A few pointers needed for a potential game developer!

eudaemonia

Member
May 15, 2016
6
0
Hello everyone!


I've been following and playing Fenoxo's games and few others(free cities, hhs+ and games like that.) for a relatively long time and always wanted to develop my own game. As you can guess, I've done nothing of the sort. Except, about a week ago, I picked up a notebook, a pen and started writing some of ideas I have (setting, possible themes, mechanics and such things). I have some concerns about how these ideas will come to life.


My native language is not English, and my writing skills are lacking. I don't have any other considerable skills like drawing or programming. Before writing my last concern, I should mention the general setting of the game.


An open world, text based RPG game with transformations and lots of adult content (duh) that is set in about 500 years (might be more) from now, in another planet. Now, this doesn't seem very different or exciting, I'm aware of it, but I have some ideas for twists and significant differences. It's not going be a redundant game with sh*tty, mediocre at the most writing (hopefully).


And the last concern is which game engine to choose. I played many different (adult themed) games built in different engines, as many of you probably have, but don't know the technical diffferences enough to make a solid decision. Speaking from my playing experience, Unity and Flash seem nice.


There is a bright side to my inexperience, which is free time. I have lots of it.


Sorry if I made any mistakes, or something is unclear in the text . If you read all this and thinking about answering, thanks in advance :)
 
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eudaemonia

Member
May 15, 2016
6
0
I think the best pointer would be getting good at one of these first.

Well, that would be doing something, not a pointer I guess  :D  I kinda need to know where to start developing these skills. I guess it's my fault since I didn't mention something like that.


I'm thinking that writing can be improved by writing stuff and reading books. I want to make the game text based, like I mentioned, which would make learning how to draw unnecessary. 
 

Etis

Well-Known Member
Creator
Aug 26, 2015
2,500
258
Well, that would be doing something, not a pointer I guess  :D  I kinda need to know where to start developing these skills. I guess it's my fault since I didn't mention something like that.


I'm thinking that writing can be improved by writing stuff and reading books. I want to make the game text based, like I mentioned, which would make learning how to draw unnecessary. 

Text game is basically... Well, text + game. You should have skills at least in one of that parts. If you only have ideas... You can either write yourself or comission someone to flesh them out, not much options here.
 

eudaemonia

Member
May 15, 2016
6
0
Text game is basically... Well, text + game. You should have skills at least in one of that parts. If you only have ideas... You can either write yourself or comission someone to flesh them out, not much options here.

There are lots of books about both subjects as well as other information sources on the web(not all of them good, from what I've seen in general). So the real problem, like I said is, how to start developing these skills and choosing a game engine. I'm not looking for other options.
 

Etis

Well-Known Member
Creator
Aug 26, 2015
2,500
258
There are lots of books about both subjects as well as other information sources on the web(not all of them good, from what I've seen in general). So the real problem, like I said is, how to start developing these skills and choosing a game engine. I'm not looking for other options.

If you don't know where to start, you can always start with joining to already existing project.
 

eudaemonia

Member
May 15, 2016
6
0
If you don't know where to start, you can always start with joining to already existing project.

I'm assuming submissions and modding? That would help me develop my writing skills, but programming might be an issue, as there's a chance of using a different engine/programming language when I start developing my own game. I'll look into this though. Would it be a bad idea to choose a game engine and develop my skills while creating my own game?
 

Etis

Well-Known Member
Creator
Aug 26, 2015
2,500
258
I'm assuming submissions and modding? That would help me develop my writing skills, but programming might be an issue, as there's a chance of using a different engine/programming language when I start developing my own game. I'll look into this though. Would it be a bad idea to choose a game engine and develop my skills while creating my own game?

Generic programming skills do not depend on language. Unless you need some specific skills (and for simple text game you don't) you can learn basics of another language within a week, especially if you are forking existing engine. Creating from scratch... It is possible too, but you'll have to learn on your own mistakes rather than on someone else's. Not the wisest choice.
 

MorganHannahFae

Well-Known Member
May 10, 2016
169
7
I think the best pointer would be getting good at one of these first.

But Fen wasn't confident in his programming or writing skills when he started either.

 

Generic programming skills do not depend on language. Unless you need some specific skills (and for simple text game you don't) you can learn basics of another language within a week, especially if you are forking existing engine. Creating from scratch... It is possible too, but you'll have to learn on your own mistakes rather than on someone else's. Not the wisest choice.

This. The differences in the code (unless the code constantly changes throughout the game) between different text games is negligible. You could use Find and Replace in one game's system for two hours and put everything into another after just a once over with minor editing even if they use different engines. Because they all have the same base rules, the difference is entirely what those rules look like.
 

CallistheCalloused

Well-Known Member
Nov 5, 2015
69
26
If you really want to improve writing skills the best advice is to read. Read novels or works similar to what you want to write and make note of how things are described how people are described and how background settings are described as well as how detailed or specific those descriptions are the most common writing mistakes are not describing things enough(simply saying beautiful does not actually tell the reader anything about what someone looks like for example) or spending too much time on background or describing unimportant things.


reading will also give you a sense of pacing. You should also check out nanowrimo which has resources for aspiring writers to use


on programming I wish I could help you more but my only real advice is find a engine that'll serve your needs and reach out to the community of said engine or look for tutorials to get you started if I knew more on this one is probably be making games myself though unity is probably a bit more engine than you need for what you're describing 


for art this is the one skill you can do without for a text game but seek out gimp or Pdn for a start tutorials can teach you some basic things but designing a character bust or something is going to be challenging for a beginner but basics like making buttons and backgrounds for your game should be easy in fact a number of step by step tuts exist that make those two tasks easy
 

MorganHannahFae

Well-Known Member
May 10, 2016
169
7
If you really want to improve writing skills the best advice is to read.

I would heavily recommend writing in order to improve writing skills.

Reading can improve your imagination, and it can improve your vocabulary and grammar skills.

But that's nothing in comparison to what writing for an audience can give you.

To improve in writing you have to know what sort of reactions to expect, and you have to learn to write through writer's block.

I spent years writing unpaid and getting reviewed and requested before I opened up the paywall, and honestly the thing that improved my writing the most was the opinions of my readers.

There really isn't anything that can tell you 'you are overexplaining on this part, try to spread out the explanation throughout the chapter.' like a reader can.

You don't know your flaws until you're told them, and getting rid of those flaws is the best way to advance as a writer.

An example close to home is Fenoxo. He's quoted on reddit saying:

 


I struggled with writing in school. I always did a lot of reading, but writing was something I always had a tough time with.


I set out to make some porn to give back for all the free porn I had mooched off the 'net, and quickly realized I couldn't art for crap. At that point, I figured I could combine writing and code to make something neat enough that it would overshadow my poor writing.


It turns out fixing typos and grammar issues over and over again eventually helps you stop making those mistakes, and I would say I'm an "okay" writer now. There are plenty of folks who write better, though.
 

eudaemonia

Member
May 15, 2016
6
0
Generic programming skills do not depend on language. Unless you need some specific skills (and for simple text game you don't) you can learn basics of another language within a week, especially if you are forking existing engine. Creating from scratch... It is possible too, but you'll have to learn on your own mistakes rather than on someone else's. Not the wisest choice.

I looked into other open projects (modding and submissions), and didn't feel as inspired as I do, while thinking about what I want to create.

If you really want to improve writing skills the best advice is to read. Read novels or works similar to what you want to write and make note of how things are described how people are described and how background settings are described as well as how detailed or specific those descriptions are the most common writing mistakes are not describing things enough(simply saying beautiful does not actually tell the reader anything about what someone looks like for example) or spending too much time on background or describing unimportant things.


reading will also give you a sense of pacing. You should also check out nanowrimo which has resources for aspiring writers to use


on programming I wish I could help you more but my only real advice is find a engine that'll serve your needs and reach out to the community of said engine or look for tutorials to get you started if I knew more on this one is probably be making games myself though unity is probably a bit more engine than you need for what you're describing 


for art this is the one skill you can do without for a text game but seek out gimp or Pdn for a start tutorials can teach you some basic things but designing a character bust or something is going to be challenging for a beginner but basics like making buttons and backgrounds for your game should be easy in fact a number of step by step tuts exist that make those two tasks easy
I would heavily recommend writing in order to improve writing skills.

Reading can improve your imagination, and it can improve your vocabulary and grammar skills.

But that's nothing in comparison to what writing for an audience can give you.

To improve in writing you have to know what sort of reactions to expect, and you have to learn to write through writer's block.

I spent years writing unpaid and getting reviewed and requested before I opened up the paywall, and honestly the thing that improved my writing the most was the opinions of my readers.

There really isn't anything that can tell you 'you are overexplaining on this part, try to spread out the explanation throughout the chapter.' like a reader can.

You don't know your flaws until you're told them, and getting rid of those flaws is the best way to advance as a writer.
 

Looks like I'm going to pick up some novels and grammar books :)


I didn't want to release an early version of the game, but it might be necessary in order to avoid serious reworking in the future, I guess.


Hopefully, I'll be able to get far on this long road. Your posts have been very helpful, thanks a lot.
 
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zOh

Active Member
Oct 29, 2015
34
9
My native language is not English, and my writing skills are lacking. I don't have any other considerable skills like drawing or programming. Before writing my last concern, I should mention the general setting of the game.


An open world, text based RPG game with transformations and lots of adult content (duh) that is set in about 500 years (might be more) from now, in another planet. Now, this doesn't seem very different or exciting, I'm aware of it, but I have some ideas for twists and significant differences. It's not going be a redundant game with sh*tty, mediocre at the most writing (hopefully).


And the last concern is which game engine to choose. I played many different (adult themed) games built in different engines, as many of you probably have, but don't know the technical diffferences enough to make a solid decision. Speaking from my playing experience, Unity and Flash seem nice.


There is a bright side to my inexperience, which is free time. I have lots of it.


Sorry if I made any mistakes, or something is unclear in the text . If you read all this and thinking about answering, thanks in advance :)

Okay here we go. If you are going to create an erotic text-based game, your #1 priority should be good writing. That is the hook, that is the point of the game. Programming comes second. 


Speaking from personal experience, I AM a programmer, and my brick wall when working on an erotic text game was writing. I realized that writing is literally everything. The programming doesn't count for anything. It's just there to keep track of some items/stats and to display the right text on the screen.


When you actually have developed your writing to a point where people want to read what you write, and you are in the process of designing/writing your game. You can choose an engine. Here's the thing with text-based games though, it's the easiest thing out of all games. You don't even need an engine. Just writing it in any language with a simple gui wrapper would work fine.


With that also said. If you have minimal programming knowledge and just want to get something out without mucking around in a lot of tedious details, Twine is by far the best choice. There are a lot of limitations on what you can do, but it is a platform specifically designed for text games. Check out http://freecitiesblog.blogspot.ca/ for a game that pretty much pushes Twine to its limits.


If you choose Flash, please keep in mind that Flash is largely being phased out in favor of HTML5/Javascript. People on apple products can't even play your game unless you jump through some hoops for them.


Do NOT write a text-based game in Unity. It's like using a hammer on a thumbtack. An advanced-techno-hammer that shoots laser beams.


Since you're starting from pretty much absolute scratch, I wish you all the best. If you actually make it past the initial hump of starting, I will be impressed. If you make it through the marathon and actually deliver a game, I will be even more impressed. I might even throw money at you.
 
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eudaemonia

Member
May 15, 2016
6
0
Okay here we go. If you are going to create an erotic text-based game, your #1 priority should be good writing. That is the hook, that is the point of the game. Programming comes second. 


Speaking from personal experience, I AM a programmer, and my brick wall when working on an erotic text game was writing. I realized that writing is literally everything. The programming doesn't count for anything. It's just there to keep track of some items/stats and to display the right text on the screen.


When you actually have developed your writing to a point where people want to read what you write, and you are in the process of designing/writing your game. You can choose an engine. Here's the thing with text-based games though, it's the easiest thing out of all games. You don't even need an engine. Just writing it in any language with a simple gui wrapper would work fine.


With that also said. If you have minimal programming knowledge and just want to get something out without mucking around in a lot of tedious details, Twine is by far the best choice. There are a lot of limitations on what you can do, but it is a platform specifically designed for text games. Check out http://freecitiesblog.blogspot.ca/ for a game that pretty much pushes Twine to its limits.


If you choose Flash, please keep in mind that Flash is largely being phased out in favor of HTML5/Javascript. People on apple products can't even play your game unless you jump through some hoops for them.


Do NOT write a text-based game in Unity. It's like using a hammer on a thumbtack. An advanced-techno-hammer that shoots laser beams.


Since you're starting from pretty much absolute scratch, I wish you all the best. If you actually make it past the initial hump of starting, I will be impressed. If you make it through the marathon and actually deliver a game, I will be even more impressed. I might even throw money at you.

I read some stuff about flash, stuff like you wrote. So no to flash.


Well, I already know free cities, I mentioned it :p  but like you said, that game pushes twine's limits, and it's a sandbox game. What I want to do is an open world rpg which I haven't seen many of those made in twine. I also haven't seen some of the ideas I have (maybe they're bad, or because of twine's limitations, not really sure).


You people have the experience and knowledge that I don't, which means I should heed your advices. BUT, would it be bad to have an advanced techno hammer that shoots laser beams instead of a regular one, if I don't know what kinds of nails need hammering? :D
 

MorganHannahFae

Well-Known Member
May 10, 2016
169
7
would it be bad to have an advanced techno hammer that shoots laser beams instead of a regular one, if I don't know what kinds of nails need hammering?

You can write a text game in unity, that's fine as you'll also have the ability to upgrade it from text-based later in the future as long as you're careful with your code.

But if you're not thinking of going beyond text, Unity is just too much. However, no matter what you do your first project won't be your Magnum Opus unless you're some amazing talented genius. So use whatever engine you want for your first project. You can decide the engine for the second one later when the first project just looks like too much spaghetti to handle.