Skip to content
TORNLIFE More

Game development

Started by MKseek [2914110] on in Gaming.

5 replies · 47 views · thread synced · 4 days ago · View on torn.com
About this thread

Posts archived: 6 / 6 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Counted by TornLife from the archived posts.

Archived posts
6
Discussion span
→
People posting
6
Likes on archived posts
10
Authority score
7 / 100
Historical score
15 / 100
Story score
30 / 100
Engagement score
48 / 100
MKseek [2914110]

I've been thinking. Does anyone here actually have experience with game design? If so, how would you go about making your own indie game, without spending loads on art or other high spending. 

Varides [2176530]

There are quite a few game engines you can use for free up to a certain limit. I think Unity is free (once you hit a sales threshold, you need to pay) plus Unreal, Godot etc are all available. 

 

You need to figure out the type of game you are making first, and foremost. Is it text-based, 2-D, 3-D, side scrolling etc. Those all influence which engine would work best for you, and allows you to research limitations of the engines to use. 

 

A few of those engines have pre-rendered assets you can use from their stores to help design and flesh out the worlds, but honestly, look for an engine that fits your concept, look up tutorials (lots of free ones on youtube) or follow their in-game tutorials and start messing around in them. 

 

Step 1 though is having a clear picture in your mind, and understand it will develop and change as you create it. 

 

I've never done anything myself, but have messed around in unity as a free user. Mostly just developing my own game document first. 

Ptilops [3256971]

I primarily make mods for existing games but have built some hobby project games. If you want cheap, make it simple. It's not just spending money on art etc that might drive the cost of development up, but one thing people often overlook for indie games is development and study time. Electricity and food aren't free.

 

Stick to a simple art style, use an engine that works with a programming language you understand (or be committed to learn one before you even begin), have a clear, realistic goal in mind for every day you work on it.

dunmugmeh [538353]

I have beta tested games in the past.

 

Ie actively played games which were announced as beta tests. and gave the developers active feed back on possible tweaks/enhancements to work on in the future.

 

If you want to do it all by yourself. Make the game good and look at the window dressing later.

 

The game has to be a good game or its never going to work long term. 

 

screw the graphics and sound. the game has to be a good game and that in itself is not a easy thing to do.

 

the window dressing can be sorted out later. design a good game. 

 

Flak [2091491]

Im a few years into it. Only just getting to grips with proper code... But been doing side bits for a few years.

Im an Unreal Engine user. They have a license where you pay nothing till you make a very large revenue, 1m a year i believe. A fair enough deal imo. Semi Open

Godot is well regarded though ive not used it. Open source


Between Blender (Open source, Modelling/Animation/General useful Tool, entirely free), And a game engine like Unreal. You have pretty much all you need in terms of software. Then with Online libraries like PolyHaven.com. C00 License (Free use) theres a lot you can accomplish on a budget

---------------------------

With AI helping to advice, generate images and text... and getting better and better at coding.... Its never been cheaper or easier to get into. Happy to advise! Im not a pro yet, But Im half in there.

HobeTheGreat [3715067]

Art is what you want it to be. Paper clips a web game has 0 art but plays well. I would recommend if you want art 16x16 black and clear pixel art. 

RPG in a box would also be a good place to start if you want.