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Andre
Neophyte

South Africa
3 Posts

Posted - Oct 13 2004 :  06:31:11 AM  Show Profile  Reply with Quote
Hi

First time posting in the forum :-)

I have an idea which I'd like to discuss.
I'm plagued by a short attention span and general disinterest in finishing any games I've been working on...
So the idea of small multiplayer games have been forming slowly but surely.
Keep in mind I want develop games that take 3 months or less to do and that use minimal graphics.

The requirements for these are:
- multiplayer LAN (coping effectively with all forms of Internet lag will take too long)
- jump in anytime - players dont want to wait till everyone decides to start playing
- arcade action
- humor
- limited options/actions for uncomplicated gameplay
- generate an income (time is, after all, money)

Firstly I suppose one should work on a simple code framework (not game engine!) to re-use in these games.

Secondly a small number of sprites will be needed for the completed game. Ripped sprites can be used for development.

If any immediate ideas come to mind, please discuss them here.
I'm interested in the concept of a "re-usable code framework" and rules I must follow to ensure each game is done within 3 months :-)
Also, the gameplay concepts I must emphasize.

Thanks
Andre

Iodiplin
Knave

USA
67 Posts

Posted - Oct 13 2004 :  1:08:08 PM  Show Profile  Reply with Quote
Well, I'd like to point a few things out:

A. You aren't going to get any money for small, simple, games with "limited graphics." Nothing made in VB gets money even if it IS huge, complex and LOADED with AWESOME graphics (perhaps maybe, but not very often).
B. You CAN'T get money if you use any ripped anything. Graphics, sound, etc. cannot be used in a commercial game as far as I know. You're not even suppose to USE ripped graphics or sound, let alone get money for their use. You could get free graphics and sound (www.grsites.com, etc.). However, using them solely for developement, as you said, would be okay, but that doesn't solve the problem of GETTING graphics.
C. Multiplayer games limited to a LAN is very limited indeed. 1) Your audience is limited to those who HAVE a LAN, and 2) even then there have to be other people to play on that LAN. (Ex. I have a LAN, but who would I play against? My dog?)
D. 3 months or less is hard even WITH a powerful game engine. I strongly suggest you start looking for engines.
E. What about music? Music's pretty easy to find online, but you wouldn't be able to use it for a commercial game.


Other than that, your general idea sounds good. Small is managable.

Just my 2c. I'm sure what I've said is dabatable, but I've been programming in VB for 5 years and that's my experience.

EDIT: If you meant "generate income" for PLAYERS, then please forgive my rambling about selling a VB game.


Environment Makes All the Difference.

Edited by - Iodiplin on Oct 13 2004 1:10:05 PM
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masterbooda
Swordmaster

277 Posts

Posted - Oct 13 2004 :  1:37:36 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
My 2c's on money, if we were interested in making it, we wouldn't be programming vb....lol...of course I am a hobbyist... but if a game is good enough someone might be willing to buy it... but what you just described I could look online and find about thousand other games with the same ideas... what you need is an edge to sell a game, not a different variation on the same theme...but don't ask me I am busy remaking old games... trapped in the past with 8bit goggles..

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Andre
Neophyte

South Africa
3 Posts

Posted - Oct 14 2004 :  03:52:17 AM  Show Profile  Reply with Quote
Iodiplin

Thanks for your advice although I didnt ask for advice on those issues :-)
I'm still waiting for someone to give me advice on how to complete a game in a short amount of time (design principles, coding tecniques,etc). Also how to design a very re-usable multiplayer code framework.

A. People are spending money on small games with few graphics, take e.g. handhelds, cellphones, etc.
Me and my kids enjoy playing older games on emulators but find it frustrating to huddle around the same keyboard to play multiplayer.
B.You misunderstood my reasons for using ripped graphics. It's for development purposes. I've done the sprites for my 2 existing freeware games so I can do small sprites.
C.Did you play Quake or Doom or Duke Nukem 3D, Warcraft 2 or almost any of the first multiplayer games?
They all used IPX so you could only play them on a LAN and a lot of people have access to 2 or more PC's at home. I have 4.
D.Engines is not what I'm interested in. It also costs money to get an engine that you can use to sell games. If you showed me some VB code now that's another story :-)
E.If the player has the option to play any mp3's he/she wants then I think we can skip the music (which usually gets irritating after a while anyway).

If you want to propose a realistic alternative for a single programmer such as myself to design and sell games I would be interested to hear it :-)

André
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Andre
Neophyte

South Africa
3 Posts

Posted - Oct 14 2004 :  04:01:30 AM  Show Profile  Reply with Quote
masterbooda

Could you point me to some of these games?
I only know about one or two e.g. BzFlag and Soldat.
Remember I want to do arcade action multiplayer games e.g. tanks shooting at each other or even a platform one like Mario.
One can get lost of ideas by playing with emulators (e.g. MAME) but still ensuring your game will not be a a straight rip-off.
I'm currently working on a variation of Jungler.

André
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masterbooda
Swordmaster

277 Posts

Posted - Oct 14 2004 :  12:30:39 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
firstly, I have no idea what you are wanting to know, for you want to make a game quickly, and make money from it, and you do not wish to use an engine, but make a quick framework for it...

In essence you are trying to make an engine... this is what the framework is or a wrapper... but you simply just can't make it so... it takes time to learn the ins and outs and there are a ton of tutorials to help you with this... this is to me the first goal, is to make this (reusable framework) then go from there, just incorporate all things into this framework that you mentioned, have it control everything... then you will definetely be able to make games within a 3month if not shorter period...

As for graphics, if you wish to do them yourself, then it may take a little longer, for me anyways, the graphics always take longer and a create them during the programming process... this seems to work best, but this is just me...

The music of a game, not everyone shares your opinion on that one, for the music sets the mood of a game... would any of the classics be classics if they where mute... music is important, but you can also give people the option of choosing there own... that is a good idea... but music is essential... and when one is truly playing the game, the music does not annoy unless it is really horrible...

I hope this helps you, and I apologize for I read your post quickly and me being an advocate for freeware might have been hasty in my judgement...

But definetely work on that frame work first...

DaBooda out....

DaBooda Team is back: http://dabooda.789mb.com/
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masterbooda
Swordmaster

277 Posts

Posted - Oct 14 2004 :  12:32:28 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Also just wanted to point out, there are engines out there that do not require licenses for use commercially, just do a google and search it out... if you find one of these learn it and you can really get to programming some games...

DaBooda out...


DaBooda Team is back: http://dabooda.789mb.com/
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Iodiplin
Knave

USA
67 Posts

Posted - Oct 14 2004 :  12:48:43 PM  Show Profile  Reply with Quote
I am sorry, I have no alternatives for you. However, I think you should just plain forget getting any more then $10 TOTAL for any game made in a 3 month period. If I went to a shnazzy site with a shnazzy "little" game that cost ANYTHING to play, I'd leave the site and go somewhere else where those shnazzy "litte" games are free. Most of my gaming in my life has come from A) Demos, and B) Unpaid shareware games and C) freeware games. Not all people are like me here, but I can certainly tell you that most people aren't going to just throw away $10 for a little game made by some solo programmer.

However, if you make an AWESOME freeware game, and THEN make an AWESOME commercial game, you've created a way for ANYONE to get a feel for your quality, and then you may start making some money. Commercial gaming companies can sell their games only if they are known for good games in the past. They, however, have a better chance then any solo programmer/developer because they're a COMPANY; higher quality games are generally expected of them. So you've got to earn a title before getting sales.

See my point? Just my 2c. If you massively advertised your first game and did a heck of a good job advertising, you'd get better sales, but ads cost and if your game stunk you'd have lost all faith from future customers.

Environment Makes All the Difference.
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