So, if I wanted to make a indie RPG game...

immortalfrieza

Elite Member
Legacy
May 12, 2011
2,336
270
88
Country
USA
I have this idea for a video game in my head practically crying out to be made, and it's driving me nuts because I have had no education in how to make video games at all and probably won't be able to get it for some time.

Now on to the idea. Specifically, I'm looking for some free 3D game creation software, something simple enough that somebody like me that has no schooling in it can use after some tutorials and such.

As for what capabilities I would need to have, I want to make a 3D RPG similar to the games in the Tales series, including the combat, world map, and cities and so on, but one that is context driven areas, (you make one choice, one path is closed off and another opens for instance) text choices, and the ability to make some sort of meter, perferably multiple ones because I want to make a choice game, not a morality game specifically, but a choice=consquence type thing.

It would also help if I somebody knew of a website with some free use original music and sounds that I could use, specifically music that's similar to Castlevania and other vampire/werewolf/monster type games (NO F***ING SPARKLES!!!!)
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
4,789
1
0
RPG Maker [http://www.rpgmakerweb.com/] is about the closest to what you want, but it's not free and neither is it 3D.

Apart from that, I don't know about any other programs or tools. You'll probably have a hard time finding something that is good, easy to use and free.

From what I can tell, your idea is a massive undertaking that requires a lot of content be made. Not something you'll want to do on your own, lest you want to spend every waking hour on it. Let alone without any experience or education.

My advice is to start of with something smaller and simpler. Something very basic to learn how to create gameplay, how to build worlds, how to weave a story and narrative into that and so on. And then work your way up to the more complex stuff.
 

immortalfrieza

Elite Member
Legacy
May 12, 2011
2,336
270
88
Country
USA
chimpzy said:
RPG Maker [http://www.rpgmakerweb.com/] is about the closest to what you want, but it's not free and neither is it 3D.
Truth be told, if whatever I needed wasn't free but had capability to make the game that I envision, I'd probably just up and pay for it if I really had to. As long as I'm absolutely positively sure that it could make what I want that is. The reason I want the gamemaker to be free is so that I can be sure that if it's a flop that I didn't waste my money.

chimpzy said:
Apart from that, I don't know about any other programs or tools. You'll probably have a hard time finding something that is good, easy to use and free.
Believe me, I know, I've been looking for a game maker that provides what I need for quite some time now. I'm just posting this thread here because the Escapist is a popular gaming site and maybe, just maybe somebody knows of a gamemaker that has the things I want, even though I know the odds of success are slim.
chimpzy said:
From what I can tell, your idea is a massive undertaking that requires a lot of content be made. Not something you'll want to do on your own, lest you want to spend every waking hour on it. Let alone without any experience or education.
I plan on just spending about 2 or 3 hours a day working on it. It might take me a couple of years or so to make it, but I'm willing to do that if I have to. I'm going to try and get into a college that teaches game design sometime next year, though I don't really know what part of game design I'd be good at. All I know for sure is that I SUCK at understanding computer code, which is the reason I want a gamemaker program instead of just writing the whole game from the ground up.

My advice is to start of with something smaller and simpler. Something very basic to learn how to create gameplay, how to build worlds, how to weave a story and narrative into that and so on. And then work your way up to the more complex stuff. [/quote]

Even if I did find the game maker I'm looking for, I probably would do as you suggest and make some simpler games first until I got gamemaking down to a science before I got started on the my current idea.
 

Savo

New member
Jan 27, 2012
246
0
0
Honestly, it'll be extremely difficult making a game of the scope you're talking about by yourself. RPGs in particular take a tremendous amount of work. Even 2D indie games often take years of work, and that's with a team.

Another problem is that there really isn't any decent game developing software that doesn't require time and dedication to learn. If you want to create a game of any size, especially 3D games, you're going to need to learn how to code.

Also, free graphics and sound aren't the best ways to get assets for your game. I have looked for those myself in the past and its difficult to find quality pieces that aren't from commercial games.

This isn't to discourage you, rather I would suggest you approach it a different way. You'd be better off assembling a team of people with a similar vision, perhaps a coder, artist, and composer to begin with. Very few people can master all the various aspects of game development by themselves.
 

Chased

New member
Sep 17, 2010
830
0
0
I'm gonna hook you up. Blender is completely free but it has a much heavier focus on animation. The other two both have free licenses available. No knowledge of coding is needed to get started with any of these engines. Simply pick one and start Youtube-ing game making tutorials (which exist for all three). Also a word to the wise: when you start modeling make sure to keep your polygon count down to a minimum, you'll see what I mean. Another bit of advice: don't be discouraged by naysayers or give up when you hit a roadblock!

http://www.blender.org/

http://www.unrealengine.com/

http://unity3d.com/
 

Some_weirdGuy

New member
Nov 25, 2010
611
0
0
I'll tell you right now, that awesome idea you have in your head of some large scale awesome game like the titles you buy in the store?
Stuff that away and narrow your focus right down for now. You need to learn how to crawl before you can run. SO your good idea will have to wait.

Think up a very, very simple game idea and try that instead. And I mean really simple, maybe not even a game maybe something like 'a ball that bounces around the screen'. There's a reason programmers start off by making 'hello world'.
You need to build up to making your cooler ideas, and by your own admission you have no education about video game making in the slightest. So start tiny tiny really small scale, and then step it up and up until you have the technical know-how to start making something on the scale you're currently thinking.

((I'm doing a game design degree and this is what the lecturers and tutors of game design tell you/get you to do when you first step in at first year. You'd be surprised just how hard and how much work it takes to do something you might even think would be super simple, like the above mentioned 'bouncing ball' program. Once you learn it it becomes easier, but This is one field where 'diving right in to the deep end' doesn't tend to work out so great and could well put you off wanting to do your idea, which would be a shame)).
 

immortalfrieza

Elite Member
Legacy
May 12, 2011
2,336
270
88
Country
USA
Chased said:
I'm gonna hook you up. Blender is completely free but it has a much heavier focus on animation. The other two both have free licenses available. No knowledge of coding is needed to get started with any of these engines. Simply pick one and start Youtube-ing game making tutorials (which exist for all three). Also a word to the wise: when you start modeling make sure to keep your polygon count down to a minimum, you'll see what I mean. Another bit of advice: don't be discouraged by naysayers or give up when you hit a roadblock!

http://www.blender.org/

http://www.unrealengine.com/

http://unity3d.com/
Thank you. I appreciate the help. People seem to think that I'll just jump in and expect to be able to make the game right off the bat without even having a clue what I'm doing, which I won't do. I know that in all likelyhood it will realistically take years to make the game I want to make, but I'm willing to be patient and take my time.
 

Esotera

New member
May 5, 2011
3,400
0
0
What Chased said. I've just got started on Unity3d and blender (probably easiest if you learn unity3d first, as blender is just for creating character models etc). You're also going to have to learn a scripting language - unity has either javascript, c#, or boo, of which I'd probably recommend boo because it's a dialect of python, which is an awesome language.

Asides from the technical stuff, plan everything out well, and make sure you have clearly separated everything into logical entities for the game design. For example, you don't want your character's hair colour relying on what quest they're currently doing, because if you wanted to change their hair colour you'd have to go through every single quest and change it there...
 

Smooth Operator

New member
Oct 5, 2010
8,162
0
0
No no, you people are going about it the wrong way.
If you truly have a great concept idea make sure you put the whole extent of it down on paper first and then you need to search for someone making these simple RPGs already, putting a solid game together is really not that simple and by the time you learned the entire set of skills to even start I can tell you with a 99% certainty that you will give up.

There was a guy who was making his own RPG games on here called Cleril I believe, maybe he can get together with you.
And otherwise there are tons of sites for indie devs with people eager to test their tech muscles on new ideas, but I can't stress this enough, have your idea written down in a concise and understandable manner.
 

surg3n

New member
May 16, 2011
709
0
0
You have options, lots of options, and some great communities to help you learn this stuff. Let me ramble for a bit, but please OP, read this so I've not wasted my time.

I can give some advice without rebuffing other peoples, because I'm just wrapping up my 12th PC game and I started out just like you, albeit over 10 years ago. I am self taught, I just don't learn things well in a classroom environment, I learn through necessity. I've been into game creation for my whole life, and used too many engines and languages to remember, but the one constant through it all is a desire to excercise my creative energy in a positive way - whether that's making a tool to help with game development, or inspire game development, or make a game over a weekend, or undertake a massive project.

One thing to remember, a game project does not have a physical scale - you do, but your project does not - it's all relative to your skill set. I mean, I've found that media creation and coding go hand in hand, I usually spend an equal amount of time between media and code, and that's a constant throughout any game project I've undertaken. I think of it as if it was, say karma - your project has to evolve naturally, you can't plan for everything, you will change your mind about things, you will discover that some things that you thought would be great will suck, and you will discover that a minor feature will make all the difference. So what's the point in planning?
I've never written a design document in my life, and you don't have to either. Because, let's face it - you designed that game over and over in your head already. You should make sketches, but keep it organic - keep track of your best ideas, but never feel the need to justify or explain them - that's why you want to make a game, to explain your game idea fully, and people who play it will understand and appreciate what your trying to say. You have to be dynamic, and brutal sometimes with your own ideas - the more dynamic your game idea is, the easier it is to adapt to changes. Changes like the platform you program it for. Indi developers don't do themselves any favors by religiously sticking to one format, or one platform. It's easiest and cheapest to develop on PC, but is that the best platform for your game... and what would happen if you had to make it for something else later.

As I said, media creation and coding are basically a 50-50 split - I think that's why teams of 2 seem to do quite well... World of Goo, Meat Boy, Overgrowth... these games were written by teams lead by 2 main people, 1 artist, 1 coder - it's a good combination, and if you know anyone with coding skills, or opposing skillsets to your own, then it's worth considering. Even if you have a sibling who is good at painting, there's lots to learn, and maybe making a videogame is something your family or friends might like to participate in.

If you want to make a fully featured RPG, then making the media for that is a tall order, you will really have to consider adopting a visual style. It used to be easy, we'd just cell shade the hell out of everything - then making a texture is about 20 times faster and easier. If you stylise your game, you can enforce a reason for the visual style. Look at the indi games, like Sword and Sorcery(pixelated), Minecraft(blocky), Angry Birds(very little animation). It's not strictly easier or quicker to go 2D either - 2D art is just as much of a skill as 3D modelling, it can take a long long time, and animation can be a bleeding nightmare. I'd say 3D is as strong an option as 2D, 2D is by no means easier.
3D modelling and texturing is one area where I'd advise that you make sketches - sketch whatever you need to make, no matter how easy it is. A small concept sketch can make things go so much more smoothly, and doing that can fill up time that you wouldn't necesserily use for game dev.

With coding, I'd say the best way to learn, is to give yourself an objective. For instance, say you want to be able to load and display some images to start with, then investigate and learn what you need to do that. Once you do this a couple of times, you'll notice that you'll have a fresh idea at the end that you want to try - like moving the images around, animating etc etc. This is actually the most fun part of coding - when it's organic and you can experiment without breaking anything important. Let your ideas run wild, and don't feel bad if you have to give up and try something else - expectations can be very lofty, but they aren't in charge. Pick other peoples code apart, but don't worry if you don't understand it all - your not supposed to - the coder probably won't understand it right away the next time they look at it either. As I said, learn through necessity. If you really want to see something happen, then you will learn the skills required to achieve that. Necessity is high octane learning fuel, just like you should only ask a question that you want to know the answer to - you should concentrate your time on what you want to achieve - everything else ends up as procrastination.

I suggest that you check out this development community and product line:
http://www.thegamecreators.com/

They produce games, game development systems, languages and libraries. The most recent being AGK (App Game Kit). This system lets you develop in BASIC or C++, and deploy to several different devices, anything from PC's to iPads to Android devices - all using the same code and media. It is 2D for now, 3D commands are being developed. There is also DarkBasicPro, you can grab that for free there - that's my main language, it paved the way for me to learn C++ and move onto native iOS development. Both are great languages with great communities behind them, great place to learn, with awesome moderators. Give it a look why not, at least check out some of the finished games and stuff made with their products.

For the sake of peoples scroll bars, I'll leave it there - feel free to IM me if you want to talk some more.
 

Chased

New member
Sep 17, 2010
830
0
0
Esotera said:
What Chased said. I've just got started on Unity3d and blender (probably easiest if you learn unity3d first, as blender is just for creating character models etc). You're also going to have to learn a scripting language - unity has either javascript, c#, or boo, of which I'd probably recommend boo because it's a dialect of python, which is an awesome language.
Don't forget that Blender has a built in game engine!

immortalfrieza said:
Chased said:
I'm gonna hook you up. Blender is completely free but it has a much heavier focus on animation. The other two both have free licenses available. No knowledge of coding is needed to get started with any of these engines. Simply pick one and start Youtube-ing game making tutorials (which exist for all three). Also a word to the wise: when you start modeling make sure to keep your polygon count down to a minimum, you'll see what I mean. Another bit of advice: don't be discouraged by naysayers or give up when you hit a roadblock!

http://www.blender.org/

http://www.unrealengine.com/

http://unity3d.com/
Thank you. I appreciate the help. People seem to think that I'll just jump in and expect to be able to make the game right off the bat without even having a clue what I'm doing, which I won't do. I know that in all likelyhood it will realistically take years to make the game I want to make, but I'm willing to be patient and take my time.
In all honesty it's not as hard as you think. I suggest just going through and following little game making tutorials on Youtube and while you pick up some knowledge start making your game along the way. Asset creation is often the hardest hurdle, which involves creating models, textures and the overall game environment. I would start simple and write up the core story of your RPG and what you want done first. Then just focus on one thing at a time, say modeling the main character and then learning how to make him move/interact in 3D space.

Here's a 30 minute tutorial on how to make a basic 3D game in Blender. The tutorial is only 30 minutes long and designed for people that have no idea what they're doing. Just download Blender, find some quiet time and follow the tutorial. By the end of the day you can then say you made your first 3D game! Though you may not decide to use the Blender game engine for you own game many of the things you'll learn while doing this are universal to all game creation.

Tutorial!

http://cgcookie.com/blender/2011/05/08/game-engine-create-a-basic-game/

Blender!

http://www.blender.org/

Almost forgot, here's a free Audio Editing Suite (called Acid Express) that you can use to make music. Even you've never used a program like this before, it should only take you no more than an hour or so before you're comfortable using it. The basic idea is that you're making songs composed of premade loops. All of the free loop samples on Acidplanet are royalty free and a-okay for commercial use. Once a week they give out an "8 pack" for free, which is a pack of loops that sound nice together specifically designed for creating a song within that pack's genre.

Here's the Editing Suite:

http://www.acidplanet.com/downloads/xpress/

Here's the free loop pack:

http://www.acidplanet.com/downloads/8packs/

And here's a link to their collections of loops (most of them cost some serious cash but all of them have sample loops that you can download and use for free).

http://www.sonycreativesoftware.com/loop_libraries/default.asp?keycode=7777-4701&T=6298
 

Esotera

New member
May 5, 2011
3,400
0
0
Chased said:
Don't forget that Blender has a built in game engine!
I'm not really that keen on Blender so far, it's obviously really powerful but the interface is just absolutely killing me. I'm planning on mainly putting everything together in Unity but doing the actual design work in Blender and exporting it. Obviously if that's not sensible then I'm open to any criticism.
 

Chased

New member
Sep 17, 2010
830
0
0
Esotera said:
Chased said:
Don't forget that Blender has a built in game engine!
I'm not really that keen on Blender so far, it's obviously really powerful but the interface is just absolutely killing me. I'm planning on mainly putting everything together in Unity but doing the actual design work in Blender and exporting it. Obviously if that's not sensible then I'm open to any criticism.
Haha, no it's not you, Blender's UI has always been insane (was far worse before 2.5 hit) and it's default settings for keyboard shortcuts are equally ridiculous (like to add an object the shortcut is Shift+A or to Subdivide the shortcut is W). I've only dabbled in Unity but I'm 90% sure it's a more powerful game engine than Blender. Blender is awesome though because it's pretty much an all inclusive 3D creation suite for free.

Blender works great for asset creation and Unity is a solid choice for actual game making. For the most part you should have no trouble creating whatever you need in Blender and then exporting it over to Unity, Blender can export models and such in a variety of formats.
 

Jingle Fett

New member
Sep 13, 2011
379
0
0
Speaking from personal experience, I would recommend Unity all the way. UDK is great and powerful, it has lots of cool tools but it's not necessarily aimed at small 1-2 man teams. Unity is extremely indie friendly and it's multi-platform support is unmatched even by UDK. Mac, windows, webplayer and soon linux support right out the box with the free version. There are also licenses for iOS, Android, Xbox 360/PS3/Wii.

Then add the fact that their free version can be used commercially, no royalties, and used to cost $200 (so it's not some gimped extended trial type thing). What a lot of people do is use Free to develop their game and then when they have enough done to attract investors or are nearing release, they upgrade to Pro and add in the Pro features. That way, if their game doesn't work out or it flops, nothing was lost other than time.

As far as 3d models go, if you're a college student you can get all of Autodesk's software (3ds Max, Maya, Mudbox, etc.) for free, completely legit. Personally, I'm a Max user and prefer it over Maya :p
http://students.autodesk.com/

And if you're going 3D anyways, I would highly advise saving up money and getting your hands on Zbrush, it's one of the best investments you'll make.
This video here was one of those holy shit moments when it was first shown and at 2:10 everybody's mouth dropped.
http://www.youtube.com/watch?v=t0Sj07XAVa8
And then this...
http://www.youtube.com/watch?v=7pmwDizsHqU
 

TheCommanders

ohmygodimonfire
Nov 30, 2011
589
0
0
As a student of game design, I wish you good luck, but a word of warning. Game design is much, MUCH harder than it appears. At the school I'm at we work on projects in groups varying in size from 2 to 12 for between 6 and 12 months to make some very basic games, so don't be surprised if the work load quickly becomes overwhelming. I strongly recommend working with at least one other person. A personal project I worked on once had some serious flaws that were completely invisible to me, because I wasn't objective enough to see them. Always at least have someone to analyze your work as you go.
 

veloper

New member
Jan 20, 2009
4,597
0
0
Even RPG maker isn't quite that easy. If you want to do something with an original twist you have to know how to code in Ruby.
Else you end up with oldskool final fantasy clone #31456346.

Even so RPGmaker is prolly still his best bet, if the TS can drop the 3D requirement. The TS should drop any thought of 3D anyway unless he's a crack 3D modeler/animator.
I believe there's a 30 day trail version.