Custom World Project
Posted 04 August 2011 - 02:34 PM
I'm gratefull for any support even if it's just criticism & ideas. I'm not really good at anything but thinking up games, but if the projects gets some followers I'm willing to invest a lot of time and the money I can spare. Sadly I'm not rich otherwise this idea would be a reality already ^-^
Posted 04 August 2011 - 03:27 PM
You need to define what the project should be at a high level. What about it is fun?
It seems you focus on the fantasy genre (creatures, spells), but you don't state this clearly.
The scope of it all is *very* large. Does it actually need to be multiplatform? Does there have to be multiple toolsets for different skill levels? Would they be integrated (just hiding features not wanted/needed) or separate (separate applications). Would the tools be available from within the game? What features are dependent on others? What features are the most essential? What features are easiest/hardest to implement?
Why would you have a custom object/animation editor for advanced users? They will want to use their own tools (Maya, Z-brush) anyway.
Apart from the idea about mandating a common license for all user created assets, what would set this project apart from a product like Unity?
Posted 04 August 2011 - 04:17 PM
I didn't know unity until now, seems pretty complex.
About your questions:
-My focus on the fantasy genre is only because I like it, it's meant for any kind of game.
-Multiplatform would be best, can't imagine it windows only.
-Well I thought of it more like the features are there but the advanced ones are hidden until the user changes the tool to a different mode or turns them on/off
-Would be nice if the tools would be available ingame but that would depend on the engine. CW is not a game engine, it's a community based game dev environment, where different engines can be used. That's why I put a "translator" module in the picture. That one would translate/convert the CW user made stuff so that it can be used with the different engines.
-The custom object/animation editor is for those that can't use maya/3ds etc.. Of course I want the pros to be able to use thair preferred 3D modeling software.
-About the fun part I don't really get it, if it's easy to use and provides fast results with good quality of course it will be fun ^-^
Just had a quick look at unity, I imagnine CW easier to get into (like playing with lego) of course it has to be complex too. Also CW would be open source of course and thus give the community more freedom because the tools can be changed/modded etc. After some time the complexity of user made content would be very big and probably bigger than any other game dev software, because everyone shares thair work. You also don't have to pay 1.5K for the software since it is free. You can earn money by fullfilling the user requests and I think this feature is very unique and will be the main "selling" point of CW.
edit: I've added to/changed the text, I hope it's clearer now. If not plz tell me.
Posted 04 August 2011 - 08:56 PM
Posted 04 August 2011 - 09:35 PM
By the way, what engines did you have in mind?
"a game dev environment that's so easy to use, that players (not devs) that don't have the time, skill or knowlege can make games too."
This is not a new idea. It has been done for programming languages and tools over and over, usually with horrible results. (basic, cobol, uml) Basically, it is a fools errand.
Making a unique, good looking, fun and well performing game is *hard*. Good tools certainly helps, but it will never be simple. As far as complete, imtegrated, graphical tools goes, Unity is pretty much state of the art.
Posted 04 August 2011 - 10:48 PM
Posted 05 August 2011 - 01:19 PM
I want a hammer, that also functions as a nail gun, that has multiple screwdriver attachments, both the tool and the drink, for my home repairs. It would be great if it could cut steel pipe, but also able to cut gentle bezier curves in balsa wood. It must grind, slice and dice. It must also be easy to use, reliable, perform well and be inexpensive.
Why hasn't anyone built one yet?
Posted 05 August 2011 - 02:30 PM
It's pretty easy to hide advanced features so beginners use the standard ones first, there are a lot of programms that use this. I understand that u guys are in love with Unity, but it's not for players it's for devs.
Posted 05 August 2011 - 02:36 PM
look at the space ship making video "rich primitives" , its really simple and looks great. http://www.3d-coat.com/
really i dont see how programming or art takes skill to do, i think its all easy, it is time consuming tho. :) or am i a genius, i doubt it, if you think you cant do it, your wrong.
but i think you have a lot to learn before you could make or even design anything decent, theres too many pitfalls for a beginner, like im looking back over 12 years experience, so i sorta take it for granted.
im not sure your "block based landscape" is a good idea... maybe if i had a few beers with you and i got to tell you everything i know, maybe i could help you out?
you on windows messenger? look me up email@example.com.
as far as i see it, 3d modelling shouldnt be any more complicated than making a lego space ship, no shit.
Posted 05 August 2011 - 03:10 PM
Don't see it as blocks see it as parts, they are also round etc. It's a good start for users with 0 experience. Also those parts count will grow with the community, because everyone can make them. Lets say someone made a soccer ball and uploaded it, that soccer ball would be available for everyone to use. Kinda like the java library. The main part of CW is the request feature and that content library. The tools are there so beginners are able to do something too. The first thing I'll do will be that request feature anyway because that's the base of the whole project.
Yea I'm using nimbuzz added u ^-^
Posted 05 August 2011 - 03:24 PM
You want people without any skills to be able to create games. Won't happen. Get over it.
Posted 05 August 2011 - 04:00 PM
If it wasn't trolling what was it? Constructive criticism?
Posted 05 August 2011 - 04:37 PM
Posted 05 August 2011 - 05:19 PM
Posted 05 August 2011 - 06:50 PM
If you are going to spend the time and work to create a game on your own, would you use generic models, art styles that don't fit together and wade through countless pages of low quality crap to find the few OK assets?
If you want to support any engine, there will be scripts for some engines, and not for others. Scripts will be in different languages, using different APIs. For the user this will just be frustrating.
What *could* work would be a community built around a single engine with a good existing tool set. Focus on one art style (toon, realistic, abstract), one type of game (strategy, FPS, racing, dating sim), and one genre (fantasy, sci-fi, furries).
The big challenge would be to build your community, so you would need to focus. Pick a small niche and build the best possible community there. Expand later.
There is a lot of good advice online on how to build and grow a healthy community. Read up on that. It is also something a non-technical person can do.
Posted 05 August 2011 - 09:50 PM
You were insulted by my use of an analogy? I said nothing about you as a person.
It may be easy to hide, but you still have to code it all. It's easy to hide knives in a swiss army knife for a user of the knife, but it is much more complicated and expensive to build than a regular knife.
(Apologies if I insulted you again by continued use of analogies.)
Posted 05 August 2011 - 10:45 PM
@alphadog yes I was insulted by that exaggeration, you don't need to say something about a person to insult them. I like your swiss army knife analogy much better. I'll just cut off all the tools and make it an recource archive first. The tools aren't the important part anyway, they can come later.
Posted 06 August 2011 - 06:45 PM
of games, different styles, etc.. and usable by both unexperienced as experienced persons?
No offense ment, but that's like trying to create a planet with a spoon.
The reason why this hasn't been done before, is not because it's impossible, but because it's next to impossible.
I don't even think that a team of hundreds of programmers would be able to do this.
There's a reason why engines and tool-sets are pointed towards one specific genre or style.
Even though the analogy of alphadog might be quite offensive, it is still true and fits your desire perfectly.
If you have no experience with coding / modeling / designing, set some smaller goals first.
"First try to change your home before you change the world."
Posted 08 August 2011 - 08:09 AM
Editors aside, what do you think of a recource library the way I've imagined it?
Posted 08 August 2011 - 02:05 PM
Maybe you could restate your elevator pitch?
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