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05-04-22 08:04:19 PM
Jul - Craziness Domain - I want to make a game. New poll - New thread - New reply
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Rick
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Posted on 03-21-12 10:06:13 PM Link | Quote
Just like everyone else, yar. :o

The only problem is, I'm like...all nervous about asking around to be like "Hey! You artist/programmer person/people! Wanna help me out with a game? " Likely, I'd get laughed out of whatever place I decide to just join for that and then get told to learn all this stuff.

It'd be fun to form a team to make the game though, I just...don't know who I'd go about asking about ambitious projects. :X

I hate not being able to make my ideas reality. Fuuuuuuuck.

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Girlydragon
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Posted on 03-21-12 10:09:31 PM Link | Quote
The best thing is to first announce what your own skills are, and what your ideas are.


Make people interested and they might just help out.


Hell, I know there are people of various creative prowess here that might wanna help out. Maybe... Possibly.

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ReiNi
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Posted on 03-21-12 10:12:58 PM (last edited by Reshiram at 03-21-12 07:16 PM) Link | Quote
Possibility doesn't dictate what you can do.
Well... one thing that you could realistically work on if you are serious in making a game, are design doccuments.

Like, have a good chunk of the game not just already planned out, but heavilly detailed and stuff.

That way you would actually be asking for something that really is there (ex: "I have this idea for an engine that works pretty much as detailed here" vs "so this is a game where you're a dude and stuff happens this way") as opposed to just saying that something would be cool.

In fact, it is these detailed doccuments what would get people interested to begin with.


But then again, I did take game design. Plenty of non-ambitious games are just made on the go by a bunch of people.


In any case... rather than sinking in how you can't "make your ideas reality", you should polish and define them enough so they could become so! At least, that's what I am doing.

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Rick
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Posted on 03-21-12 10:16:05 PM (last edited by Rick at 03-21-12 07:17 PM) Link | Quote
Well I can certainly write the story and craft the text and what-not. I could play director and not be a real douche about it.

About these design documents, are there stuff like that I can actually find online to look at and like...talk about from there? I doubt the thing I have below is much of one;

The idea is more of a Breath of Fire III goofy re-do sort of thing. This has actually been stuck in my head for a long time, but just recently has gotten a lot of fleshing out and blurb-making. Since Breath of Fire is a series that Capcom likes to keep in its basement and feed wood chips for sustenance once in a while, I don't see the problem in making a little fun game project thing using it. Here's the blurb I posted on Dragon Tear:

SUMMARY:
A side-scrolling beat 'em up in a similar vein as Final Fight, Streets of Rage, etc.

Characters:
Ryu
Rei
Teepo
Rick (From "Into the Fire")

Main Features:

Weapon System:
Unlike most games, this one would have a special emphasis on weapons use. While many weapons tend to be "pick up and use until someone hits you and you drop it", Into the Fire would have a variety of weapons to choose from and equip. There would be a button specifically for drawing your weapon, so switching between armed and unarmed combat is a breeze.

What I'm thinking about is that there should be some benefit and downfall for using weapons, such as they do more damage, but in return, you take more damage as well when hit. Something to consider whether or not you want to arm yourself.

RPG Elements:
As the original Breath of Fire III is an RPG, some elements should carry over into the game. Some basic stats (Speed, strength, stamina, and magic power) would be in the game, which each character being "the best" at one, average at two, and weak in one.

Enemies would also drop Zenny to be used for items in shops. Shops would contain various weapons, healing items, and so forth. A second idea is that the points you get from killing enemies is the Zenny and you spend your points at the shop for the good stuff.

Areas of Heightened Fighting:
Each stage has its own area where the regular battle music from Breath of Fire III would break out. At this point, many more enemies would come in in a mob of regular enemies to create a kind of mini-boss battle. Would probably just happen once per level, maybe twice for the final level or something.

In-Game Cutscenes:
The story is told between levels through cutscenes in various areas. It would not "break" from the game, so it would still look like it was during gameplay, but with the addition of a text box, voices, special sprites, text, and so-forth.

Game Modes:

Story Mode:
The name of the game. Follow the story of four boys and their attempts to stop local and spreading crime! Beat McNeil, then save Wyndia from Mikba and his criminal syndicate! One player only, but could have CPU-controlled protagonists when the need arises for it.

Arcade Mode:
Going through the levels with less story and more emphasis on the action. For those who just want to play through. For up to four players!

Could have several different routes to pick from. Would definitely be different from story mode.

Versus Mode:
Fight each other in a duel for fun!

Reverse Mode
A relatively new idea I had. You would be placed at various "heightened fighting" areas where you take control of an enemy or boss character while the CPU (on a high difficulty level) is the protagonist. Your goal is to try to defeat the player character as the enemy! When you run out of enemies to take control of, it's Game Over.

Misc. Ideas?

Unlockable Stuff

So far, I've had the idea of Kid Nina being a playable fifth character after you beat story mode, and a little extra license could be made to add in other characters from the game too, like Momo, Garr, and Peco.

Secondly, unlockable transformation attacks could be an addition, seeing as how each of the main characters have the ability in some capacity, but don't use it at that point in the story (because of either latent abilities or hiding it from the other characters or whatever).

Perhaps a mode to switch music could be another one. All new area tracks could be recorded, but a method to unlock using tracks from Breath of Fire III as stage themes could be used as a nostalgia thing.

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ReiNi
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Posted on 03-22-12 12:05:45 AM Link | Quote
Possibility doesn't dictate what you can do.
Yeah... You'd have to go in far more detail. A simple "blurb" is... just showing the idea, in a way, but it isn't actually designing a game.


Specially in describing the mechanics. You can't say "It'd have this working in an emphatized way", you have to say how does it work. Come up with basic formulas for stats (all subject to change, naturally), etc.

Basically you'd to detail absolutely everything. The game should be pretty much working in paper to some extent. Of course it will become different when it is actually developed and some things will be (re)designed during development, but there has to be a base.

Though of course, given the nature of this idea (a fangame), you probably don't need to go into much length and can take things for obvious... but you still need to at least say how things work.


... Unfortunately I don't know if you can find such stuff online. I was shown some examples, but they were just... what I am saying: explaining how aspects of the game are. How did this move work, how are the menus chained... etc.

Some games were and are done very transparently, however, so looking into them could help you into giving you an idea on what to do.


Sorry, I am not making much sense... Again, it's not like you are having an idea that would require something like this-- what you have in mind is probably something done more "on the go". So don't really mind me.

(Though it'd be awesome if they released full doccuments for games like SMB or Pokémon or something. There ARE small parts of such things out, such as storyboards, but still.)

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Rick
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Posted on 03-22-12 12:17:50 AM Link | Quote
Yeah, that's still a living blurb of stuff I'm keeping down as recorded ideas, so it's far from done.

But anything right now is a step in the right direction. Detailing everything? Sounds like a fun challenge to me! Now to get a little time going to totally splotch it down. Thanks, Reshiram!

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Peardian

  
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Posted on 03-22-12 06:06:18 AM Link | Quote
As Reshiram said, you want to provide details on absolutely everything. Don't take anything for granted. If you want the player to be able to jump (just as an example), write down exactly how high you want them to jump, and describe the character's acceleration from the start of the jump to the finish. Obviously, an RPG is a lot simply engine-wise compared to a platformer, but you still want to describe every aspect you can think of. Anything you leave out is left up to interpretation by those who read it, and that can be a bad thing.

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Keitaro

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Posted on 03-22-12 06:35:52 AM Link | Quote
I'd be willing to help out audio-wise, perhaps, if you require such things
Rick
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Posted on 03-22-12 02:19:39 PM Link | Quote
Wouldn't mind that at all, Keitaro! :3

Perhaps if you guys don't mind, I can kinda go working and refine the document here some, and if you have time, maybe kinda check and make sure I've fleshed things out proper and go from there?

This way, I could probably go about pitching it, and if someone wanted to help even further than that, I'd have absolutely no qualms whatsoever.

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Zero One
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Posted on 03-22-12 04:26:27 PM Link | Quote
Depending on the language (I.E., XNA or nope), I should be able to help you out with some of the programming involved. Over the summer, I plan to thoroughly learn XNA in an attempt to recreate Mega Man II. If it works out, I'll probably do the rest of them too

I'm also doing custom graphics for Super Metroid. So far, the comments have been good, but I don't exactly have an expansive portfolio yet. But, if you'd like me to, I can give you a hand with some custom graphics.

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Posted on 03-22-12 11:39:05 PM Link | Quote
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Metal_Man88's Post
Ahhh... I know the whole thing with making a lot of stuff to document things but I have not the time to use it for any of my own projects. It can be very time consuming to make a requirements document.

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Kelton
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Posted on 09-17-12 12:36:22 AM (last edited by Kelton at 09-17-12 12:37:37 AM) Link | Quote
I can send you (and write) the game script by email (keltonkostis@gmail.com) part by part.
Just tell me what the scenario is and i will do it.
Rick
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Posted on 09-17-12 04:05:23 AM Link | Quote
Thanks! I do appreciate writing the script, but I planned to actually do that bit myself if I got the team together. I just need some programmers, artists, etc. to help make the game happen.

And get the rights to do a game, so I don't have cease and desist shit happening. :X

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Kelton
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Posted on 09-17-12 09:55:06 PM (last edited by Kelton at 09-24-12 12:12:38 PM) Link | Quote
Well ok, I can make some art with MS Paint for you then,if you don't mind.


EDIT: Is That okay!!! No Response Yet!!!
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Jul - Craziness Domain - I want to make a game. New poll - New thread - New reply


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