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11 votes
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Turning my tabletop game into a real video game
So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I...
So, I am a filmmaker by trade. I understand scripting, pacing, etc. I also have been doing a lot of tabletop design, running a campaign for years with continuity, recurring characters that I design from the ground-up (excluding the rule system, so just all the dungeons, NPCs, plot devices, etc).
With covid, film production has really slowed down and I have some time on my hands, so I thought about trying my hand at video game making, something I have honestly toyed with for decades, but never did too much of. I did have a brief window in the 00s when I had RPG Maker and I made some demos that my friends enjoyed, but that's about it.
So, given that my programing knowledge is super limited (I took a few Java classes over a decade ago and used to do HTML in the 90s), my graphics making abilities are near non-existent (I'm good at motion graphics, but not pixel design or 3D graphics), but I have what I think is a good plot, characters and game design, what should be my first steps in trying to make this a reality? What engine should I use? I have no problem buying, for a couple bucks here and there, other people's art and what not. Ideally, probably make a 16-bit esque RPG, like FFIV, Earthbound, etc. but perhaps with more of a BioWare, "choices matter" type dialog/questing system.
I don't expect to set the world on fire, but I do want to make what would be considered a decent looking first effort from a one man novice that, if nothing else, would be a fun experience for me to make and something fun to give my players as a gift (as we are reaching the end of the story of our campaign). And maybe, why not, something I could release for the broader public if the core is good and it's worth me hiring a few more people to help me polish it. Maybe it won't. As a filmmaker, I know how bad first films are, and a lot of times they are just learning experiences that you keep on a hard drive locked away somewhere. So, trying to be realistic while excited.
Appreciate advice.
14 votes -
Making Civilization Revolution work on consoles - A chapter reprint from the new book Sid Meier's Memoir!: A Life in Computer Games
6 votes -
How an alleged dick in a 'Halo 3' trailer started an emergency at Bungie
11 votes -
Eastshade postmortem - A look back at the five-year development of the open-world adventure where you play as a traveling artist
9 votes -
Massive Nintendo leak reveals early Mario, Zelda, and Pokémon secrets
21 votes -
How Hypnospace Outlaw captured the 90s internet aesthetic through creative self-sabotage
2 votes -
Why do many games make you press a button before loading (after launch)?
So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous). I've seen this in other...
So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous).
I've seen this in other games and I never understood the point. Yes I want to move past that screen, load the game and play it. Do you guys know why game developers do this?
10 votes -
The remarkable story behind Command & Conquer's remastering
4 votes -
Hyperbolica devlog #1: Non-euclidean geometry explained
4 votes -
How we can understand ourselves through games
4 votes -
Unity Learn Premium is now available to everyone at no cost
6 votes -
OpenMW 0.46.0 released (FOSS engine for TES:III Morrowind)
8 votes -
Large overview of game design/development information, tools and other things
https://twitter.com/TychoBolt/status/1182541355337289728?s=20 Found this on twitter, user TychoBolt compiled this list. There's a lot of information on many topics, as well as a ton of links to...
https://twitter.com/TychoBolt/status/1182541355337289728?s=20
Found this on twitter, user TychoBolt compiled this list. There's a lot of information on many topics, as well as a ton of links to tools that aid in level design, narrative and more.
He also compiled this 122-paged guide on level design; full of tips and tricks for designing levels. I've looked through it for a bit and found quite a lot of interesting information, so I'd reckon this is a valuable asset to anyone developing/designing games.
https://twitter.com/TychoBolt/status/1272578494543904771?s=20PDF available here: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcufoPRw*FOD948Ah7NzrIiGTixO_PQ
7 votes -
The mysterious origins of an uncrackable video game - Atari 2600 game Entombed
17 votes -
Godot Editor running in a web browser
9 votes -
What casual games are like for someone who doesn't play video games
6 votes -
The untold history of Arkane, developers of Dishonored, Prey, Ravenholm, and more
10 votes -
How Prince of Persia defeated Apple II's memory limitations | War Stories
7 votes -
The making of Doom 64
6 votes -
A first look at Unreal Engine 5, including a real-time demo running on PS5
32 votes -
Tech analysis: Unreal Engine 5 on PS5 - Epic's next-gen leap examined in-depth
5 votes -
Unreal Engine 4.25 released!
7 votes -
World of Warcraft's game director Ion Hazzikostas on how the game's culture has evolved with the internet
6 votes -
Indie GameDev provides an interesting insight of how their seemingly popular game performed poorly on launch
13 votes -
Croteam: Croatia's game dev pioneers
5 votes -
How would you feel about companies releasing "game concepts" for you to test?
What is a "game concept": visually-unpolished but functional game costs little compared to the full product only basic UI and UX solid, release-worthy mechanics released publicly in order to test...
What is a "game concept":
- visually-unpolished but functional game
- costs little compared to the full product
- only basic UI and UX
- solid, release-worthy mechanics
- released publicly in order to test a particular kind of gameplay (standalone, not part of any other game)
- retracted once the testing period is over
- testers get 50% off purchasing or updating to the polished, complete game (possibly also in-game perks)
Pros:
- game design team gets to test quirkier ideas without the investment of a full game
- mostly prevents flops (idiocy and hubris can still lead on)
Cons:
- players have to pay in order to participate (fewer players will want to join)
- game is retracted after testing is over (may cause player discontentment)
The essence of early access. Relevant to titles anywhere between AAA and indie (though more suited to AAA). Good early tests generate publicity. Bad tests are not as bad a publicity due to disclosed status.
Thoughts?
14 votes -
Anatomy of a DOOM Eternal fight
3 votes -
"Invisible" sound design in Breath of the Wild
9 votes -
How guards in stealth games see and hear, and how different solutions lead to different game experiences
4 votes -
Against the hegemony of hit points - Games don’t necessarily need less violence—but they do need more varied approaches
7 votes -
As Naughty Dog crunches on The Last Of Us II, developers wonder how much longer this approach can last
17 votes -
Subtle mechanics in Celeste that widen timing/positioning windows and make the game feel better to play
18 votes -
The genius of Prey's Gloo Cannon as a multi-purpose game mechanic
5 votes -
Designing the enemy AI of The Division 2
6 votes -
How level design can tell a story
7 votes -
Kazuhisa Hashimoto, inventor of the famous Konami Code, dead at 61
8 votes -
Hue Jumper - This entire game fits in a 2048 byte zip file! Made for 2kPlus Jam
19 votes -
The design challenges of Children of Morta
5 votes -
Accessible game design and focusing on the gaps
7 votes -
What are your thoughts on how romance is handled in gaming?
Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the...
Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the topic, only some guiding ones. Feel free to answer any/all of these, or simply give your thoughts on the topic:
- What are some games that you feel have handled romance well?
- What are some games that you feel have not handled romance well?
- What particular advantages does gaming have with regard to portraying romantic relationships?
- What particular disadvantages does gaming have with regard to portraying romantic relationships?
- Are there any games that have depicted romantic relationships that were particularly resonant to you?
- What would you define as some "best practices" for game writers/designers with regard to in-game romance?
- What would you define as some "mistakes/errors" for game writers/designers to avoid with regard to in-game romance?
15 votes -
Pack-ratting in video games: How can developers encourage or discourage players from hoarding?
7 votes -
Godot Engine awarded Epic Megagrant ($250K)
15 votes -
Making signature moves for the distinct characters of Shovel Knight
9 votes -
"Total" Discord integration for community participation in development
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community. This is assuming that you are already...
I've been discovering recently how convenient Discord can make developing with the feedback of your community, or of selected members of your community.
This is assuming that you are already talking with your dev team and community on Discord and have a server for that.
Create your game on the Discord platform (they do the same thing as Steam basically), and integrate an alpha-access store page right into your Discord server as a channel. This store page can be restricted to whomever you want via normal Discord permissions. Binaries can be distributed wonderfully simply this way, becuase if you're talking with the community in Discord already, you can just send them to that store page channel embedded directly in your server where they can simply click "install" to test your most recent binaries.
The agreement with Discord restricts only a few things that I wasn't interested in anyway: They don't want you to do an exclusive deal with another distribution service (duh), and anywhere you advertise your game you must mention that it's also available on Discord in addition to wherever else you're distributing it. That's pretty much fine with me.
Anyway, I'm having a lot more fun with this than I had previously trying to distribute pre-release alpha binaries, so I wanted to see what you all thought about it. And what criticisms there are to be had.
7 votes -
Lorne Lanning discusses his journey to become a game creator, and how the mind-control mechanic solved Oddworld's narrative problems | War Stories
5 votes -
Designing the simulation of the wild and wonderful Planet Zoo
3 votes -
Godot 3.2 has been released
5 votes -
Cyan Worlds co-founder Rand Miller discusses the challenges of getting Myst to work on CD-ROM | War Stories
5 votes -
The team behind Warcraft III looks back at the game that birthed a genre, changed a franchise, and earned a Reforge-ing
5 votes