henke on 16/12/2014 at 17:49
[CENTER]HOW TO MOTIVATE ONESELF
TO STOP PLAYING VIDEOGAMES
AND START MAKING VIDEOGAMES
Anyone got any ideas?[/CENTER]
Sulphur on 16/12/2014 at 19:51
Play video game.
Ask self, 'how the fuck did they
DO that?'
Find out by doing it yourself. Realise that you have great ideas to translate to games. Run a kickstarter. Hire art team, sound team, programming team, QA team, PR team, HR team, production interns, admin and facilities teams, accountants, executives, business excellence operatives to run pie charts and graphs, PAs, assistants, localisation teams, and a sweatshop in Taiwan to turn out low-cost incidental art and t-shirts with company logo.
Turn a profit, standardise an annual work production cycle by cutting the same kind of game each time but with more features, monetise end-product by introducing microtransaction/subscription-based platforms.
Kill self.
Inline Image:
http://fc09.deviantart.net/fs71/f/2011/143/2/f/blood_splatter_transparency_by_sagacious-d3h1yw6.pngThe end.
Judith on 16/12/2014 at 22:54
Start watching LD, modeling or any other tutorials and either get depressed about your low skills or feel desperate to reach similar level. Or just realize how much you miss this mess. Works for me ;)
henke on 17/12/2014 at 08:06
The problem is not lack of ideas. I've started making 4 different games this year, and gotten them into what might charitably be called "early alpha", but eventually I get to a point where I just can't get a certain piece of code working, or I'd really need to buckle down and start doing some proper work to get assets made. At this point my enthusiasm for the project usually runs out and I either start working on another game, or give up and just play other people's games. I had the same problem when I was making Flash animations. Eventually tho, I gotta get one of these damn things finished. Think I'll go back to Adrift. I got some new ideas for how to make that thing fun. Would love to get at least one thing finished this year.
Sulph, lol.
Judith on 17/12/2014 at 09:05
Hah, so you need to team with people who complement your skills. I love making textures and models (I hate UVing though, it's like a punishment for all the good stuff :mad:), but don't know jack about character modelling or coding, so environment or level design is my only option, if I want to work alone.
demagogue on 17/12/2014 at 11:05
My feeling lately is that you could approach game-making as a game itself, or anyway as part of your pastime or game-time.
I think it's better to aim for a platform and ambition that one person could take-on by themselves without dedicated help, and (to recycle the old Irrational philosophy) to have a tech & asset base to work with that doesn't require you to do massive amounts of work like asset creation or creating new tech... Set your ambitions with what you can largely do with the tech you have in hand or near to hand without too much work, with maybe a few reasonable additions.
Of course, better to come out with a finished smaller project than an ambitious project you quit on. But even smaller games can be inspired. Sometimes smaller games even have an advantage in being inspired, since they cut out the bloat that can water down the inspiration that can happen with big games.
What's another truism to throw out? Figure out some core idea that drives your work and keep focused on it. Better your 4th best idea that has a really driving core idea than your 1st best idea that's actually a tangled mess of ideas which aren't very implementable, and wouldn't make for a solid game even if they were.
henke on 17/12/2014 at 11:28
Quote Posted by demagogue
I think it's better to aim for a platform and ambition that one person could take-on by themselves without dedicated help, and (to recycle the old Irrational philosophy) to have a tech & asset base to work with that doesn't require you to do massive amounts of work like asset creation or creating new tech.
Yeah this is the "model" I've been working from so far. Unity handles the heavy lifting when it comes to the engine(graphics, physics, platform compatibility, etc.) and I've been getting a lot of my assets from around the net. Here's some handy links in case anyone else needs some assets for their games:
(
http://www.cgtextures.com/) - textures, free to use!
(
https://www.freesound.org/) - soundeffects & music. Check the licensetype when you download something tho. There's 3 types. Free for any use, free with attribution to creator, and only for non-commercial products + attribution.
(
http://archive3d.net/) - 3d models. A lot of them are quite polygon heavy tho, and not ideal for use in games. The license page here is brief and kinda vague, probably no risk in using this stuff in non-commercial games tho.
faetal on 17/12/2014 at 13:21
What could be fun is to upload the code somewhere (insuring you are adequately protected in terms of rights first) and run a sort of crowd-sourced "remix competition" - see who can finish the game in the most interesting and high quality way in exchange for % of any money made.
Judith on 18/12/2014 at 09:52
True. In general, think big, build small, that's always a good advice. Prototype early and don't go into much details. Don't be too ambitious, start simple. Don't be afraid to discard ideas early, before you get too attached, etc. That's why reduced my activities to modelling and texturing. I know a thing or two about LD, but I never really got to practice that much. It's too time consuming, and I like to see results of my work in a "reasonable" time.