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Discussion in 'Starbound Discussion' started by PaperRocket, Dec 20, 2013.

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  1. PaperRocket

    PaperRocket Orbital Explorer

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    Last edited: Dec 20, 2013
  2. Dynafols

    Dynafols Black Hole Surfer

    You might want to start with creating mods, learn from the ground up.
     
  3. CaptainDingo

    CaptainDingo 2.7182818284590...

  4. PaperRocket

    PaperRocket Orbital Explorer

    what do you mean mods?
     
  5. Dynafols

    Dynafols Black Hole Surfer

    Well it seems that all you have is the ability to create ideas. Sadly, that isn't enough. You need to have knowledge and at least some experience in the other areas of development to understand your limitations and what you can do. You need something else other than an idea. An idea + the slight ability to draw would be a start. An idea + some basic coding is a start.

    If you start creating mods, you can learn from basic coding, which would be a nice start.
     
    Exxil3d and Kriptini like this.
  6. PaperRocket

    PaperRocket Orbital Explorer

    Ok, what should i use to mod ? notepad++??
     
  7. Dynafols

    Dynafols Black Hole Surfer

    I'm the wrong person to ask that, I've only talked with coders before and they suggested mods is a nice way to start coding.

    I suggest going to the modding section of the forums and ask for some advice on how to start coding/modding.
     
  8. Dynafols

    Dynafols Black Hole Surfer

    Hey man, you can't just have an idea for something and expect it to easily pop out of no where. I mean look at Tiy, he didn't just have an idea, he also had experience as a graphics designer.
     
    blueokapi12, Exxil3d, Aeon and 4 others like this.
  9. The Masked Man

    The Masked Man Void-Bound Voyager

    Also the game has been in serious development for over a year by a team of skilled people...
     
    Freakscar likes this.
  10. Amused2Death

    Amused2Death Aquatic Astronaut

    Your threads steering in the wrong direction. For the immediate, if you have an idea for a character class you would like to come to life, you could ask the community in the mod section and see what happens. Who knows, maybe someone would be interested?

    But your asking to make a game without knowing a programming language. Cut out the middle man and learn programming. I wont belittle you by saying your young, but lets just assume you are, if you stick with it, you will make the game of your dreams and potentially make a bunch of money at a ridiculously young age.

    Your not going to have a shot in hell coming to a forum with a drawing and hopes that you can assemble a team to make the game of your dreams. It's so absurd that I am more than aware that I am just runnin a troll thread. But you know what, I have a bunch of ore to smelt and I am doing it with a smile on my face.

    And I gave some damn good advice.
     
  11. Sadron

    Sadron Ketchup Robot

    You might want to give up now.
     
  12. NateTronic

    NateTronic Subatomic Cosmonaut

    you guys took the bait
     
    Freakscar, Aeon and greenman like this.
  13. Kufell

    Kufell Pangalactic Porcupine

    As others have suggested, making your own game is way beyond your skill set. Should you let this put you off though? No.
    The suggestions to try modding first are good ones, it's best to start small and work your way up to bigger and more demanding projects.

    Judging by the fact you made an attempt at a sprite, I'm going to take a wild guess and say that's the sort of direction you're potentially most interested in at current so what I would suggest is look up some guides for doing Sprite/Pixel art, and get some practice. You don't even need to pay for some sort of fancy art program, for much of the time I spent playing about with sprite art I was using MSPaint, nowadays I'm more inclined to using Paint.net(which is free!) for doing my own pixel art.

    Once you feel comfortable, maybe try designing something that could be used in a mod for Starbound, or anything else that uses sprites for that matter.

    Anyway, here's a few links that may be of help to you.

    "Paint.net" - http://www.getpaint.net/
    "30 Excellent Pixel Art tutorials" - http://www.hongkiat.com/blog/pixel-art-tutorials/

    Perhaps, but at the off chance that this is legit, a few of us tried.
     
    Last edited: Dec 20, 2013
  14. Ok...

    I'm not meaning to sound elitist here in the slightest. I promise. But this is going to be both encouraging and blunt as hell.

    If it's your dream to work in the game industry, then by all means, go for it. Work your ass off and push the limits of what you're capable of.

    BUT...

    If you're so unaware of common 'game' lingo as to not know what a mod is, or to think that notepad is a mod-tool (for editing existing things it works in some cases), you're horribly off to a bad start and desperately need to educate yourself more on this field before going one step further. Game design is a lot of boring and tedious work on documents, spreadsheets, databases, and test-builds. You need what's called an 'engine' or a code base to work off of. You'll need graphical assets, audio assets, UI design...

    Wanting to create a game is a great thing, but I'm going out on a limb here to guess that you're still a very young player, and haven't had much experience or exposure to the internal workings of games. Do not get your hopes up for getting into the game industry. At the same time, don't give up on that dream either. I know that's contradictory, but it's the truth.
     
    natelovesyou and Aeon like this.
  15. BitHorizon

    BitHorizon Ketchup Robot

    Modding in this game is extremely easy. I picked up the basics in just a day. Go to the modding forums in the starbound community and look for tutorials there.

    As for art, you just need to practice. Practice and learn. Also, observe from what others do (Not copy, mind you). Trying to get it on your own won't really get you anywhere. Look up tutorials on pixelart. Look at how the weapons and armors in Starbound and other games are designed.

    This may not seem like much coming from a guy who has only made a mod that adds helmets, but hey, I try. I want to work in the video game industry at some point as well and we all have to start somewhere.
     
  16. greenman

    greenman Spaceman Spiff

    You can do it, OP. Follow your dreams.
     
    NateTronic, tre288 and Amused2Death like this.
  17. Seahorses

    Seahorses Big Damn Hero

    Awesome drawing. When is the Kickstarter?
     
  18. Kriptini

    Kriptini Zero Gravity Genie

    This advice that Dynafols is giving is amazing and something that every young person who wants to go into creating video games needs to hear. In the game industry, one doesn't simply get to be an "idea man" from the start, because everyone has ideas that they think are good. One must prove that they have the best ideas (or at least ideas that turn a sizable profit) before they can become solely an idea man. (This tradition has been slightly offset by Kickstarter, but Kickstarter is really risky and not how most of today's industry giants have made their empires.)

    PaperRocket, here's a list of areas that are good places for developing skills which will allow you to one day transition into an explicit idea-man.
    • Writing. In my opinion, if one wants to become a sole "idea man" through the traditional system, writing is both the riskiest and most rewarding way to do so. Game producers/directors don't hire writers to write someone else's story, they hire writers to write a story that will fit in the framework that the game producers/directors provide. For example, if a producer is looking to produce a Medieval archery-based FPS, they will hire a writer that can write for a Medieval archery theme, but they're not going to give the writer a bunch of pre-written characters and force the writer to incorporate those characters into the story (unless the IP has already been established, which is not the case for this scenario). Because of the nature of the job, writers get more creative freedom than ANY other entry-level position in the gaming industry, meaning that if a writer can get hired in the first place (which isn't easy by any means), there's a lot of potential for them to gain the notoriety they need to be hired by producers as sole idea men. One great example of someone who went from writer to idea man is Tim Schafer, creator of Psychonauts and Brutal Legend. Although Tim Schafer was hired to do programming for Monkey Island, he did not get famous for his code; he got famous for all of the great dialogue he wrote for that game. He went on to found Double Fine Productions and is the lead game designer. (Although he still does all of the writing for most of Double Fine's games, he could be a sole idea man if he wanted to.)
    • Programming. As far as "safe" jobs go, there is no safer job than being a programmer. If one knows how to code in languages such as C++, they will get a job. If all one wanted to do was be in the video game industry, one could do so easily by learning to be a programmer... but you want to eventually become an idea man, so there's an important thing to consider if you are thinking about learning to be a programmer: programming jobs are often dead-end. What this means is that the vast majority of people who become programmers always stay programmers and never transition to anything different (besides a higher level of programming). Learning to code is also very difficult work. You'll have to study extremely hard in school, be extremely good at math, and get accepted to either a university with a great computer science program (like University of California, Irvine) or fork up the cash to go to a technical school (like ITT Technical Institute) so you can take advanced courses in computer science and get a degree to put on your resume. But the great thing about programming is that if you work hard, you will get to work in the industry because everyone needs programmers and always will.
    • Art. As Tiy of the Starbound team has proved, it is possible to become an idea man through art (though technically speaking, Tiy isn't quite there yet). Being an artist gives you some creative freedom and will allow you to create some unique works that will help you stand out and gain notoriety, but being an artist in the game industry is extremely risky because of one very important factor: artists have the least job security in the entire industry. That means that artists don't usually get to keep their jobs in video game studios because frankly, artists are easily disposable. Many artists that are "hired" by studios are really only receiving contracts; as soon as their contracts are up, they are usually "laid off" by the studio due to "finances." (Of course, indie studios do not follow this practice but remember that I'm not really talking about indie studios here.) In the video game industry, artists, similar to writers, are a dime a dozen, but it's easy to let go of one artist and have another finish his or her work than it is for a writer. Still, an artist who finds the right project to work on can expect to see not only job security, but also a chance to transition to an "idea man" position through showcasing concept art for their ideas to the studio's producers.
    • Other. I can't really say with certainty that many other positions in the gaming industry are known for moving to become "idea men." There are many other positions in game studios that don't work with games directly, such as marketing, public relations, human resources, and labor management, but these roles often don't transition to the "idea man" position.
    However, in addition to having the technical and/or creative skills required to advance to an "idea man" position, it's important that one also possesses these two important qualities:
    • Charisma. It pretty much goes without saying, but the most important skill for going anywhere in business is to have good charisma. "Charisma" is your inter-personal skills; it's how good one is at getting people to like and respect them. One could be a genius programmer with the ability to code incredibly complex games faster than anyone else and with no bugs, but if this individual is anti-social and easily walked on, he/she won't be making it out of the cubicle. PaperRocket, it's important that you take the time to make friends and learn how to make friends out of strangers, as well as learn how to work with other people via collaboration and compromise on things that you might not agree with. You need to learn how to be quick to assume responsibility or control for projects by using your inherent magnetism that attracts these roles to you and attracts people to work for you. In truth, charisma is something that most people either have or don't have, but if you work on becoming a people-person at an early age, you'll be able to develop better charisma as you mature in life.
    • Market Knowledge. As with all businesses, one can't just produce something that seems good in their head and expect it to sell well, they also have to know how it will fit in on the market. Luckily, this skill isn't as important in the gaming industry as it is in other industries (like fashion,) because gamers are a very broad audience who will more or less buy any genre of product if it meets a certain quality standard. That being said, there are certain absolute no-no's that one must be aware of to avoid disastrous market failures, such as excessive DRM or bad content/genre matchups (such as permadeath in a casual RPG).
    PaperRocket, you seem like a young chap to me, and if I'm right, you're probably not thinking too hard about what you need to do to become an "idea man" and are instead just enjoying yourself by playing video games and dreaming about things you could be in the future. Don't get me wrong, that's great! But if you take the time and effort to plan out your future and get a head start on learning these skills, it'll help you get way ahead of your peers and make your dream all that much closer to reality. =)
     
  19. greenman

    greenman Spaceman Spiff

    :V That's some pretty solid advice, man
     
  20. Gruffalo

    Gruffalo Guest

    I would change the name from universe unlimited to some thing more catchy, like Ross Kemp in the 25th century, other than that I would buy this game.
     
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