January 1st, 2006
|hyptosis||12:51 pm - Making Muds|
Why is it that these games never get finished? I've worked on any number of games, I'd easily say 100 by now, and not one of them has ever finished. About 90% of the time the coders flake out or say they don’t want to work on it anymore. Or they keep adding new features that aren’t needed and keep ignoring the ones that are needed, until they loose interest.
I’m a concept artist by trade, and always try to stay on top of my designs and make sure I’m ahead of schedule. And I think I do a fine job. But it can be so frustrating trying to work in this field. I love it, but hate it at the same time. In most cases we had the hard part of the game done, the networking, movement, icons, interfaces, they quit when the fun part is just coming up! Is it not fun to them anymore/? What’s the deal? ARG!
Anyway, so I’ll have some credibility I’d like to post some work from my games I’ve done in the past.
I did all art and 95% of the design. One other person worked with me on this, he did all coding and did good work. He had to quit though… I also did every room description in the game unless work has been done on it since I left, but I seriously doubt that.
Eleventh Really Old
The top game being just over a year old, so I’m a far better artist now. Here is some of my pro work.
I have tons more but I’m sure you get the idea. Most of those game samples are old and outdated, but it has been a while since I’ve worked on a game for fun.
Of course I’ve got tons of ideas, etc, but who doesn’t right? And I’m excited and interested in hearing people’s ideas, even though I’m a bad lurker I still read posts and such with enthusiasm and at all times during the night when I should be sleeping. =]
Back to the point of this post… I just want to finish one game. The steps seem clear cut and I’m bound to do it one day. And I can do almost anything needed, but not by myself as I couldn’t code my way out of a simple box. =]
Plan out game, story, functions, etc, coders like to skip this imo, or spend so much time on it they never get started… or start over ten thousand times and just spin their wheels
You get networking stuff working, so multiple people can connect and chat
Artist get concepts laid out, make page for archiving news and info, commands, etc
Get npc’s, room stuff, etc done. The basics, let me know if I leave something out
Make a few good rooms, few npcs, keep it small.
Start working on needed commands, inventories, saving, items, etc
Start simple fighting, you know, nothing complex
Now you open it to players and let them find your problem early, nip that stuff in the bud
Now you make the game, skills, spells, more areas, etc, take your time, work outward, and do it right instead of trying to do it quickly
NOW add all the gravy, not six or ten steps ago…
Maybe I’m wrong, but it seems so simple, yet I’ve never been on a team who can do it, but the best part is we’ll always make it to the later steps, where the game making should become fun. It just drives me insane. This might not be the right order, but I think I’m close, and I think people need to start small and work out. I’d rather play a small game that is clean, near perfect, and fun, with few bugs, than a 100,000 room game that is boring. Most people aren’t going to read room descirps and crap anyway on a mud that size, and usually those rooms are copy pasts of other rooms.
My idea of a good game that I’d love to someday make, even though I have little coding skills which pretty much seems to assure me I’ll never get to do it.
Full, finished rooms and areas that have ZERO repeats. Look at the forests and roads here, nothing is repeated and I think it just look’s nicer and helps the player feel like they’ve traveled somewhere.
Few races, but real races. Races that have traits and cultures that players understand and care about. Stuff that isn’t generic. I hate that. In aelfengard the primary race were humans, they were bulky, strong, and many of them semi-gothic in nature. Gnolls were one of the peaceful and cool natural races of the world.
Interaction and RP. Muds seem so boring without RP. And player vs player muds seem like a waste of work almost. My idea has always been to have arena’s set up for player VS player actions. Or player vs player areas where you know you can be attacked if you enter.
I also wouldn’t really want to work on an existing mud, doing catch up work is almost never fun and I do enough of that as an artist =D I’d like to build something up from scratch with a few cool ‘friends’ and have something to show. Aelfengard was just that and I’m sad it is over, but we’ve not touched it in over a year so I’m moving on. I really think it would have been a huge hit as far as small, free, muds go.
Also, I’m not against funding a project once it is established and running, funding meaning paying for some needed costs once the game is a success. Aelfengard didn’t make it that far.
I have a ton other ideas but again, they’re just ideas, any feedback or comments would be nice. Have fun everyone and have a nice new year.
|Date:||June 23rd, 2008 11:00 am (UTC)|| |
hey there i have read what you had there and i was wondering if you might still be looking for a place to code hit me up at email@example.com and i will explain what it is about
|Date:||September 24th, 2009 04:34 pm (UTC)|| |
hey there you do good artwork :)
I would like to know you as a friend!!
can I have ur email?