Hi, My name is St1nG
A few days ago I had an idea to make a game...
Right now development is undergo :)
Anyway, this is what the game will be roughly about:
You are a trained hitman, and there will be 10 hits you have to do. Each hit will be around 10ish levels (Note the story will change).
The main look of the game is to look clean and simple. The models will all be kind of low poly, with the textures being single colour.
All enemies will be fractured in around several different places, which lets you have a unique kill each time.
Basically, if you shoot a guy in the face his face explodes into a lot of different sized particles, the same with the ankle, knee and wrist.
We are making a demo, with around 7 levels...
Right now the planned features (roadmap) are:
-Fully fracturable enemies
-A unique story
-A cover system
-Tackling enemies
-Diving and rolling
-Wall Running
-Different kills for each hit target
-Enemies that disintegrate into pixels after 10 seconds of being fractured
-Mess around levels
-Fractured cover
-Enemy Variation
-Being published by devolver digital
-Magazines that fall on the floor, and that can be crushed
-Skill System
-Free DLC Levels
-Replay Mode
-Final Enemy dies in slowmo
-More things...
And the features for the demo
-Fractured enemies (wont be as polished as final release)
-Cover system
-SlowMo
-One Hit
Currently this is being made by me (https://twitter.com/OverlordSt1nG) , Murderz (https://twitter.com/MurderzMedia) and MoodyCake (http://steamcommunity.com/profiles/76561198091419195/)
I am 14, MoodyCake is 13 and Murderz is 16
Anyway thanks for reading, I will try to reply to all comments asap!
Many Thanks,
St1nG
A few days ago I had an idea to make a game...
Right now development is undergo :)
Anyway, this is what the game will be roughly about:
You are a trained hitman, and there will be 10 hits you have to do. Each hit will be around 10ish levels (Note the story will change).
The main look of the game is to look clean and simple. The models will all be kind of low poly, with the textures being single colour.
All enemies will be fractured in around several different places, which lets you have a unique kill each time.
Basically, if you shoot a guy in the face his face explodes into a lot of different sized particles, the same with the ankle, knee and wrist.
We are making a demo, with around 7 levels...
Right now the planned features (roadmap) are:
-Fully fracturable enemies
-A unique story
-A cover system
-Tackling enemies
-Diving and rolling
-Wall Running
-Different kills for each hit target
-Enemies that disintegrate into pixels after 10 seconds of being fractured
-Mess around levels
-Fractured cover
-Enemy Variation
-Being published by devolver digital
-Magazines that fall on the floor, and that can be crushed
-Skill System
-Free DLC Levels
-Replay Mode
-Final Enemy dies in slowmo
-More things...
And the features for the demo
-Fractured enemies (wont be as polished as final release)
-Cover system
-SlowMo
-One Hit
Currently this is being made by me (https://twitter.com/OverlordSt1nG) , Murderz (https://twitter.com/MurderzMedia) and MoodyCake (http://steamcommunity.com/profiles/76561198091419195/)
I am 14, MoodyCake is 13 and Murderz is 16
Anyway thanks for reading, I will try to reply to all comments asap!
Many Thanks,
St1nG
Comments
In any case, pretty cool that you're taking steps to making games, I'm looking forward to seeing what you come up with!
So... if I look correctly, you have relatively little mention of how the game mechanics will work, and a lot of emphasis on the art style. Maybe flesh the mechanics out with a 2D prototype? If they're good, you can always consider "upgrading" to 3D.
Really? That's pretty cool. How did you manage to work that out, especially without a prototype?
I don't really think you need to make a 2d game. I think we should instead talk about a simple game instead of assuming 2d games are automatically simpler than 3d. Think with primitives ;)
I myself have found that its incredibly difficult to release even the smallest simplest game. Once you have actually released something commercial then you can do whatever you want cause you know the risks involved and the approximate dev time etc
So I would suggest that you put this project on the back burner and take 4-5 months to level up first. then come back to this.
Nice work on starting so young. Speaking from experience the great thing about starting early is that the burn rate is so low. in my case $0 expenses.
Have a nice day.
Kobus
Gun model is now complete
http://i.imgur.com/ajVrWa8.png
http://i.imgur.com/2DzppSX.png
My advice about this project would be to try make a really small part of the game first, and then show it to people (like on these forums) to get some feedback (and then learn from that feedback, and get encouragement).
The fracturing part of the project sounds like a really cool feature...
So maybe just try fracture a cylinder by shooting at it and make that feel cool. If you can get that feeling cool, try fracture two cylinders stuck together in an arm shape... and then try fracture a 3D model of a human... then fracture a human model that's been animated...
And progress like that.
Each step might be harder than you expect, but you'll learn a lot with each problem you overcome.
And GOOD LUCK! It's really exciting that you're all so young and pumped for game development!
Extra Credits, as always, covers the idea of iterative design and production really well (their videos come highly recommended, for new devs as well as veterans). Good luck! :)
Ofcourse we just started, I have had quite abit of experience with unity but yes it will be hard at the start and the project will change overtime and might end up something we never planned it to be like. Everyone has to start somewhere.
Just so you know our roles are :
St1nG - Level Design.
MoodyCake - Scripter
Murderz - Modeller/Scripter
:)
First human enemy model is done! (Don't forget we want this game to look simplistic so there are no facial features)
http://prntscr.com/50ixyg
http://prntscr.com/50iy5w
Like everyone else said here, build systems you can test - that's the most important thing. Then test them (show them to people) to get feedback. Loop that quickly. Go! :)
You seem to have a very clear vision of what you want your game to look like. But I dare say that other design aspects of your project seem to be out of focus. You seem to be describing a tech demo in your first post, not a game. All of your planned features are cool, although put together you are left with a framework that could take months to develop, and building a game on top of that could take many more months. Hope you are in for the long haul.
If you are still determined after all of that, Awesome. Perhaps a little bit foolish but still awesome. I routinely tackle ambitious and complex projects in my own time, I find them great learning platforms. Much more so than small one mechanic games. But the trade off is that I seldom finish those projects.
Perhaps think to yourself what your goal is.
is it to finish a game? maybe start with a smaller game then.
is it to make your dream game? maybe leave that till later after you have a few games behind your name.
is it to learn? I personally think this would be a great project to learn with, though many community members will argue strongly for the "fail fast" ideology.
is it for fun? awesome have at it :)
Anyway, good luck! It's great to see you taking this so seriously when still so young.
Aswell as it not being as well polished as the final release! Thanks for the help anyways! And our basis of the game is to make is violent, destructible, clean and smooth!
A few things happened today...
One of my friends is doing a cutscenish thing for us, to see if he can be our artist...
We also scrapped having thirdperson in our game...
And we made some models
We have done a sofa and table, fractured that...
Then murderz was lovely enough to do the human model...
I fractured that (http://prntscr.com/50ok9s)
and now I will try improve fracturing, and murderz is doing more models!
Thanks for reading!
Right now, we are going to get into scripting!
So, today we have fractured all of the models made.
Murderz also made a bookcase...
We also got a new member of the team F01405/Frantos (http://steamcommunity.com/id/F01405/)
We found a cool composer, And are trying to contact him for music liscensing...
F01405 has two years of programming knowledge...
He also completed our slowmotion mechanic!
Basically, you don't regenerate slowmotion, you have to find a pickup to restore it...
The slowmotion right now only lasts for 7 seconds... (With full release, it will be upgradeable)
Also, you cant just slowmo then slowmo off... there is a 2 second timer when you start slowmo, that counts when you can unslowmo the game (Just so that people dont exploit/overuse it...)
Slowmo is set to Z and there will be rebindable keys so dont worry!
Anyway, as always thanks for reading!
St1nG
I would take the communities advise into consideration.
Initially they warned me about a game i was making. They told me... pull the plug. I resisted. I wasted another entire month fighting against myself to prove them... mostly myself wrong.
Once i finally managed to get the courage to actually pull the plug i decided on a smaller project which i then actually manage to complete and is currently in review with apple. I also retreated with my tail between my legs and didn't visit here in a very long time as i was ashamed at failing.
The moral of my story is... their advise is pretty good.
I am aware though your situation is different and no one is saying pull the plug. Just measure the goal according to the timeframe.
Luckily you have a team... so this helps.
All i can say is... i like the concept... and good luck.
Calling it pulling the plug is perhaps excessive. You're shelving it. Maybe you'll get better at game dev/design one day to go back and finish it. Maybe you won't. Noone knows. You're just going to try something else smaller, ain't nothing wrong with that.
I had a look on the unity asset store and came across this plugin.:
https://www.assetstore.unity3d.com/en/#!/content/9771
Check out the demos, this might save you a lot of time and make your jobs easier.
St1nG - Level Design.
MoodyCake - Lead Artist
Murderz - Modeller/Scripter
Frantos - Scripter
Update!
St1nG - Lead, Writer, Fracturer, Level design
Moodycake - Artist
Murderz - Modeller,Scripter, Lead
Frantos - Scripter, Awesome
Hmmm, It doesnt take too long... You just need a pretty good pc... It also depends on the size of the model/ how many models there are!
Well, today was a succesful day...
Fracturing is done, and we can now export into unity
Boombox, shotgun, cassette and CV camera model done
We have permission to use OccamLasers music! http://occamslaser.bandcamp.com/
We have done a basic level design...
And that wraps it up for today!
Thanks,
St1nG
Shotgun is ready! Finished modelling about a day ago, Just been making sure its good since then!
http://prntscr.com/51lxnt
We are! Just need to iron out some kinks with the slowmo, and make the fracturing models a bit better!
So today, I did the level design for 3 levels, more still to come...
this is the rough version of the first level: http://prntscr.com/51p1nn
Aaaaaaaaaaaaand more models have been done :p
But thats it for today, not as much stuff as last updates, but still some progress done
ST1NG AWAY!!!!!!!!
St1nG's internet won't work, so I'll post today's update.
So, Today I made the fractured models actually fracture properly, and I also made them dissapear after 10 seconds
Shooting is also complete!
anyway, thats it for today, Tomorrow the tweaks for slowmo!
My internet fixed, But we have a playable thingy here: https://www.dropbox.com/s/kj92zb1ciiuwopy/ReFracture v 0.02.zip?dl=0
Please don't like spread the word as of yet, we dont want it to be very public!
Anyway, Thanks!
Well, the prototype got the enemy added, also fractured objects now explode into pixels after a while! (performance improvements)
and more levels have been designed!
and that wraps up today!
Not much going on...
Just been fixing stuff and adding basic ai...
Also, we dont want to keep spamming this post...
So you might not hear an update for a bit!
Thanks for the support!
Quite a bit has happened, we implemented kicking, and are working on making the fracturing a lot cooler!
We also took a small break, and did a bit on a game dubbed: Delve
Its a 2d platformer, basically spelunky and binding of isaac mixed, with 4 player local co-op!
Anyway, we are going to work on delve once we have done the demo for refracture!
Over and out,
St1nG
Murderz started on the main level...
Frantos is nowhere to be seen for a week now...
But we will go on steadily, and try to get it out by feb
Thanks!
Frantos has been away for like 2 or 3 weeks ;_;
Murderz is wrapping up the level!
Thats all!
I really didnt realise that, But anyway lets cut to the facts.
We are sticking with unity the whole way through, not cryengine anymore. Our coder is working on the AI, heres the rundown: There are 4 AI states, Idle (Smoke, sit on couch), Patrol, Search, And attack. They are less aware when they are idle so they are easier to kill. If on patrol, they are more aware (Hear quieter sounds, etc.) If in search mode they are really aware. And in attack, well they attack... There will be a cctv monitor guy thingy (name wip), and he will look through the cameras, and if he sees you he sets off an alarm and the other AI will enter search mode, and go to the area you were spotted in. And thats the just of it!
"Once pathfinding is done with the ai, the rest will be fun!" - Frantos, Lead programmer
We have our own website!
The website is nowhere near public viewing, so I will post as soon as its functional, etc.
After the AI and more features are done, I will compile a devlog and post it on the site!
Also thanks for the 900-something views! It means a lot to us!
Over and out, St1nG