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Experience necessary for this? (Forums : Development Banter : Experience necessary for this?) Locked
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Nov 12 2012, 11:10am Anchor

Okay I have tubs of game ideas that I have developed in my head but I don't have experience to execute for it :( I have one idea in particular that I really wanna make but I don't have experience with 3D modelling (its low ploy models btw) and coding or unity :( however I can manage and oversee games, design mechanics, do audio for it, and write the story throughly, I can even draw the concept art and find ideas to give a representation of what I need done...I just lack the 2 most important criteria of making a game, design, and coding :( I have recently picked up blender (and I suck at it), but it will take extensive time before i'm even somewhat at a average/ mediocre level of doing basic design. So is it plausible to find a team (I don't seem to have necessary qualities of game development) that would be willing to work with me, or do I spend long hours blender grinding to get better? :P

TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Nov 12 2012, 1:01pm Anchor

Game design is simply writing out the game's concept and how the systems will work. You have to think about the game as if it were already done, fully fleshed out. If you can't get a game design document done by yourself, then look up a template online to use as a guide. The coding bit is best handled by either Unity for 3D games or Construct for 2D games. You don't have to worry about looking great if you have a solid concept and can execute a functional demo.

And no one ever said making games is easy. You have to learn in order to succeed, as with everything in life. For instance, I started teaching myself game design and level design as early as 13.

Nov 12 2012, 1:21pm Anchor

I have most concepts and mechanics realistically thought out but i need experienced people to code :p its not as easy as copy paste template...to the best of my knowledge anyway, I wouldn't mind learning to do 3D modelling in blender becuz i may need it later on for some animating (then I just need to team up with coder) and the project is far bigger than just me (its a immense undertaking), I could even organize payment...

TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Nov 12 2012, 1:33pm Anchor

Well if you can pay people then you'll find people to do the work. You do however need to remember that the game design needs to be made to be clear so anyone can understand it, not just yourself.

Nov 12 2012, 1:45pm Anchor

Read about game design, learn about it and become a real game designer, not only a guy with ideas. This will make the difference.

Nov 12 2012, 1:51pm Anchor

Well, having a solid idea is pretty much worthless, but an actual written design document/plan is gold!

The thing is you will simply get lost in the amount of work and start missing out some things and get bored, lose motivation, knowing that there is A LOT to do, but you dont know where to start. So a document like this really helps you to track everything and see whether or not the idea is actually good, it might look awesome in your head, but when written down you might realize that there is some polish needed..
I'm talking from my (little, but still) experience, I once tried making a game without writing out anything, just some sketches and notes, and well...I failed. Still because of that I got into 3D modeling which is my main hobby/obsession.. :)
-Good luck!

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Think It. Sketch It. Create It. Repeat. 
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Nov 12 2012, 1:53pm Anchor

I have explained to most people it's quite easy to grasp :p I made quite alot of concept art for reference, found similar art, and have enough objects to compare with.

What would a design document include?

Edited by: Fully-Metal

Nov 12 2012, 1:54pm Anchor

Also, here are some GDD templates...
Moddb.com
Moddb.com

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Think It. Sketch It. Create It. Repeat. 
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Nov 12 2012, 2:07pm Anchor

shot bru :D thats a big help.

Nov 12 2012, 4:31pm Anchor

A game design document is definitely a must, even if it's just you working on the game. Clearly defining your goals will allow you to do everything from keeping track of your progress to keeping you on track with your original vision.

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I snark, therefore, I am.

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Nov 12 2012, 4:36pm Anchor

If i have clearly defined parameters for my game design (which they are they need to be filed and written in good form for understanding on executing its principles) would it be advised to make a game page and see who interested in help next?

Nov 12 2012, 4:51pm Anchor

That depends. Why are you making it? How big is it? Do you think you're going to need a team? How badly do you want to get word out/think it needs advertising?

If you're making it primarily to sell it, then yeah. A little advertising would be good. Not so much if you're making it simply because you love making games. You can save making the page for when it's done, or almost done.

If it's the next Diablo 3, then yeah, advertising and generating interest is going to be a must. Not so much if it's an asteroids clone.

If it's not something you can make by yourself, then you can't really make it without getting someone else interested enough in it to help you. If it IS something you can make yourself, you may could possibly get by without a page till it's done

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Nov 13 2012, 1:05pm Anchor

Well I've always wanted to make this and there are countless amounts of people that want this done! I wouldn't bring it up if it wasn't worth mentioning, I have a solid belief it could potentially be a money maker if executed well...also advertising I could easily do I would make trailers myself (and not half ass ones but really professinal i'm experienced with this). interest form the community is really the only option, it would take me years of learning to get to this level :( its not that it is hard to execute, im just personnaly incapable of doing the two main jobs. However i would be willing to put money into it. I only intially have $5000 but i just need it kickstarted becuz games take alot more than jus a mesley 5000. do you think its possible if its well thought out with a starting budget of 5000, and i do trailers, media, story, manage, and even get the audio for the game?

Nov 13 2012, 3:04pm Anchor

The KickStarter will be more successful the lower your goal. You don't really need a fancy trailer anyway. Use your camcorder, digital camera, or even your phone and just make a video explaining what you want to do and why.

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Nov 13 2012, 3:27pm Anchor

i would like to show people that i'm serious +it gives them visual representation of whats to come :D why do you say its more sucessful the lower the goal?

Nov 13 2012, 4:31pm Anchor

Anyhow, you should get into kickstarter when *at least* about 1/4 of the game is finished and you have lots of things to show, because when it comes to peoples money they wont be giving it away to every "great game idea"
I mean, you should have neat concepts/development videos/screenshots etc. at hand, because you know - good presentation matters :)

However I think that it is necessary to create a page for your game before its finished, because getting fans/followers would take a while.. As there are quite a few games that made the page on indieDB just a month or so before releasing it and nobody even noticed that it was released..
--- If my statements/advices/opinions seem out of context, thats because I'm dead tired atm xD

Edited by: Flash112

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Nov 13 2012, 5:10pm Anchor

Because people are more likely to pledge to a project that's asking for 25,000 than they are for one that's asking for 500,000. A lower goal, combined with screenshots, concept art, gameplay videos, whatever gives the impression that a given project is closer to completion than a high goal and none/little of that.

A nice trailer shows that you've done a lot work on the trailer. Nice concept art and/or screenshots/renders/gameplay videos shows that you've done a lot of work on the game itself. Unless your trailer is beyond top notch, all other things being equal, people are going to be more likely to pledge to the project with more concepts and stuff to show than they are to the project with a trailer and a wall of text. Especially if the project with more stuff is asking for less money.

That's part of the reason that the Star Citizen KS had people lining up to pledge while the Elite: Dangerous KS is causing a lot of skepticism. Both games are being made by legends of the space sim genre. Both games have a lot of nostalgia value behind them. But SC has renders, concept art, and gameplay videos out the wazoo, not to mention a video with Chris Roberts talking about the game, while Elite has naught but a short video about David Braben talking about why he wants to make it, with a couple screenshots of the old Elite and a smattering of concepts.

Like Flash112 said, work on the game, get it partially done, then make a KickStarter to finish it.

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Nov 14 2012, 5:51am Anchor

Would people be willing to finish 1\4 of a game without funds until its kickstarted though? That takes a lot of dedicatuion +if things don't go right the responsibility falls on the shoulders of a guy (me) who dosnt know coding or design :/ trailer is no problem to make amazing and get interest +i have a nostalgic factor to the game and I know people would push money into it

Edited by: Fully-Metal

TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Nov 14 2012, 8:53am Anchor
Fully-Metal wrote:Would people be willing to finish 1\4 of a game without funds until its kickstarted though? That takes a lot of dedicatuion +if things don't go right the responsibility falls on the shoulders of a guy (me) who dosnt know coding or design :/ trailer is no problem to make amazing and get interest +i have a nostalgic factor to the game and I know people would push money into it

It takes work but you can find people. Coders are the hardest to convince on this front, though, although future pay does at least get some attention from them.

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