Actually, judging by the back of most Sherston titles - many of their authors have gone...Quote:
Originally Posted by X-13;835698
1) Learn C++ on the job [as it were
1) Learn Flash on the job
2) Make shoddy educational game
3) ??? (or actually - sell to sherston)
It's worked for them with some really shoddy stuff - not saying yours would be shoddy, but if they can do it...
I know my limitations.
I've been looking at a few bit and pieces... Flash developer tools are expensive... so I may have to aquire them another way. [If I decide to use flash] Entirely legitimate, of course.
Plus, I've been looking at Allegro...
Although - now someone has mentioned memes. (to be honest, any thread started by @X-13 will always go towards memes)
Why can I not get the idea of a Nyancat / Neincat tron bike style battle game out of my head?
Now, what were the rules to that blummin' 'game'?
Space british to me is the voice given in warhammer games to spacemarines
Admit it, @X-13, you have no plans to create an interactive medium of entertainment.. This thread exists purely to make us.. Lose.. (Deliberate avoidance of a certain phrase..)
To get back on topic, should you not just create something with your own interests?
Hell, how are you going to have the motivation to finish it if it's something you might not like?
Even if it's partly a learning excercise for coding your own engine..
Granted, learing to do that would be serious fun..
And that might do enough to keep you motivated.. but..
My thoughts would be if you're not interested in what you're creating, you probably will lose motivation.
Every time I embark on a project I haven't 100% decided on, it fails 'cause of this exact reason.
But if you're sure you want to go ahead with it.. I'd say a 2d platformer with some puzzles, story-based. Throw in a nod to us geeks every now and again, or a meme or popular culture reference, just for the giggles. As for the exact subject, I got no clue either xD
I miss text-based adventure games. An interactive adventure with decent graphical imagery to accompany it would be awesome. Then again, mentally I'm going on about 50. There's no school like the old school, even though I was barely talking at the golden era of 80's gaming.
Like this. A bit of text, a bit of pictures.
But then I'd have to do all the coding for multiple paths, plus something to interpret input and give an appropriate response.
AND I'd have to figure out pretty much EVERY input a user could possibly use...
Which is why I'm NOT doing it.
Oh, Jebus... I just downloaded blender...
It looks so confusing...
But, my plan is slowly coming together... though it's gone from shoddy 2d to even more shoddy 3d. [and currently stands at around 6 pages.]
Dual type platform/puzzle and fighting.
Puzzle sections and boss fights. [the parts of Zelda I like the most.]
Once you have the basics, have a look at some of Andrew Prices tutorials on Belnder Guru. They are extremely good quality and reasonably easy to follow (if I can, anyone can!).
No, no, no, no, no.
I may knock together a demo of sorts, one platform section and one boss.
Yeah, I'm saying this as if it's going to be done quickly...