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09-27-24 07:15 PM
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Acmlm's Board - I3 Archive - General Gaming - Worldbuilding
  
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Blue Falkon
Posts: 304/351
Originally posted by Tzepish
If you guys want to get into the games industry, visit game company websites and send them resumes and ask if there are intern positions open. Worked for me.


I'm too busy right now to actually work for income in the game industry. Maybe once summer comes.
Tzepish
Posts: 8/117
If you guys want to get into the games industry, visit game company websites and send them resumes and ask if there are intern positions open. Worked for me.
Kutske
Posts: 33/171
Since the age of five or six, I've been designing videogames of my own. On paper and in my imagination, of course, I've never actually programmed anything. At first I'd do simple things, I'd fold a few pieces of paper into a booklet and make my own game manuals. Initially, I just made my own Legend of Zelda: Itallic Subtitle or my own Metroid, but as I grew and matured, my games became original and sophisticated. I have what I think are magnificent ideas, and a firm grasp of level design and gameplay functionality, but I'm paranoid so I won't post any of my ideas online for anybody to waltz along and steal. Granted, if someone took a game I had thought up and made it in it's entirety, I wouldn't complain. My worry is that some chump from a third-rate nobody company will assimilate my ideas into their cruddy games.

I'm going to eventually write things out professionally and send it all to be copyrighted. Then I'll start passing the ideas around and seeing if I can't get myself behind a major project. I have hope that my creativity can birth these games I'd love so dearly to actually play. And being a writer helps, too...
Blue Falkon
Posts: 30/351
Originally posted by Koneko
And yes, I consider the combat system very much part of my worldbuilding, because it has to fit. It wouldn't make sense to give a Mario game the system from Castlevania, for instance. And so I like to think that the modular swordfighting system works well for Rufus... Though it's not exactly purely original. Inspired by the Legend of Legaia series, haha.


A very interesting game idea you have.

You are correct about the battle system being apart of the game's feeling. I wouldn't entirely say it goes with worldbuilding (except for the layout of the battlesystem such as ground and panorama), but it goes with the game's feeling, which is what the environment and music must go with (not to mention plot). Everything must fit.

Good job, and keep up your ideas.
Koneko
Posts: 10/656
Well, I've been programming a game from scratch for over two years now. It's called Lemonade Quest, and you play as Rufus, a gray cat with a red cape. Sadly, aside from the vague theme of lemonade, there aren't any story details yet...

The world map is in full 3D, but the levels are 2D-platformers, where you jump around, open treasure chests, swim in teh water, avoid lava, that sort of thing. There isn't thematic flow as of yet, I've just been making a few levels to test out different tilesets and object commands. Touch an enemy, and you enter battle- SMRPG style, or something. Most of the strategy in battle comes from being able to choose from a variety of different sword attacks, which you learn as you increase in level. These attacks differ in the amount of damage they do and how long they take to execute, as well as how easily they combine with other attacks. For example, it's easy to keep chaining Diagonal Slash with itself, but it's hard to chain a thrust with a thrust. This difficulty is represented by a time delay (easier moves go off faster) and also by a failue chance (Rufus might not be able to do what you told him to, because of insufficient level or time).

And yes, I consider the combat system very much part of my worldbuilding, because it has to fit. It wouldn't make sense to give a Mario game the system from Castlevania, for instance. And so I like to think that the modular swordfighting system works well for Rufus... Though it's not exactly purely original. Inspired by the Legend of Legaia series, haha.
Blue Falkon
Posts: 24/351
Originally posted by Teundusia
Actually, Nintendogs is very similar to that Catz and Dogz game for PC. And Electroplankton is made by the same people who made SimTunes, which it is based on.


Oh... well, there you go haha.
Teundusia
Posts: 25/216
Actually, Nintendogs is very similar to that Catz and Dogz game for PC. And Electroplankton is made by the same people who made SimTunes, which it is based on.
Blue Falkon
Posts: 15/351
Just designers in general. The game industry is running out of designers and hiring them has become popular. I kiiiiiind of work in the game industry and I study it almost all the time and in one of my studies it explains that they're running out.

Usually, a game designer will adapt off of other designers. It's extremely hard, almost one of the most rare things in the industry, to find a completely original game. The only two I can think of right now are Nintendogs and that other thing on DS but I forget its name. Has little fish and stuff and you make things happen with sounds.

It is okay to adapt off of other games, no one will get angry, but just don't right out copy everything in the game. At least put some originality in it. Then, you will be a successful game designer.
Teundusia
Posts: 23/216
I'm using Milkshape 3D for now, which is pretty good and easy to use. Simply for making models, but you can make full levels too apparently.

When you say "It is true the game industry is running out of good designers", do you mean ones who can't make good worlds anyway, or those who can no longer make a good world because it might copy someone else? I'm being VERY careful that I don't copy too much from the Playstation Metal Gear Solid so it doesn't feel like just a copy of the original. Different mission, new area etc. The only things I have copied are the VR training missions because they OWN!
Blue Falkon
Posts: 12/351
I can only think of programming it yourself using C++ or having someone help you. There are 3D game editors and stuff that you could probably use but I can't think of them right now or what they are since I never use them.
Teundusia
Posts: 17/216
Well I'm trying to make a Metal Gear Solid game, but I can't find a 3D world builder to make my levels. I don't know what to use.

It's set in Alaska, kind of a return trip from the PSX MGS. I've drawn some of the maps in my school maths book and written down some information about the game like health, weapons etc.

Are there any programs you could recommend for me to build this world?
Blue Falkon
Posts: 8/351
One of the most attractive aspects of the game industry to me is the worlds that are displayed in the games, and that's something that attracts me to fangames as well. Without a good environment in most games, I feel they're almost pointless to play. It is true the game industry is running out of good designers, so what have you got to show?

It doesn't matter what it is (a fangame or an original game that you hope to create using actual programming, or maybe just an idea that may never happen), if you have created your own ideas for environments, settings, what have you... post them here! I'd be interested to here what you have to show, and perhaps others would too.

If you are a person who would ever hope to be a videogame designer, it is important that you learn off of others, as well as use your imagination to create unique, enjoyable worlds.

Doesn't matter what genre the game is, post your ideas here.
Acmlm's Board - I3 Archive - General Gaming - Worldbuilding


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