Bonker
Level 0
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« on: October 02, 2010, 10:07:06 AM » |
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Long time ago I dreamed about making my own 3D shooter game like Call Of Duty, but in that time I didnt know how to program, neither how to make models, paint them and import them into game engine. I joined a game mod team to gather some knowledge and experience, because devs said that's the best way to learn game development. I saw how it was a sh#tload of work needed, just to create a few playable levels, using supplied objects with game, not even including polishing.Guys spent months just to build and script a few dozens of units, and a lot of time was spent to balance them and it still wasnt good, so really a lot of work invested. It came time when I left team and decided to make own game, but not 3D since I knew I wouldnt complete it till my retirement. I was after something simpler, so I decided to start building my own 2D online shooter game. I drawn and written down some initial ideas and started developing stuff. I realised I'll come nowhere, because I worked full days and progress was just way below expected. I decided to cancel out the idea of the game being online, because this candy complited everything too much and it would took me a lot of time to make game online and even more to make it multiplayer rock solid. I just didnt expect there would be so much problems with online play. It was hard to accept my game being single player only, but hey, playing a good sp game is an experience too! I continued with development, but amount of work to be done was just growing and growing, even if I minimised programing part, and I post poned all unnecessary stuff. It's the art part that is mainly beating me. I decided to make my levels tileable, so I can create a lot of levels with same content, and because I hate tilling, I added a blending layer over, to kill the repetition. This meant no more levels in Machinarium-style but I got on time. I could simplify graphics too, but that is the last thing I'm going to do, who would substitute nice raster graphics with cheap vector cr#p?At this moment I'm at one half done level with nice graphics so you can get "that" feel, but still cheesy sounds and not satifying gameplay.I put a lot of time in it, and game isnt nearly finished, can't believe myself how much of work has to be done to create a "simple" nice to look 2D adventure game with 1hour of gameplay!I just feel like I will never complete it, so here are my questions:
-Did I go after mission impossible?Is it, from realistic perspective,possible to develope a quality mini game by one developer? -How large teams and how long it does take them, to complete a mini game like I want, if they do?
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