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I have made several games before, and I am likely to continue doing so - it is a hobby of mine, and has been for decades. (Note that the proceeds of this game are not remotely near what would make it anything other than a hobby - I'm fine with that, and consider this a success regardless.)
I don't have a specific project going on, yet. :)
What genre would your new project most likely come under??
Can you post your previous content? I'm curious to explore it. :)
Sure! I was the artist, animator and sound guy for this:
https://www.moddb.com/mods/serpentine
Good luck digging up an old enough version of Unreal to play it, though. :)
A majority of the projects I've worked on in the interim between Serpentine and Scavenger didn't ship, for various reasons, are incomplete, and not playable.
Trivia: Small bits of many of those dead projects exist as easter eggs in Scavenger because I wanted some portion of them to live on.
That all depends on the idea. I've worked on fantasy RPGs, survival horror, post apocalyptic RPGs, arcade games, platformers, turn based games, first person shooters, and others. I can narrow it down by saying that I won't build anything I don't myself like, so it definitely won't be a MOBA or a mobile game or a battle royale or anything with microtransactions.
If I get an idea so good I can't NOT make it, then I will be forced to make it. That is what happened with Scavenger, six years ago. I have some really good ideas now, but they're not so good that I have no choice about them. If that sounds strange, then I'm going to guess that you haven't spent five years of work after one idea - game ideas are incredibly easy to have, but executing on one is like moving a small mountain using only a teaspoon.
You really don't want to be two thousand hours of work into a project and no longer in love with the idea. That is how good the idea has to be - so good that spending the next three or four or five years of all your spare time chasing after it feels like it might be a worthwhile trade.
Hah, nice!
Definitely have to remember that that's 1998-era graphics. Heh.
We invented a fair bit in Serpentine, I think. The transition through the sniper rifle scope into the scoped view is more seamless than most, I still like that detail. Blood and damage on the hand in the view weapon is also something I haven't seen done, even twenty years of FPSs later.
Realistic guns in FPS, we were near the first (after Navy Seals Quake) but that's been pretty thoroughly covered by the whole rest of the industry, now, and thus no longer seems remarkable.
Thanks for digging up and linking that vid.
(For the benefit of other readers - Aiiiiieeeeee was the other half of the Serpentine dev team; I did the art, he did all the coding.)
I'de be grateful if you could answer the following questions cus unfortunately time isn't really on my side. I'm an old timer gamer (getting) I just ain't got the years left to class study & most importantly the gunf to embarrass myself as the oldest in there!!
I've seen many games software creator programs & thought: Are they really as good has they make out to be?? Can they really make ANY game with someone's exact ideas involved???
Are there any home learning courses?? The type that can be graded by a governing body of somesort & grant necessary awards??
Finally any last tips/thoughts/insight in wanting to become a games "Dev"?? Fast track & shortcuts would be ideal.
I know you could just say: "Google it" which is the answer to everything these days I suppose. However I do like & am very grateful to hear a professionals point of view.
Any help would be greatly appreciated.
Thanks.
I'm an oldtimer as well.
If I knew a fast track shortcut way to make a good game in less than five years, Scavenger would not have taken me five years.
I don't have any recommendations for courses - I've never taken any.
As to tips and insight - it's an absolutely absurd amount of work. If you don't want to do an absurd amount of work, then you don't want to get involved with game development.
If you want to know how good a game software creator program like, say, GameMaker is, I would recommend that you try it - that will show you both what the limits of the tool are, and whether you enjoy the work. If diving in like that sounds like too much trouble, I can promise that building a game is far too much trouble.
I'm entirely curious to hear what you consider a "necessary award" for a game develoment program. I should think that "knowing how to create a game" is pretty much the only requirement for the indie scene, which is a non-trivial portion of what gets published on Steam.
Hey varia.
I'm sorry but you may of misunderstood. This could be cus of my lacking additional information &/or my choice of words.
What I mean is an award or maybe a certificate of some sort for completing an home study course in programming.