How does one go about making an indie game?

GigaDrillBreak

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Sep 24, 2011
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I'm trying to make an indie game. I have zero experiance, so I need a little help. I've found a good programmer (I don't know how to code myself), but I'm not sure how to proceed from here.

I'm making a 2D platformer with a unique gameplay mechanics that the game is built around. It's a freeware game for PC. I've drawn up some concepts for gameplay mechanics and level designs. Right now, I'm concerned over how I will do the art for the game. How do you make art for a game? I've drawn some stick-figure like sprites in Paintbrush, and that's as far as the art assets for the game have come right now. Where do I find somebody who can draw sprites and backgrounds? How do you create art assets?

Any help would be much appreciated.
 

Kevak

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Sep 8, 2010
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I would suggest procedural generation for the art, it's 2D so you don't have to worry about models and it will be much more efficient and save filespace.
 

number2301

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To be a touch blunt if you're not doing art and you're not doing code what do you actually bring to the table? Every gamer with half an interest in development has tonnes of ideas, you need more than that.

Anyway, to be a bit more constructive look at game maker, I think that's what it's called and it may suit a 2d game. Graphics are made in your graphics editor of choice.
 

Koobs

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Apr 18, 2011
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+1 on the "Well, what DO you do?" sentiment. It's fine if you're "just" a designer, but it would help to learn some coding and learn some arting to help you have realistic expectations. As for art, your choices are pretty much: do it yourself, find an artist friend, or throw money at the problem and hire someone. Honestly, your best chance of getting good art (if you aren't an artist yourself) is to hire someone, but considering this is freeware you probably don't want to go that route.

Some general tips: look into Gamedev.net (awesome forums full of industry folks and noobs alike), look into PyGame, look into GameMaker (in that order, IMHO). I'm sure Gamedev.net has someone on the forum who has already done this exact type of thing and would be willing to point you in the right direction.

Good luck!
 

GigaDrillBreak

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number2301 said:
To be a touch blunt if you're not doing art and you're not doing code what do you actually bring to the table? Every gamer with half an interest in development has tonnes of ideas, you need more than that.

Anyway, to be a bit more constructive look at game maker, I think that's what it's called and it may suit a 2d game. Graphics are made in your graphics editor of choice.
That's like saying Ken Levine brought nothing to the table when they were making Bioshock, or saying David Jaffe brought nothing to the table when they were making God of War. They didn't do any art or coding either, but they designed the actual game. I'm the designer, in charge of designing levels and in charge of how the game actually plays.
 

omicron1

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I recommend Game Maker - it's built for novices to learn to program, but it has enough depth to it to allow it to be used in more serious situations, with a bit of experience. Download it, run through some tutorials... it has its own paint program which is good for pixel art, but if pixel art is too limiting, I suggest messing around with the Gimp.
 

Thaius

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Get a group of people who can do what you can't.

I'm working on an indie game right now with other people, many of which came from this site. It's an RPG meant to be a nostalgic tribute to classic games like Chrono Trigger and Final Fantasy VI. I realized I couldn't do it on my own, so I got a team together.

Issue being, if you can't do the technical aspects of this thing, you can't just be the guy who throws an idea out there and tells everyone to do it; you need to actually be the project director. Plan the whole thing, tell everyone what they need to do and when they need to do it; don't just give them ideas, direct the project. Take your ideas and their input and use it to direct their efforts, as well as your own.

I have two programmers, one for battle and one for the tile engine. I have three writers (including myself), one of which is also the level designer. I have two pixel artists, one for sprites and one for landscape tiles. And I have one composer writing awesome, awesome music that sounds like it truly belongs in a SNES RPG. Small team, but a capable one.
 

number2301

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GigaDrillBreak said:
number2301 said:
To be a touch blunt if you're not doing art and you're not doing code what do you actually bring to the table? Every gamer with half an interest in development has tonnes of ideas, you need more than that.

Anyway, to be a bit more constructive look at game maker, I think that's what it's called and it may suit a 2d game. Graphics are made in your graphics editor of choice.
That's like saying Ken Levine brought nothing to the table when they were making Bioshock, or saying David Jaffe brought nothing to the table when they were making God of War. They didn't do any art or coding either, but they designed the actual game. I'm the designer, in charge of designing levels and in charge of how the game actually plays.
But the makers of those games were massive organisations with the budget to pay a person just to be a designer. Your project doesn't have the funds to do so, neither is your project big enough to justify such a role. In something like this you need to get people on board, for free. The way to do that is to demonstrate you are serious, there are tonnes of posts like this every year. There are tonnes of dreamers who never go anywhere. So people with actual skills aren't going to give them up for free easily.

Also, you aren't Ken Levine or David Jaffe. They worked to get where they are. You have no track record, why should anyone trust you?
 

Theo Samaritan

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GigaDrillBreak said:
That's like saying Ken Levine brought nothing to the table when they were making Bioshock, or saying David Jaffe brought nothing to the table when they were making God of War. They didn't do any art or coding either, but they designed the actual game. I'm the designer, in charge of designing levels and in charge of how the game actually plays.
To begin with, and I mean this is the kindest way possible, you are not Levine or Jaffe. You are an unknown who has not worked in the industry for even a year, let alone a decade or more.

Secondly, even if you were, you need to run on different rules. Independent titles require all hands on deck, because you don't have a twenty/thirty/eighty man team working on it. You need to bite the bullet, learn to actually do something to contribute other than having a design document. As someone above already said, you need to be more than just the ideas guy.

I agree with Thaius that you need to direct. On top of this, also note that he is also one of the writers for the project. With small teams you need to put in as much work as possible. If you can't, it won't go anywhere.

Personally I suggest you either pick up some coding basics, or (if you're like me and struggle with languages) pick up a pencil and start learning to draw. Maybe refine your writing ability. Anything to contribute past your design document.

Which reminds me, you do actually have a design document right?

If not, why not? Make one. You won't get anywhere without one of those, either.
 

Ordinaryundone

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GigaDrillBreak said:
I'm trying to make an indie game. I have zero experiance, so I need a little help. I've found a good programmer (I don't know how to code myself), but I'm not sure how to proceed from here.

I'm making a 2D platformer with a unique gameplay mechanics that the game is built around. It's a freeware game for PC. I've drawn up some concepts for gameplay mechanics and level designs. Right now, I'm concerned over how I will do the art for the game. How do you make art for a game? I've drawn some stick-figure like sprites in Paintbrush, and that's as far as the art assets for the game have come right now. Where do I find somebody who can draw sprites and backgrounds? How do you create art assets?

Any help would be much appreciated.
You want to be a REAL indie dev? Steal other people's work and say you are using it ironically. You know that drives the critics wild.
 

Tanakh

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nikki191 said:
ive been looking into this myself and progress is slow to say the least but getting your drean into reality is so worth it if you have the dedication.

some engines :
http://www.dmoz.org/Games/Video_Games/Game_Design/Development_Tools_and_Software/

torque 2d ($99) http://www.garagegames.com/products/torque-2d
unity (free)http://unity3d.com/
unreal development kit (free) http://www.udk.com/
game studio (free version available) http://www.conitec.net/english/gstudio/index.php

advice
http://www.stormthecastle.com/mainpages/videogametutorial/how_to_make_a_video_game.htm

3d graphics
blender (free)

texturing
gimp (free)

there are alot of open source 3 d models and textures, etc available on the net, just make sure you check the licence first
This! BTW, unity and shiva seem VERY promising for a game dev, UDK.. comes with some small print rdy to pwn you.
 

dtthelegend

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Oct 19, 2008
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GigaDrillBreak do not be disheartened by all of what these people are telling you, they just want you to not go into the development game without the understanding that every single person is an ideas man. ideas are cheap. ive had 6 great game ideas while typing out those few sentences.

But I understand EXACTLY where you are coming from, sir , so i will help you out as best i can.

try game maker 8 at first. Its simple drag and drop commands mixed with a coding language that will help get you started on your quest to making actual coded game. heck, you could make your game all in game maker if you wanted.

but you wanted to know about art, right?

This is why i bring up game maker.
the game maker 8 community forums are a great place to find artists in need of work. anything from sprites to backgrounds can be found there.

if you really want this, start with a google search of "game maker 8" and go from there.
I didnt provide you a link for the sole purpose of you having to want it enough to find it on your own.

Best of luck out there.
 

Tanakh

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nikki191 said:
id also recomend hunting down extra credits episodes at penny arcade they are great on game development :D
I am not sure about EC, they had nice ideas but TBH seem to have little insight; Yhatzee seems to have more experience from practice. Anyway, GameDevMag is probably full of useful stuff to start out.
 

Slash Dementia

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I agree with the people saying GameMaker. I've used it and it's very simple and you can do lots with it. I used GameMaker years ago, and I was able to make a top-down scrolling shooter by following the tutorial, and I also made a 2D open world (no quests, action, or purpose--only people and houses) on my own. I stopped using it because my old computer couldn't run the program properly and would lag playing anything.

Anyway, it's good for a beginner project.

Don't rush it, and take your time. The game isn't going anywhere, or the idea. Maybe try GameMaker on your own and do a few practice programs or mini-games.
 

Theo Samaritan

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Tanakh said:
I am not sure about EC, they had nice ideas but TBH seem to have little insight; Yhatzee seems to have more experience from practice. Anyway, GameDevMag is probably full of useful stuff to start out.
They may not have displayed much insight, but James is an experienced game designer who has been working in the industry for longer than Yahtzee has been in his twenties.

Not denying that Croshaw knows his stuff, just saying that you shouldn't devalue James' "experience by practice".