How much time you can spend at the same game?

Post your Construct-made creations!

Post » Thu Mar 17, 2011 11:14 pm

In my opinion you should not start huge projects like this if you have never made a game before. Also, when making a game, don't concern yourself with how many hours it takes to complete, or much content it's filled with. All that matters is that the game is fun, and people want to play it. Quality is much more important than quantity.

[quote="Steely":14f6p5ea]I'm not joking and its pretty easy to make exept the content its the hardest part[/quote:14f6p5ea]

A game like you speak of is NOT pretty easy to make.. and content is not the hardest part. Making the game fun is. The best way to create a fun game is to make prototypes, and experiment.
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Post » Thu Mar 17, 2011 11:18 pm

Don't expect people to respond immediately to your posts. Wait a while. People have things to do. It certainly doesn't mean anyone's jealous of you because they're not checking the forums every five minutes.

[quote="Steely":28lf4c2h]I know that people at a multiplay like:World off Warcraft, people can spend years, also I know that there was never a singleplay world where you can spend so much time, but ever wondered when there is a singleplay game that can offer even 10 times bigger gameworld and gameplay as a mmorg like WOW?[/quote:28lf4c2h]

Daggerfall might have managed it. From Wikipedia: "Bethesda claims that the scale of the game is equal to twice the size of Great Britain:[2] around 487,000 square kilometers. The game world features over 15,000 towns, cities, villages, and dungeons for the player's character to explore." "In Daggerfall, there are 750,000+ non-player characters..."

They're randomly generated, though, which means thousands upon thousands of generic uninteresting locations and NPCs that the player probably won't interact with, visit or care about. Remember quality versus quantity.

[quote="Steely":28lf4c2h]At the moment I want to make a: RPG,Adventure,Building,Crafting and online trade in one game and each world can be between 4 hours till 80+ hours large.

I like youre opnion to know if this is a greath idea to make or not.[/quote:28lf4c2h]

I understand your enthusiasm, but I think it's important for you to understand that making an RPG is quite a complex task and a mountain of work. It's quite probably the most difficult and time consuming type of game to make. Not to mention games are always more complex than you expect them to be. Start small. Leave yourself a lot of wiggle room for if it takes longer than you think it will, since it will take longer than you think it will.

Don't make your dream game first. Create something smaller and fun for practice. You'll learn a ton which will make your dream game better when you make it. :)

You claim to have quit your job to work on this game from the introduction thread, but I think you need to realize that game creation is deceptively difficult and time-consuming. The act of actually completing a game is a tremendous amount of work, far, far more than it seems like it will be at first.

So no, I don't think it's a good idea to start with that game. Once you've learned a lot about the process, perhaps, but even then that's a lot for one person to try to make. But for starters, no way. And don't try to compete with blizzard when it comes to content. Simply don't. Blizzard has probably thousands of employees working on WoW and millions of dollars to throw at its development. You're only setting yourself up for disappointment. Don't delude yourself. Even if you are able to create something great, you simply cannot compete with an operation of that scale and magnitude.

As the saying goes, you can have it done quickly, done well, or done cheaply. At best, you get two of the three. If you have no money to throw at the project, then you might only get one.

This post isn't meant to crush your dreams. It simply meant to help you realize that you might be trying to do too much by not realizing it's more than you can manage. Scale it back, make it smaller and if you have time when you're done you can add in some side quests or something.

And please don't disregard what I've said. This advice comes from many, many developers who have tried it already, and they pretty much all say the same things. That said, go make an awesome game - but make it a smaller one! :)
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Post » Thu Mar 17, 2011 11:24 pm

[quote="karshinkoff":gzkg512z]i think in a similar way, its always good to make things better, to make as much as new interesting features and all that. truth is the game scene has been holded back for years now, so they can sell more and more games with one new feature.
look just dont let the haters get ya, alot of ignorant losers out there will tell you that you will fail or you wont make any money, or you have to go study for years in some univercity, just show the loosers that they are loosers[/quote:gzkg512z]

There's no need for that. Calling people who might have some genuine experience and useful knowledge haters and losers is not only rude, it's bad advice. Please refrain from using insults, they're not necessary and they don't help anyone.
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Post » Thu Mar 17, 2011 11:37 pm

Thanks for the effort to reply Davioware and Arima,

I'm aware its not easy but I have lots experience with it, it was with game editors from populair games at the time and have realized how much work it was.

I have learned a lot from it how to make my own game engine, I mean the way I want it etc. and have try a lot of game engines and it all sucs compare with my skills till I discovered Construct, and abouth game content (grapics and animations), its 75% work of every new game you make, its the biggest part of content to make for every new game, whatever and how smart youre code is, only not when its a tetris kinda game or pacman etc.

I know that many people think that rpg's are hard to make, they are, but it is not inposible as a indie, i know other games are harder to make to, it just depends what intrests and skilss you have.
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Post » Thu Mar 17, 2011 11:43 pm

oh no, i wasnt insulting the people in the thread i was talking about different kind of people.
people who have acted this way towards me, and not only about games.
anyway i doubt that most critics have good ideas or intentions, they wont be criticising him if they did. there is a differnece between "be sure you have the skills" and "thats too hard for you forget it, it will never sell"
anyway making prototypes is good, but not when thats what everything he makes is.
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Post » Thu Mar 17, 2011 11:51 pm

My response to: Davioware

I understand what you say, but I'm not unexperiend, I only ask if my game is fun all 80 hours A GameMap (30 maps minimal to pick from), what is my game worth to sell?

Thanks for reply by the way Davioware :)
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Post » Fri Mar 18, 2011 12:29 am

Hi Armia:

You are right in lots of things, but I keep it short because i'm not really a person of talking, but I say one thing: I love games of Blizzard and respect them but doesnt mean i'm afraid to make a better game as them, even if they have money, money don't count only, its the ideas that counts as well and the way to use the ideas, thats my vision at least.
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Post » Fri Mar 18, 2011 12:57 am

I think you watch too many inspirational videos. :wink:
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Post » Fri Mar 18, 2011 2:06 am

Interesting thread....

I think what Arima was saying was that you "can't compete with Blizzard or any other big game company on scale". You could and many others have made a game than many would consider more fun or interesting than any big game developer. None of those games are considered great because they were massively multiplayer or had tons and tons of hours of varied gameplay though.

I saw go for your big game and see what happens. However, the advice about starting small and doing prototypes is particularly good advice with Construct because of chance of certain bugs creeping in. Read about "Phenomenon 32" for one developer's experience.
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Post » Fri Mar 18, 2011 2:38 am

:)
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