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Rob Filter
Jan 19, 2009

PotatoManJack posted:

I'm an ideas man....

Just wondering how plausible and expensive it would be for someone with no programming/dev experience to get their own personal game concept made into an actual functioning game assuming at least at the bare bones level.

How easy it is with no experience depends on what game you want to make.

Easy - and open source!

Want to make a 2d puzzle game? PuzzleScript: http://www.puzzlescript.net/

Want to make a story game, literally just text? Twine: http://twinery.org/

Medium

Want to make an rpg, something like final fantasy? RPG-maker: http://www.rpgmakerweb.com/

Hard

Want to make a video game in an engine, coding in c#? Unity: https://unity3d.com/

Want to make a video game in an engine, coding in c++ or blueprints? https://www.unrealengine.com/en-US/what-is-unreal-engine-4

Want to make a video game in a functional programming language working with low level openGL bindings? Check out the haskell programming language: https://www.haskell.org/

Don't make a game in haskell for your first game.

Do check out puzzlescript - its a fun little thing and there are some really fantastic games made in it.

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Rob Filter
Jan 19, 2009

Rectus posted:

Related Q: What do you devs feel about using a lot of bought assets? Especially with a ton of straight up asset flips being released on Steam every day, there seems to be a danger of players recognizing assets from other games.

Licencing music is 100% the way to go for an indie team on a budget unless someone on your team is already a musician. If you can licence graphics without them looking poo poo, then go for it, but its harder to find suitable stuff.

Rob Filter
Jan 19, 2009

turnways posted:

This is one of the things that always comes up as a red flag when folks mention it as part of their game, because almost always they have no idea of all the cohesive systems that went into making Dark Souls feel hard but kept the player going. When they put in the stuff you mention, the game loses that "call-and-response" difficulty that actually makes the game challenging yet fun.

Yeah this, this so much this, alot of people do not get why dark souls felt so hard. It is, to be sure, not an easy game, but it uses a whole ton of design techniques to amplify the feeling of "this game is hard" without actually increasing the difficulty.

Take, as a tiny, tiny trick of artificially increasing the feeling of difficulty, the game over screen. You die, a few seconds of nothing, then in big, bold letters, "YOU DIED", along with a very distinctive sound affect, along with losing control of your camera. The Prominent placement of text, the sound affect, being unable to distract yourself with the controls; its all there to reinforce the memory of dying, to make sure you remember your failures caused by the difficulty, to make the game feel harder.

Now compare dark souls to a slot machine, which uses its win/fail states to accomplish the exact opposite affect. Whenever you win on a slot machine, it plays a distinctive tune to reinforce the feeling / memory of victory, displays flashing graphics to reinforce the memory, maybe it makes you wait time as coins come rolling out of the machine (creating a sound from the physical act of the coins) . Whenever you lose, it plays no sound or a minor amount of sound, no extra graphics beyond what's necessary to display gamestate, and very quickly resets, allowing you to start playing again and forget about your loss.

Dark souls is doing that poo poo -all over the game-. It's tone reinforces difficulty (scary! dark! dangerous!), It's tutorialization reinforces difficulty (you learn about new mechanic by being killed by them, rather than having them explained to you), It's writing reinforces difficulty (there's a reason there is always a character who has given up in the face of the in-game plot's difficulty, and tells you that your goal is impossible). It's using every trick it can think of to make you feel like the game is harder than it is.

Hell, It's XP system reinforces difficulty. It's XP System! Mechanically speaking, XP systems literally reduce difficulty for struggling players! Dying on a boss? You can go kill skeletons, get two levels, do more damage and have more health, and suddenly the boss encounter is 20 seconds shorter / you can make one more mistake without dying. But in dark souls, because when you die you lose your XP (souls), it feels like you've been punished for dying, that you've lost something, and that feels difficult; Even though when you manage to reach the position where you died, you regain all that XP plus the XP from your current run, so when you finally make it to a bonfire (save point) you've actually, mechanically speaking, being rewarded for dying with an easier difficulty level.

Imagine if dark souls had you exclusively gain XP when you reached new bonfires, and that XP was equal to the expected XP for all the monsters you'd fight along the way to the bonfire. Same difficulty curve for players who don't die, but there would be no way to cheese by farming XP and gaining an advantage over bosses, no difficulty decrease for players who struggle and make it to a bonfire with triple the XP of a living player; mechanically speaking, the game would be harder than its current form. But it wouldn't feel harder.

Dark souls is really loving smart, but alot of game designers take the wrong lessons from it.

Rob Filter fucked around with this message at 04:31 on Nov 14, 2017

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