# is a good choice, too, especially if you already know you'll eventually want to use unity.1. Learn python.
2. program tic tac toe clone, arkanoid clone, snake clone.
3. Learn how to write a design document.
4. Program the same or similar clones using a free engine like unity
By this point, you should have a grasp of what lies within your capabilities.
Python is not too good for games, as packaging/deploying them is cumbersome to be the least.
I'd say starting with C#/Unity would be more useful to get into indie game dev. Unity is also a marketable skill in the game industry (Python is great if you are interested in general software programming, but this does not seem to be the case).
Writing design documents is certainly not something you should focus on early. Later on, when you gather a large team, it should be done, but you have plenty of time to get there.
As for design documents, I think it is absolutely essential especially early on. Just consider the arkanoid clone. Even a simple project like that falls apart if you just start to code it without a plan, eventually got your ball ricocheting and block breaking in place and now decide that it would be cool to implement a few powerups.
I'm not talking about an industry-grade document to attract investors and coordinate the work of your employees. But you really should have something you can refer to where every planned feature is listed, described and explained how features are supposed to interact with each other ideally before you write a single line of code.
Like that: http://www.pygame.orgBut how do games in python even look like?
Well it is an RPG maker game with stock graphics, what do you think? :DMake an RPG Maker game and publish it on Steam to get some money.
How does your game sell, J_C ?
I have sold 200 copies on all platforms give or take (most of them on Steam obviously) at full price or at a slight sale. Plus it was in cheap bundle which resulted in an additional 1300 (but that didn't earn much money obviously). Not that I'm complaining, it earned back the little money I invested around 3 times.
Umm, thanks....I guess.Well it is an RPG maker game with stock graphics, what do you think? :DMake an RPG Maker game and publish it on Steam to get some money.
How does your game sell, J_C ?
I have sold 200 copies on all platforms give or take (most of them on Steam obviously) at full price or at a slight sale. Plus it was in cheap bundle which resulted in an additional 1300 (but that didn't earn much money obviously). Not that I'm complaining, it earned back the little money I invested around 3 times.
incredible! :D I'm happy it worked out for you, but it shows that people would buy a sack of shit if it was on steam.
If anyone wants to help me with some writing, that would be appreciated.
If anyone wants to help me with some writing, that would be appreciated.
I've more or less figured out what kind of DeclineMachine I wanted to make. Basically a first person RPG, focus on rough permadeath. Somewhat sandboxy, you move into a hex, get given a randomly generated map, move through it. There'd be like 4 or so dungeons and 3 villages. Really small scale. Game would be based around fast replays. Only "story" involves finding one of three Patrons and taking their quest on. Meant to be challenging, and the dungeons will have fixed locations, so your goal as a player is to attempt to gather the best items and go after the other patrons. So basically a hex-crawling version of the original ravenloft module.
Only four classes: Warrior, Cleric, Thief, Wizard
There'd only be a handful of spells, none of which would be obtained by levelup, they'd be found in dungeons. Same placement every time so Codexers could, if they wanted, bum-rush to the most powerful shit and use it. Clerics start with a full compliment of spells but fucking up spells means your god gets upset, and to restore a god's happiness with you, you have to waste resting time not healing others but rather doing supplications. Warriors will be able to use alt-fire modes with weapons that can do things like stun or knockdown enemies. Wizards can either sell their souls to one of the patrons for all of the spells, Warriors can pledge to the Baron, another patron, for a full kit-out, and Clerics can speak to the arch druid for immunity from gods hating them.
Anyway whee
I gotchu fam, in return for helping me with teh programmingz.then the Arch Druid(I have no idea how to write hippies)
When it's finished?When is a game ready for its own thread and or further promotion?
Has anyone here had to deal with missing contractors? I found a pixel artist who was easy to get along with and had a measure of talent. I said I would contract him after seeing a demonstration of what he'd do for my project. He made a mock-up of the main character that was good and now I want to throw money at him. However... he just disappeared? It's been a fortnight now and no response from him. I am literally trying to pay him for the work he has done, and to get more work done, but he's disappeared. Weird.