Skdursh
Savant
I can make it available via a DOSBox bundle but only if you tell me you can read some Russian
What kind of uncultured swine do you take me for? I can read ALL Russian.
I can make it available via a DOSBox bundle but only if you tell me you can read some Russian
What kind of uncultured swine do you take me for? I can read ALL Russian.
How much time did it take for you to create the prototype sprites for scenery objects? I mean the garden-variety boring ones like shelves, kitchens, chairs, lamps, etc.
How much time did it take for you to create the prototype sprites for scenery objects? I mean the garden-variety boring ones like shelves, kitchens, chairs, lamps, etc.
I've not created most of the models. Most of them are assets I've got via sales or at their normal low price. I may swap some of them later or work on custom models, if/when I get other people interested in the project. I've been struggling to dedicate enough time to the project alongside my day job. So I have to use stock assets especially for boring but necessary items and focus on implementing the game prototype instead.
You're better off shifting focus to an isometric project which largely relies on procedural content generation and massive content reuse, such as a survival or building game.
At this stage in development you will vastly underestimate the amount of time required for creating and debugging content in a Fallout clone.
You're better off shifting focus to an isometric project which largely relies on procedural content generation and massive content reuse, such as a survival or building game.
FWIW, I've tried something similar, once using Fallout 2 and Arcanum assets. I even made some baked sprites people liked, but it takes a fucking long time. However -- unlike drawing, modelling can be done by the analytically minded, and you can get far using procedural textures (i.e. google how to make wood or grass with procedural textures). It's easy as long as you have a sense of taste. You can get far using tricks like displacement mapping. But making scenery assets takes a fuckton of time.
Obviously making combat and character systems or game content is less than trivial, but things like map editor, world data structure representation, baked sprite animation or a dialogue editor is a matter of perseverance.
If you get far in the project, these sprites aren't good enough but they're good placeholders. I'd advise to look into art direction and aesthetics in that case. See how VtMB has relatively simple HL2 models, yet looks better than these cookie-cutter open-world games.
Yes, it's a niche game but I don't want to narrow it down too much. The decision is based on various information I've been gathering about the first impression and how hard it is to get most gamers interested if the game is visually unappealing. I'm neither planning nor promising anything unique/"revolutionary" about the game mechanics, characters or lore so at least I'm hoping to stand a chance among thousands of indie games by looking a bit better than yet another bland 2d {put_your_name_here} clone.A shame you didn't stick to improving the 2D version; more complex mechanism, slightly better graphics, more content; rather than going 3D, you said yourself it's a niche game, why bother with 3D?
choose a game editor (I'm talking about game editors like Renpy and RPG-maker, and not about real game engines; I don't recommend a game maker, because it's too complicated for users, who are mostly not programmers, but designers).
This is too ambitious to be true.
Fallout was a small, humble game of 10 side quests and 3 or 4 main quests. And this little game was created by a whole crowd of people.
For a lone developer, I suggest 2 solutions: 1) temper your enthusiasm; 2) prioritize and, on this basis, choose a game editor (I'm talking about game editors like Renpy and RPG-maker, and not about real game engines; I don't recommend a game maker, because it's too complicated for users, who are mostly not programmers, but designers).
If you want a lot of dialogue, then you should choose Renpy. If you want something similar to Fallout in terms of 2.5d, then you should choose the RPG maker and related plugins. What is more important to you - an interesting story or a gameplay? Proceed from this, be like Peter Molyneux, the main thing is to moderate your enthusiasm.
You can try the prototypish thing in the browser here https://simmer.io/@developter/crux-prototype
I really liked what I saw. For a lone gunmen , this is amazing. I'm sorry I doubted your competence.
You definitely have all the skills that would impress skeptics like me.
I apologize for my pompous post. You definitely know more than me, and I am glad about it, because I saw not just another stillborn project, but a living project with inclinations and ambitions.
I have been doing something like this but it was like in late 90s or something, so a lot has changed in the meantime (was doing it on DirectX 5 and speed was a concern back then).If your comment is based on personal experience developing a similar game I'd be very interested to hear more details and other lessons learned.
Actually, it is easier to get cheap 2D that doesn't look awful than cheap 3D.Yes, it's a niche game but I don't want to narrow it down too much. The decision is based on various information I've been gathering about the first impression and how hard it is to get most gamers interested if the game is visually unappealing. I'm neither planning nor promising anything unique/"revolutionary" about the game mechanics, characters or lore so at least I'm hoping to stand a chance among thousands of indie games by looking a bit better than yet another bland 2d {put_your_name_here} clone.A shame you didn't stick to improving the 2D version; more complex mechanism, slightly better graphics, more content; rather than going 3D, you said yourself it's a niche game, why bother with 3D?
I'm planning to be improving the graphics further when I've got all other basics in place.
I decided to go with 2D in my game because of these reasons. It is much cheaper to have "some content", but you don't have diminishing costs for new assets as with 3D. However, being able to add a ton of extra art assets to the game is a luxury we seldom have.Why you can't use the 2d version?
All valid points. As I said earlier, I don't want to narrow the niche too much and I also want to try something new. I.e. I've already done a 2D game long-long time ago and really want to brush it up a bit. I may look into rendering 3d into isometric sprites but it works in 3d ok so far.
You should add more garbage in the streets!
The 2D version gave me DreamWeb vibes, I wonder if it can be reworked into a small cyberpunk RPG at some point in the future.