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/ideaguy/ - For Idea Guys by Idea Guys

Discuss your game ideas, mechanics, stories, and characters. Give and receive feedback. Improve.

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File: 1426986423501.jpg (34.36 KB, 548x640, 137:160, 402647-raziel_poster.jpg)

 No.60

We need an intuitive game engine(or something) which could easily let us practice out our ideas and polish them out. We can finally become true game designers.

Any ideas?

 No.62

Engines: http://www.pixelprospector.com/the-big-list-of-game-making-tools/

Harder: Game Frameworks/libraries

Hard: Unity,Unreal, Cryengine, Torque

Mid: game maker, Construct 2, CraftStudio

super easy: Stencyl, rpg maker, ren'py

If you really want to flesh out your idea/prototype, pen and paper works, or something from the super easy to mid tier will let you rapidly prototype with much less effort

It won't look "great" but it can get the idea across

 No.66

>>62
Whee I just went from Super Easy to Mid to Hard in like a year.

 No.75

What kind of engine would make it super easy to make games?

Something where you just swap the sprites, change physics values and damage and movement patterns, and build the map with a tileset? Would that be pointless because it's too limiting? How could you make it more versatile without making it hard for ideaguys?

 No.77

>>75
any of the rpg makers or stenycl, these will work as long as you dont try to get too fancy, stencyl will do the job

 No.93

Here's what someone with money/funding should make:

A game that is its own game engine, map creator, gamemode/ruleset creator.

You set it up so anyone with a console or PC can host a server, or if people want to pay- dedicated servers - and the server just runs whatever rules that the players themselves create. More popular gamemodes/rulesets and maps will get upvoted and forked/distributed via a global server, so that nobody gets bored and frustrated with an old, abandoned, unbalanced game. You only need around 5% of players actually making stuff at any one given time for all this to work.

You could then recreate games like Halo, TF2, you name it - all from combining modular physics, graphics and procedural components by using Notepad or whatever. Ideally though you have a 3d editor, e.g. 3d grid-based level editor for an aimy shooty - but this can all work on consoles and with minimal UI fuss and easy to use without documentation.

Map downloads are tiny because it's only a re-ordering of existing 3d data. Players just join the servers they like and that moves people around to better game sessions constantly = improved experience along time. Eventually you will get players who work together in a collaborative 3d editor to create their own games, and cool stuff like that.

The main thing is to focus on freeing up control to people who will put in the time, while not trying to make money through impossible amounts of grinding just so you can afford to run the game month to month and sit on it without letting any of your paid customers actually use that software to make it better (Guns and Robots, FF14, Robocraft, most F2P games and MMOs). "Build it, they will come"

UE4's editor is now free, but there may actually be a better engine for a simple game that just needs complex player-created game rules
http://forums.paradox3d.net/t/minecraft-like-voxel-game/148

 No.96

>>93
so a modern day version of byond minus the scripting? but with a in-game editor to build as you go?



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