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    Thread: Project Lucid - Let's make it happen!

    1. #26
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      Hey slash good to see you around. Forums been pretty dead this last year. Can't say I have any time at the moment on the dev side but I do have some small tips.

      Firstly if you haven't already setup a private git repository and push everything to it. Learn to love git makes everything easier.

      Secondly do up a 20 pg design document outlining core features. Be rigourous in following it early on. It's important you stick to an attainable roadmap. Boring core elements are much more important than flashy features. Try to figure out what happens server side early on.

      On that note, have you checked out Amazon lumberyard? It's server side stuff is all hosted on aws and scales ultra easily. If you ever need to integrate with a game backedn service it would be a cake walk. In fact have a look at playfab or gamespark, pretty decent services.

      Good luck man
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    2. #27
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      Hey man!

      Yea I keep putting off Git. I used it a lot in uni but I could never get into it enough to like it, so I always get lazy with Git. I reckon I'll start to like it once I give it another chance. I definitely will need it.

      I am working on the design document, and have been for a while. I've got bits of design flying about everywhere so I decided to start putting it all in one neat place that I can change when I need to. Even better, it can serve as a resource for those helping. Although I don't know how widely I should make it available, as it has loads of things that I don't actually want people to know until it is played. But yea, I've done many game design documents in the past, but this one is taking the longest!

      I actually totally forgot about Lumberyard, thanks for reminding me about that. I've been trying to decide what route to go down for networking, and that's a definite good option.


      Bunch of great advice there man, thank you! It's good to get a nudge in the right direction.

    3. #28
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      My opinion about your plan hasn’t changed since the last thread. Attempting to make something like this as your first serious game project is just madness. It doesn’t help that you seem to work on it alone …in your spare time …with no budget.

      This is a mistake many inexperienced video game developers do though, myself included. When I first started using RPG Maker VX my first project also happen to be too ambitious for a beginner like me. It wasn’t nearly as crazily ambitious as your project, but still far above my skill level. Needless to say I abandoned it early in development. Some time later though I started a new, much smaller project. As small as I could possibly make it while still make it feel like a complete package. The game ended up being less than two hours long but between the start and the finish of the project ten months had passed. Ten months …for a two hour game. That kind of ratio isn’t uncommon among inexperienced developers working in their spare time with limited energy and motivation.

      But I still got the game done in the end. While the final result may not be too brag worthy, making it helped me get a much better understanding for what I can and cannot do.

      And that’s why I would urge you to explore the medium you’re working with before you jump head first into a project that will take years of dedication, at best. You should consider making a very small game with the intend to still release it as a commercial product. Trust me, you will not feel underchallenged. If it turns out even that would still be too difficult or that game development isn’t as enjoyable as you expected, you will be glad to have found out before starting a mega project. Don’t expect to be able to properly estimate the limits of your own capabilities until you reach them.

      But whatever kind of project you decide to dedicate yourself to, I hope working on it will at least become a valuable learning experience.
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    4. #29
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      I have considered everything you said there. In fact recently I've been thinking to myself "yea I should really get a simpler game out there first. Or a few...". As you say, loads of benefits to doing that. Furthermore, I can actually develop a bunch standalone games each based upon a single dev concept I want to use in Project Lucid, meaning I can make money while at the same time making the pieces of the puzzle for Project Lucid.

      I am very excited to develop my first VR game that you can actually call a game. I've got a bunch of ideas I want to experiment with, I've just been putting it off because I'd feel like I'm betraying Project Lucid. But y'know what, fuck it! I'm gunna make some money and learn shit first.

      The other thing is, I am so used to making tech demos rather than games. My uni course was all about the tech and the implementation methods/concepts. I did a games design class and I was taught what makes a game a game, but other than that they didn't properly teach me how to string all my knowledge into making a proper game. They also didn't teach how to use game engines because they were teaching us basically how to make the engine.
      So I have been learning all the basic shit that most devs start with. However, the way I was taught is actually perfect for Project Lucid, because it's basically a bunch of techy stuff mashed into one thing. The development process for this project does not resemble the usual game dev process much at all, apart from the design-implementation cycle.

      I am about to get a whole lot more free time on my hands, so I will get cracking on another game. But I will not stop this Project Lucid ball from rolling, it just might be pushed back a bit.


      Anyhow, thank you Creation, that is very sound advice and I know it!

    5. #30
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      Oh yea, a couple things I forgot to talk about there:

      You mentioned my lack of funding. I actually did get a bit of funding. I got enough to get the equipment which I would never have been able to afford, and I was able to fund another part of my business.

      Without that funding I would still be sitting around dreaming about it.
      Now, I don't actually expect this to go anywhere great without further funding, which is why my plan is to run an Indiegogo campaign once I have a proof of concept to show.

      Also, yes I am working on it myself at the moment, but I am only working alone to build the foundation of the game until pre-alpha. At that point there will be plenty of testers and in-game builders, but I will also open development out to others for help.
      But!... I only want to take on developers when I can actually pay them, so I am actually thinking of locking down dev to myself until my business is generating profit (all the more reason to focus on other games first then).


      EDIT: Oh yea one other thing, I am not expecting this to take off or become a big thing or anything. That would be great, but the sole reason I'm doing this is because I want to. It's a fucken cool idea that I just can't help myself but attempt to make a reality. And there's so many cool things that I'll learn from it. So I'm not worried about putting loads of time into it for it to fail. Failure isn't part of my vocabulary... like you said, it's all about learning!
      Last edited by slash112; 06-28-2016 at 10:21 PM.
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