Posted March 31, 2011
![Fujek](https://images.gog.com/0221ed0d453eecdf1191a2bdf52b660f4706688a3e98bf22bd7495943ec8fe47_forum_avatar.jpg)
Fujek
csmith Archnemes
Registered: Dec 2010
From Germany
![Elenarie](https://images.gog.com/3778a78fe33b5782166e184ef1250dae9b86cb067941e07f668358bff8f1eed4_forum_avatar.jpg)
Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
![rasufelle](https://images.gog.com/662fbeaac9025af6a5c5a1b84800f8606ed8552815084ced1004bbeafb2d436f_forum_avatar.jpg)
rasufelle
tacotacospamtaco
Registered: Aug 2010
From United States
Posted March 31, 2011
![avatar](/upload/avatars/2010/08/6e41ebc9ec179b5d7dd2e1b621ed8c8c59c499a7_t.jpg)
yes, I guess there are many developers out here. I am kind of an amateur, but I am programming in my free time for a free game. Sometimes it's more fun than playing itself. However I learned that one should talk about the concept really a lot and even more before starting to code.
One question would be: do you want to make it commercial or free? A commercial project would probably require at least certain quality levels to have a chance... but no risk, no fun. :)
Anyway just want to chip in one of my ideas:
A many multi-player online strategy game
So, you have teams, but the strength of a team does not depend on the size but on the combined intelligence, so you have to communicate and convince others that your ideas are better. And it's about tactics but you always have enough time to think, so fast reflexes are not necessary. Example: Commanding a Starfleet against a Klingon Fleet, or some Middle-Earth scenario or Star Wars. Or in other words: a big strategic world where you cooperate and operate against others at the same time on different hierarchy levels.
One of my questions: Should such a thing live in a browser or in a standalone client?
I know that the concepts would have to be laid down in a lot more detail, but in the long run, if there ain't a team then there ain't no point, is there? :D
As for the pricing? About half the games I've got in my head I'd imagine as being released free, as a doorway to distribution of the paid games.
![GhostQlyph](https://images.gog.com/39f88b7915e872d5123f9d16e3393f4eb99c6ed2cd2fcd7accf0254ea095000c_forum_avatar.jpg)
GhostQlyph
EVIL TV OVERLORD
Registered: Feb 2011
From United States
![Skunk](https://images.gog.com/c3f4425594a053bb00b1747e7dce16ba6a5f3bf3955c80cc0824a93558a0928a_forum_avatar.jpg)
Skunk
Hello, GOG staff. Please remove my forum posts.
Registered: Sep 2010
From United States
Posted March 31, 2011
![avatar](/upload/avatars/2010/08/135758a03956743dc42eadd4fc26e9b24678bf94_t.jpg)
So far the best luck I've had with game design were with RPG Maker 2000/2003 and the DoomBuilder map editor. Unfortunately, when it comes right down to it I usually get bored with the games I've produced in them long before I finish them, largely due to my limited ability to actually influence what's present in the games.
LATE EDIT: You said you're good with the written word? Well, laying out storyboards/dialogue/other stuff is always a possibility. I've got enough other projects of my own going with other sites I'm a member of to keep me from being able to do everything, even if I were asked to.
I've dabbled with map editors for first-person shooters, as well as a few incomplete projects for RPG Maker 2, and small games for ZZT and Megazeux, Klik N' Play, and writing games and programs for TI-83+, C64, Arduino, all of it ultimately amounting to very little, but some experience in designing games.
Post edited March 31, 2011 by LordKuruku
![Elenarie](https://images.gog.com/3778a78fe33b5782166e184ef1250dae9b86cb067941e07f668358bff8f1eed4_forum_avatar.jpg)
Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted March 31, 2011
![avatar](/www/default/-img/newuser_big.33.png)
![Fujek](https://images.gog.com/0221ed0d453eecdf1191a2bdf52b660f4706688a3e98bf22bd7495943ec8fe47_forum_avatar.jpg)
Fujek
csmith Archnemes
Registered: Dec 2010
From Germany
Posted March 31, 2011
While I'm not in favour of XNA myself and agree that it isn't the language of choice if you want to reach decent performance, I wouldn't say that it really harms sales that much. Look at Magicka and it's success, even despite the very, very harsh requirements concerning graphic cards.
![GhostQlyph](https://images.gog.com/39f88b7915e872d5123f9d16e3393f4eb99c6ed2cd2fcd7accf0254ea095000c_forum_avatar.jpg)
GhostQlyph
EVIL TV OVERLORD
Registered: Feb 2011
From United States
Posted March 31, 2011
![avatar](/www/default/-img/newuser_big.33.png)
![avatar](/www/default/-img/newuser_big.33.png)
You don't see the lack of Mac and Linux support hitting Magicka hard precisely BECAUSE it's doing well.
![avatar](/www/default/-img/newuser_big.33.png)
![avatar](/upload/avatars/2010/06/02747b635df60fbe5bd40fa39fc71845ea6350f9_t.jpg)
I can only see an owner of both a reasonably powerful computer and a 360 getting one copy of the game, certainly not one per system. An extra one on Windows Phone isn't beyond the realm of possibility though, and that might be enough of a gain to push the Mac and Linux sales back down to around 10% of all sales -- which is still a pretty big percentage.
Post edited March 31, 2011 by GhostQlyph
![rasufelle](https://images.gog.com/662fbeaac9025af6a5c5a1b84800f8606ed8552815084ced1004bbeafb2d436f_forum_avatar.jpg)
rasufelle
tacotacospamtaco
Registered: Aug 2010
From United States
Posted March 31, 2011
![avatar](/www/default/-img/newuser_big.33.png)
![avatar](/www/default/-img/newuser_big.33.png)
You don't see the lack of Mac and Linux support hitting Magicka hard precisely BECAUSE it's doing well.
![avatar](/www/default/-img/newuser_big.33.png)
I can only see an owner of both a reasonably powerful computer and a 360 getting one copy of the game, certainly not one per system. An extra one on Windows Phone isn't beyond the realm of possibility though, and that might be enough of a gain to push the Mac and Linux sales back down to around 10% of all sales -- which is still a pretty big percentage.
![Elenarie](https://images.gog.com/3778a78fe33b5782166e184ef1250dae9b86cb067941e07f668358bff8f1eed4_forum_avatar.jpg)
Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted March 31, 2011
#Q&_^Q&Q#LINK:39#Q&_^Q&Q#
Whatever turns you on, guys and girls. :D XNA is very easy to develop with, especially if the guy coding has no or just a small previous experience. Plus, the syntax is beautiful, and lots of code samples and examples are available straight from MSDN. Also, there is this: http://www.dreambuildplay.com/Main/Default.aspx
But if you want to use something else then its okay. :p
![GhostQlyph](https://images.gog.com/39f88b7915e872d5123f9d16e3393f4eb99c6ed2cd2fcd7accf0254ea095000c_forum_avatar.jpg)
GhostQlyph
EVIL TV OVERLORD
Registered: Feb 2011
From United States
Posted March 31, 2011
![avatar](/upload/avatars/2010/06/02747b635df60fbe5bd40fa39fc71845ea6350f9_t.jpg)
XNA is very easy to develop with, especially if the guy coding has no or just a small previous experience. Plus, the syntax is beautiful, and lots of code samples and examples are available straight from MSDN. Also, there is this: http://www.dreambuildplay.com/Main/Default.aspx
But if you want to use something else then its okay. :p
XNA is locked to three platforms, is inefficient, REQUIRES coding to a certain degree (much in the UDK can be altered by simply replacing assets and changing config files), has no built-in mod capability (which is an innate part of the UDK) and requires ridiculous effort to reach the same result as a UDK game.
![rasufelle](https://images.gog.com/662fbeaac9025af6a5c5a1b84800f8606ed8552815084ced1004bbeafb2d436f_forum_avatar.jpg)
rasufelle
tacotacospamtaco
Registered: Aug 2010
From United States
Posted March 31, 2011
![avatar](/upload/avatars/2010/06/02747b635df60fbe5bd40fa39fc71845ea6350f9_t.jpg)
XNA is very easy to develop with, especially if the guy coding has no or just a small previous experience. Plus, the syntax is beautiful, and lots of code samples and examples are available straight from MSDN. Also, there is this: http://www.dreambuildplay.com/Main/Default.aspx
But if you want to use something else then its okay. :p
![avatar](/www/default/-img/newuser_big.33.png)
XNA is locked to three platforms, is inefficient, REQUIRES coding to a certain degree (much in the UDK can be altered by simply replacing assets and changing config files), has no built-in mod capability (which is an innate part of the UDK) and requires ridiculous effort to reach the same result as a UDK game.
OTOH, I'd love to see some of the ideas that have been put up so far done in it.
![GhostQlyph](https://images.gog.com/39f88b7915e872d5123f9d16e3393f4eb99c6ed2cd2fcd7accf0254ea095000c_forum_avatar.jpg)
GhostQlyph
EVIL TV OVERLORD
Registered: Feb 2011
From United States
Posted March 31, 2011
![avatar](/www/default/-img/newuser_big.33.png)
XNA is locked to three platforms, is inefficient, REQUIRES coding to a certain degree (much in the UDK can be altered by simply replacing assets and changing config files), has no built-in mod capability (which is an innate part of the UDK) and requires ridiculous effort to reach the same result as a UDK game.
![avatar](/upload/avatars/2010/08/135758a03956743dc42eadd4fc26e9b24678bf94_t.jpg)
OTOH, I'd love to see some of the ideas that have been put up so far done in it.
![rasufelle](https://images.gog.com/662fbeaac9025af6a5c5a1b84800f8606ed8552815084ced1004bbeafb2d436f_forum_avatar.jpg)
rasufelle
tacotacospamtaco
Registered: Aug 2010
From United States
Posted March 31, 2011
![avatar](/upload/avatars/2010/08/135758a03956743dc42eadd4fc26e9b24678bf94_t.jpg)
OTOH, I'd love to see some of the ideas that have been put up so far done in it.
![avatar](/www/default/-img/newuser_big.33.png)
![Dominic998](https://images.gog.com/2a30c30c284eeb601bf02196b8dd8a250abdb5d6bdcb134c81e69fce741629f1_forum_avatar.jpg)
Dominic998
ThereAre4Lights
Registered: Jun 2009
From United Kingdom
Posted March 31, 2011
![avatar](/www/default/-img/newuser_big.33.png)
Good lecture series if ur interesting in learning some CS in ur spare time :)