Indie looking for advice on tools
#1
Posted 12 August 2008 - 03:55 PM
Here is the deal, we've choose to go indie for our first game, we're 6 people, 2 artists, 2 programmers, 1 musician and programmer, and 1 CEO (Everything else), we want to do something 3D, and we are looking for advice in which tools to use. We are short of cash, so we need cheap but professional tools.
Engine (we are between Torque and C4 and maybe Visual3D)
IDE: Visual studio express.
Modeler: Blender, or Truespace or both.
2D: Gimp and other free drawing tools.
Sound: Sound Forge.
About project tools we don't know any good one, something like schedule managing and payment control, and stuff like that, suggestions are welcome.
Please leave your opinion.
Thanks in advance
Necroside
BTW
Forgive my bad English.
#2
Posted 12 August 2008 - 08:48 PM
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#3
Posted 12 August 2008 - 09:52 PM
Also about SDL, is there any other tools that can help our 2d game rocks? XD, I mean something like pygame that will easy our life and development time.
By the way, I was looking at your post and your position against indie engines, I respect that, and hope someday to work with something like Crytek or Unreal.
I'm coding in linux, but if I have to switch to Windows again, I don't have any prob.
Thanks in advance.
#4
Posted 12 August 2008 - 10:17 PM
necroside said:
necroside said:
Well, there's a bunch of options actually:
SDL
Allegro
PTK
TGB
Popcap Framework
All of then have been used for commercial games, but which one is best, well, that depens on you and your game really. Of course, 2D is rather simple technology-wise, so you could easily make your own if that's your preference
necroside said:
My advice would be to keep things simple (as simple as you can, and apply this to everything), and to always keep the game in a playable state. If you lack experience in making games, then don't worry too much about planning and scheduling, but instead make the basics of the game playable in a week or less (even if it's a bit rough), and then keep adding one thing at a time, until you're either happy with it or you run out of time.
necroside said:
I'm not particularly against indie engines; I'm just very cautios about unproven technology. It's enough hassle with the proven engines (I've worked with renderware, gamebryo and unreal, and all of them have plenty of issues). It would probably be more fair to say I'm somewhat against all engines :yes: It's just that it's too common to put the focus on the engine, when all it really is, is a utility library to help you with mundane tasks. 2D libraries does this well, 3D ones tend to be rather poor...
necroside said:
If for no other reason, do it for the Visual Studio debugger. If you learn to use it, it will save you crazy lots of time.
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#5
Posted 12 August 2008 - 10:30 PM
Also check out Geonardo/Geoworld API (www.zepadev.net and http://www.youtube.c...?v=3OHA6r1fmsw), it was built on TV3D6.5 and is a Gaming platform and World Editor with Audio/Video playback, and source code examples in c# for loading your .MAP files and assets that you use with your worlds.
-Pat
#6
Posted 12 August 2008 - 10:35 PM
Mattias Gustavsson said:
Let me clarify that a bit. This is my own opinion on the situation though.
It's a cold, hard and resentfully accepted fact that the vast majority of players will take 3D over 2D at the first chance they get. This changes slightly for the indie market though (mostly because that player base cares little about graphics), but it's still not a dramatic leap and everyone wants a good looking game (no matter how much they won't admit it ;)).
However, notice that for the indie crowd, I say "good looking". 3D is still preferred in the indie market yes, but for your first project it is very very unlikley that you guys will be able to make a 3D game and have it look good and polished ( would compare it to indie suicide really). So the best thing to do is make a graphically enhanced 2D game that captures peoples eye. Belive me, by comparison of most 2D indie games that's really not hard to do.
So in the end, yes, you are much better off producing a "visually enhanced" 2D game. You may even think about 2.5D.
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#7
Posted 12 August 2008 - 10:43 PM
starstutter said:
That's not right... It changes dramatically for the indie market (and by "indie market" I mean the casual games market, as that's the way indies make their money).
Casual gamers care a lot about graphics. Everything needs to look very neat, you need lots and lots of polish (much more than your typical AAA game). But what you don't need is 3D or fancy technology. It won't get you any more sales. It will give you a higher production cost.
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#8
Posted 13 August 2008 - 10:02 PM
Mattias Gustavsson said:
I'm really partial to Ogre so far, and I know what you're going to say, so let me just rebut: If one person can publish with it, anyone can :P
It's so far the most portable graphics engine that puts out some impressive results.
#9
Posted 14 August 2008 - 01:42 AM
The 3d artists can make some pre rendered stuff.
Thanks for the advice, we're now in production, hope sometime near to show off our work. Keep up the good work, and thanks again for the help.
I think you will have more annoying questions from me or my team.
#10
Posted 14 August 2008 - 04:26 AM
Mattias Gustavsson said:
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#11
Posted 14 August 2008 - 07:04 AM
starstutter said:
No it's not. You said:
starstutter said:
And that is not true. For hardcore gamers, it's true, but they are not the target of the indies.
starstutter said:
If you want to make money off of it, you shouldn't use 3D. If you're not bothered about making money, you're a hobbyist, not an indie (and nothing wrong with that, I'm a hobbyist myself, and it's more fun). And for hobbyists, anything goes - we're just doing it for fun anyway.
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#12
Posted 23 August 2008 - 05:45 PM
www.marek-knows.com
#13
Posted 23 August 2008 - 08:07 PM
Mattias Gustavsson said:
"This changes slightly for the indie market though (mostly because that player base cares little about graphics), but it's still not a dramatic leap and everyone wants a good looking game (no matter how much they won't admit it )."
"good looking" does not translate to "3D"
Quote
Quote
Also, 3D affects gameplay, like it or not. That's not to say that 3D *graphics* effect gameplay, but the abillity to move 3 dimentions does and allows a whole nother level of freedom. And moving around in a 3D environment with 2D graphics would just be... wierd. I know it would theoretically be similar to Wolf or Doom, but combined with new player expectations for play styles I dont think that would work so great. Maybe you could get away with 2D sprite enemies but non-polygon 3D worlds would be very odd, and it would still be restricted to 2 dimentions.
There is the option of top-down views for 2D, but they have their own issues. I personally would not buy a sidescroller though, I simply can't stand platformers (maybe mirrors edge will be an exception ;)).
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#14
Posted 23 August 2008 - 08:11 PM
http://frictionalgames.com/site/games
http://www.introvers...co.uk/darwinia/
http://www.telltalegames.com/samandmax
http://www.taleworlds.com/
http://www.ninjabee....postkaloki.html
http://wolfire.com/lugaru.html
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#15
Posted 24 August 2008 - 08:11 PM
#16
Posted 25 August 2008 - 10:12 PM
For project management, freebies include Open Workbench, Gantt Project, and dotProject.
Good luck!
#17
Posted 26 August 2008 - 12:49 AM
#18
Posted 26 August 2008 - 11:55 PM
About the 2D engines I'm taking a look at FlatRedBall, it seems nice and solid. Maybe to port our soft to Xbox360 in the future.
Thanks again.
#19
Posted 27 August 2008 - 06:34 PM
If you achieve success (and cashflow) from 2D, you then might consider adding the 3rd dimension. From the sounds of your original post, you are quite new to game creation, and therefore, aiming for 2D is probably in your best interests. And Xbox Live will become a natural marketplace for your games, with FlatRedBall (I really don't know much about this engine, but haven't heard anything bad about it, and it seems to be gaining some popularity). Good luck!
Also, please keep us updated on your experiences and success (or obstacles).
#20
Posted 27 August 2008 - 06:46 PM
najak said:
najak said:
Same thoughts here, only waiting to get something done. And then porting it.
najak said:
Thanks
najak said:
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