Sounds interesting ajdass1.ajdass1 said:Seems like a good resource, good to have a list of great books.
I'd like to add http://www.stasisgame.com/blog/ to this. It's the blog of a one-man development team and he talks about his design philosophy, how he gets inspiration, how he designs levels and all sorts. It's a really interesting read.
What kind of specs would a person's computer need to have to make a game like "Mass Effect" or say "Tekken 3"? Just curious.Phaedron said:I made a game called runewind saga for RPGM2. Don't know if you can still find it at RP Pavillion but I spent a good 3 years on it, did all kinds of stuff no one else thought of, even the game designers, but I never finished the second part so it has a weird ending and the party winds up thrown in jail.
LoneKiller said:What kind of specs would a person's computer need to have to make a game like "Mass Effect" or say "Tekken 3"? Just curious.Phaedron said:I made a game called runewind saga for RPGM2. Don't know if you can still find it at RP Pavillion but I spent a good 3 years on it, did all kinds of stuff no one else thought of, even the game designers, but I never finished the second part so it has a weird ending and the party winds up thrown in jail.
Sounds like you really know your stuff. I have a bad habit of not checking the dates of some of the info I post. Thank you for bringing it to my attention. I'll look a little closer next time I post an article and such.ajdass1 said:LoneKiller said:What kind of specs would a person's computer need to have to make a game like "Mass Effect" or say "Tekken 3"? Just curious.Phaedron said:I made a game called runewind saga for RPGM2. Don't know if you can still find it at RP Pavillion but I spent a good 3 years on it, did all kinds of stuff no one else thought of, even the game designers, but I never finished the second part so it has a weird ending and the party winds up thrown in jail.
I might check that out Phaedron, it looks like you put a hell of a lot of work into that. How long did it take you to produce it?
@LK: Theoretically you'd need the minimum specs for rendering everything... the more important factor is time and resources. Bioware, one of the most critically-acclaimed, highly-funded studios in the world, probably took 3 years to make Mass Effect? By contrast, it took Jonathan Blow three years working on his own to create Braid. At this point in video game history I don't think it's possible for a single person to make something like Mass Effect.
Also I just realized the article you linked is thoroughly out of date! It mentions Windows XP, dialup and 30 MB as a large download. Yikes!
LoneKiller said:Sounds like you really know your stuff. I have a bad habit of not checking the dates of some of the info I post. Thank you for bringing it to my attention. I'll look a little closer next time I post an article and such.![]()
You should talk to Lone Drifter. If memory seves, he worked for "Electronic Arts" on a development team for games.ajdass1 said:LoneKiller said:Sounds like you really know your stuff. I have a bad habit of not checking the dates of some of the info I post. Thank you for bringing it to my attention. I'll look a little closer next time I post an article and such.![]()
I was just a little surprised is all, considering that all the books it linked to are still good or have since received new editions (and so are still relevant).
I'm in the process of learning to code, specifically so I can make a videogame, so I ended up doing quite a lot of research and knew some stuff offhand from listening to shows like the Giant Bombcast. Really showing my nerd cred here!
LoneKiller said:I might check that out Phaedron, it looks like you put a hell of a lot of work into that. How long did it take you to produce it?
LoneKiller said:You've got wicked talent man! I wouldn't even know where to begin creating stuff like that.
And I thought that chess players have a lot to consider while playing. lolPhaedron said:LoneKiller said:You've got wicked talent man! I wouldn't even know where to begin creating stuff like that.
And thats the part people didn't like. You can start with a bunch of preset stuff from the beginning, but really most of your work is in the script editor selecting lines of programming. I'm going to have make some videos of scripts to show what I mean, to put it another way, its almost as complicated as trying to program a game from scratch.
What you have a group of editors: characters, enemies, items, abilities, map editor, event placement, object placement, dungeon editor, building editor, special effects editor. You can import pictures from digital cameras but they tend to take up a lot of room. I was going to try and use that trippy picture I have in the second part, if there is room.
Now the preset game has about 1,500 scripts. Each script is a file with programming, so thats like having 1,500 files. Scripts can call other scripts up to a total of 10 times, so when trying to trace problems it can sometimes send you for quite a loop. The hardest script by far was the one I made to enable three team simultanous dungeons, where you switch back and forth between different teams to open paths through a single dungeon.
Runewind only uses about 500 scripts, but many of them have 999 lines of programming. Anything that sorts abilitiy effects during battle, world number, dungeon number, chests per world number, party member responses based on quest progress, another ten or twelve scripts for townspeople. The system in a pain in some ways and makes some things harder then they need to be. I mean with this game, designing a game is the real game. You can sit and read help messages to learn how to use all the preset flags and variables, and theres just a ton of stuff you have to keep track of.
I believe it was a "Stumble Upon" hit.TropicalStarfish said:LK... It weirds me out a bit you would post a link to such an outdated webpage, lol. How did you even happen upon that site?