Know anythign about making games?

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beddo

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Dec 12, 2007
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Dear All,

I have been trying to produce my own game for a little while now. I have a design document sorted and want to make it a reality. I wondered if any of you had any knowledge about the process.

Firstly, I don't want to create a mod, I don't want my game to be tied to another title.

I have been looking at game engines and narrowed my choices down to the following:

NeoAxis Engine - Looks competent, fairly intuitive, WYSIWYG editor and not too pricey

Garage Games TGE - Widely used but the script looks quite confusing to learn, good WYSIWYG editor, nice add-on packs, limited graphics, pricier than NeoAxis but not by much.

Garage Games TGEA - Like TGE but with more features and uses new shaders (DX9). Says not for begginers so probably not very intuitive, twice the price of TGE almost three times NeoAxis.

Visual3d.net - Still in beta phase. Uses C# which I should be able to learn, WYSIWYG editor, very intuitive, has an AI compiler that does not require script but is very limited.


Basically , I have almost no scripting knowledge but I am a maths grad so shouldn't be too hard to pick up. I really want an engine where you can do everything visually, I wonder why no-one has made one.

I want WYSIWYG map editor - Being able to see the level as it will appear

WYSIWYG shader editor - drag effects on visually.

WYSIWYG rag-doll setup

Integrated physics including water physics

MOST OF ALL - Visual and node based AI - Where I can creat a network of editable behaviours:
ie. Set a vision cone, sound area(where AI can hear player), and drag behaviours (attack, retreat, seek cover, flank, interact with other AI) attaching them to scenarios and states, player's health is under 50% attack, player has x weapon= find cover etc.


Can anyone offer any insight? Has anyone tried making their own game or used an engine that they found to be very good. Any recommendations for scripting books etc. All will be much appreciated.

Beddo
 

Solo508

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Jul 19, 2008
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I don't know much about making games but I have made maps and skins in the past and one thing is for sure; its damn hard and it takes a long time to do. Your better off looking for other people to help you make your game since it will be quite a feat to make a decent game on your own. I'm no expert though.
 

beddo

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Dec 12, 2007
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I'm okay with asset creation. It's just finding an engine where I can put it all together. I only really need little tweaks to the standard game formula as I feel it will mostly stand out for its setting and story. I do plan to have some innovative features though.

I know people are sceptical about games made by non-professionals but I am not trying to make the next MMORPG or the next Half-Life Halo whatever.

I only want it to be around 2-3 hours of gameplay, more like a film (or short-game like they have short films).

I don't need masses of content though I really don't want to artificially extend gameplay time.
 

Killerbunny001

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Oct 23, 2008
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I suggest getting some more people into the project, handling it all by yourself is not going to be easy and you might end up making compromises you don`t want to make.Visit this place (if you didn`t already) http://www.moddb.com because it`s a very good place to start recruiting. A adept engineer, to help with the engine, and a level designer may prove extremely helpful.

After you assemble a small team try financing your project through a publisher. If you have a semi-solid game you could get some "lesser" publisher to help you. Atari comes to mind...
Getting a publisher has many, many advantages so don`t hesitate.

With technical thingies I can`t help you much since most probably you know more than I do.
Good luck ! You`ll need it.
 

beddo

New member
Dec 12, 2007
1,589
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Killerbunny001 said:
I suggest getting some more people into the project, handling it all by yourself is not going to be easy and you might end up making compromises you don`t want to make.Visit this place (if you didn`t already) http://www.moddb.com because it`s a very good place to start recruiting. A adept engineer, to help with the engine, and a level designer may prove extremely helpful.

After you assemble a small team try financing your project through a publisher. If you have a semi-solid game you could get some "lesser" publisher to help you. Atari comes to mind...
Getting a publisher has many, many advantages so don`t hesitate.

With technical thingies I can`t help you much since most probably you know more than I do.
Good luck ! You`ll need it.
Thanks for the support. I doubt very much that the game would ever be published and I'm not sure I would even want it to be. I have all the software I need and am only looking at putting in $100 for an engine.
 

beddo

New member
Dec 12, 2007
1,589
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0
Killerbunny001 said:
I suggest getting some more people into the project, handling it all by yourself is not going to be easy and you might end up making compromises you don`t want to make.Visit this place (if you didn`t already) http://www.moddb.com because it`s a very good place to start recruiting. A adept engineer, to help with the engine, and a level designer may prove extremely helpful.

After you assemble a small team try financing your project through a publisher. If you have a semi-solid game you could get some "lesser" publisher to help you. Atari comes to mind...
Getting a publisher has many, many advantages so don`t hesitate.

With technical thingies I can`t help you much since most probably you know more than I do.
Good luck ! You`ll need it.
Thanks for the link, I managed to find this engine from that website:

http://www.blade3d.com/Home/tabid/126/Default.aspx

Appears to have the type of AI node based editing I was looking for. Not keen on the licensing though, pay per month is nause.