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A useful video for any modder or game developer ...
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Tricob
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PostPosted: Wed May 10, 2017 1:53 pm
   Subject: A useful video for any modder or game developer ...
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While these tips can apply to Wolf3D modding, they're also relevant to start-from-scratch projects as well. Click here to watch the video.
Ginyu
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PostPosted: Thu May 11, 2017 3:52 am
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Yup, been there, done that. X'D
There's just very few 3D RPGs because the bar is so damn high.
It's tough on it's own to make a 2D RPG without a tool that does everything like Rpgmaker.
It's doable but every ressource is essential because it's tough to know to code and model 3D and animate 3D at decent level.
Plus RPG means tons of tons of hour invested in story, dialogs and all the little things that looks easy but takes totally ages to get right.
Tricob
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PostPosted: Thu May 11, 2017 1:39 pm
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I know my first commercial game won't be 3-D. It's pretty much a top-down perspective, and while the game offers something new every time you play it, the gameplay itself isn't all that complex. Instead, it's a game that's easy to play, easy to learn, and easy to jump into without reading the instructions. But then, it'll be an iPhone game, so such features are pretty much essential for a successful commercial product.
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PostPosted: Fri May 12, 2017 12:43 am
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Some really simple games are a commercial success. It's not the most technology advanced games that wins out the most.
You're totally right to concentrate on this.
Also it's easier to make money on IPhone market !

As this guy said, augmented reality is a good market too.
http://communities-dominate.blogs.com/brands/2017/03/augmented-reality-reached-3-billion-dollars-in-annual-revenues-powered-by-pokemon-go.html
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PostPosted: Fri May 12, 2017 1:19 pm
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Well, as far as my game is concerned, I'm aiming for rock-solid presentation, easy-to-use interfaces, and gameplay that's easy to learn but difficult to master. The number of options it offers not only increases the replay value, but it also makes it ideal for casual gamers, "gaming masters", and everyone in-between. This also allows you to increase the difficulty at your own pace, so you're less likely to get overwhelmed.
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PostPosted: Fri May 12, 2017 10:43 pm
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Sounds good !
Can you post screenshots so that I can see in more details how the game will play ? Smile
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PostPosted: Sat May 13, 2017 6:44 am
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When the game is functioning, yes; thank you for your interest. Smile My main algorithm is still a WIP, and it doesn't work right yet (I'm writing the code for an 8-bit home computer and then porting to over to an iPhone-compatible language). Without giving away too much of what the gameplay is, the code currently draws less then a quarter of the game screen, and then it seems to be erasing walls that were supposed to be drawn, but weren't. I just need to print out the code and look it over; it's not a permanent blockade to my work. Smile The 8-bit version of the game will be a freebie to that community; this is a good way of demonstrating to the public what this computer is capable of ... and also what I'm capable of in the graphics department with nothing more than 16-color images.

I also have to redo all the iPhone graphics in 512x512 and possibly 1024x1024. It's not difficult ... just time-consuming. But yes, when it's more functional, you'll see not only photos, but a video demonstration on my YouTube channel also. There's still a little matter of being a victim of false copyright strikes, but I'm hoping that will be resolved by the time the game is ready for testing. Smile
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PostPosted: Mon May 15, 2017 7:25 am
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The video is like 8 minutes too long and keeps going in "circles". His "perfect algorithm" of how to make games is funny =p I also don't think trouble of publishing is one of the big reasons that keeps people from making BIG games.
I seen friends and many others not realizing what making a 3D RPG/MMO really means. I know someone who seriously singlehandly wanted to do something like "No Man's Sky /Star Citizen" already many years ago =D But it needs dozens or hundreds of people, all being motivated, and having the budget or time.
Many indie games don't even come close to the level of Wolf3D graphics. It's just that they look less pixelized with the camera far away or having filters/effects.

Or just look at credits of a new Ubisoft, Rockstar... game which is in parts outsourced to several unknown studios and then think about it for a moment. 500-1000 enslaved people and has costs (50-300 millions) of a top hollywood movie ><
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PostPosted: Mon May 15, 2017 5:23 pm
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I programmed some of my own tools to design the game's graphics. It saved me what would otherwise have been months worth of work on the graphics alone. I could have used someone else's graphics program to make the images if I wanted to, but I wanted to do as much of the work single-handed as I could manage ... and without outside assistance. You actually won't see a single 512x512 or 1024x1024 image in the game. I only allowed the pictures to become that size so they'd better survive the transition to a smaller scale. I intend to port the game to other platforms over time.
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PostPosted: Tue May 16, 2017 1:42 pm
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Tricob >> You're welcome !
Releasing for multiple platform is a good objective.
Anyway, I cannot comment much from what you just explained, I'm waiting for details/screens/videos. Smile

Atina >> 3D RPG/MMO is totally a crazy objective, I've seen very very few project to reach demo state.
Yes, commercial MMOs teams are insanely huge.

From what I saw in Doom community, Rpgs were started but were scrapped at the end.
Another Wolfenstein RPG here appart from me was abandoned too.

For the most part, I feel like on a mountain that I didn't expected so high.
When I'm tempted to give up, I say, I went so far I cannot give up. And it's freaking too hight now to go down.
Yet as I code everyday, I still see damn clouds instead of the top of the mountain.
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PostPosted: Tue May 16, 2017 5:15 pm
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Ginyu wrote:
Tricob >> You're welcome !
Releasing for multiple platform is a good objective.
Anyway, I cannot comment much from what you just explained, I'm waiting for details/screens/videos. Smile
I'm keeping the details of the gameplay under wraps until it's ready for demonstrations and all. A bulk of the game engine is from Public Domain code; I'm just enhancing it to remove indefinite loops. Smile
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