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Your Game Sucks

Darken: It's generally true of most things. I hardly think that it's much of a leap to assume that it applies to hobby game-making as well. I don't think many people would disagree that liking what you do helps you perform better.

Your Game Sucks

post=113217
Loving the game you are making and it being good are generally not mutually exclusive. I've played many games (and I mean to a point where I can't count them on my fingers and toes) where the maker had an obvious 'love' for the game. Whether the game is quality is another matter entirely.


I'm not saying loving what you're making automatically makes something good. I mean that generally speaking, if you make two products, one that you love working on, and one that you don't enjoy nearly as much, the one that you loved will be better comparatively.

Your Game Sucks

post=113121
This is your reaction to what Craze said, and explains the bias mentioned above. He never said his advice was "be-all-end-all" and he never said his opinion was more valid than others. He only came off this way because you were offended by his raving ego and brought yourself to that conclusion.

All I'm trying to say is that Craze really does mean well, has good advice to give, and like advice from any other source, should be taken with a grain of salt. In Craze's case, I recommend an after-dinner mint as well.

Given the title of this thread, can you blame him for taking Craze's comment as being meant in an 'end-all, be-all" way?

Ultimately, I say people do best at working on things they love. If you love epics, any epic you make will probably be better than other projects, and you're considerably more likely to enjoy making it. And that last part is really what matters, isn't it? I don't care how good my game is, and how awesome the reception turns out to be. I like that I love to work on it. I'll release it because it's a game, and I'd like it if people enjoy it, but at the end of the day I'm not going to work on something that's less than what I love to make, just so that my game can "not suck"

How long have you been working on your game?

Depends on how you define the project. Some of the characters, art assets, and general plotline elements have been around for a while. Some were used once, dropped, and then brought back. Others were initially part of different projects.

As it exists now, I'd say it's been a little over a year for my game - maybe inching towards a year and a half. I'd consider myself to be at about the 10-15% mark in terms of how far you can get from hitting new game till the you hit a roadblock, but I'm probably closer to 25% in terms of having the events, maps, resources, and code in place. I think that's decent progress for ~15 months

SS2.jpg

What can i say, they have a good item set. One day, the idea is to get all the rips out entirely (mostly, it's the music, the Fire Emblem facesets, FFTA item icons and weapons the characters wield in battle, and the FFT world map) but it didn't seem smart to hold everything up while I painstakingly made new icons and suches.

One day, one day... it'll be rip-free.

The Mists of Maderaan

I really appreciate your comments. Very helpful criticism.

I have to say though, that the newer shots are purposely brighter. Different areas of the game-world(which is really one big country) are meant to have different color palletes. I'm trying not to over use any of them, even though some make for really good aesthetics. Blue and brown trees only look good to a point, but if you overuse them... after a while they're just as boring as green ones. Maybe the bright green "nature" pallete is too bright though but I don't really want it significantly darker because there IS a darker green, "pine and oak trees" nature pallete used in the Northern areas of the game.

The comment about the sunset is especially well-taken. I've been trying to work with it for a while, but I can't get it to look right.

As for the exterior water ruin, I can't help but wonder if it's the straight wall that makes the piece look stale - I know that's what bothers me about it. Seeing as how you can walk on the wall, it didn't make much sense for it to be anything BUT straight. Also, I agree with you on the tree. The side wall was supposed to be extremely high rather than long there, so I figured the tree was just behind it, but you're right that it looks really weird in that shot. I'll look into fixing it.

The Mists of Maderaan

Why do you say that?

Obviously, everything is work in progress, but I don't think of them as particularly unfinished. I don't mind some constructive criticism though, so please do explain. Personally, I don't see much difference between the old and new shots, but if you think there's a difference in quality, I'd love to hear your thoughts.

SS11.jpg

I know, right? I hate it for being a rip and so recognizable, but I haven't found anything else that's decent yet. I'm set on wanting a point and click map though, so until I find something else, this one will have to stay.

SS1.jpg

Good catch! Thanks! Dunno how I missed it!

August 2009

Well, it won't be a "demo". What's getting released will be roughly a fourth of the game, but it will be pretty much final. The plot is setup up in such a way that it sort of takes place over four "arcs". It's a political story, so Arc 1 is how the characters get involved, Arc 2 is about the politics, Arc 3 is about the conflict/war that breaks out, and Arc 4 is the conclusion.

So when I release the first fourth, it'll be done, ready for release, final and not really subject to revision save for bug fixes and suches.