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#1 |
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Programmer
Join Date: Dec 2004
Posts: 87
Rep Power: 4
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Games are possible to develop single-handedly
It would take an extreme amount of work, but it is possible. Couldn't you be your own artist, programmer, web-developer, and so on? Yes you could, and you could do it all yourself too but it would just take more time than anything else. The thing with me is: I don't trust other people. And, if you want something done right you got to do it yourself. Plus I really enjoy making models and making the code to put them into action!
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#2 |
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Professional Programmer
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Awesome, I wish i had time to take on a project of that caliber, maybe later..
Good luck |
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#3 |
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Hobbyist Programmer
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Haha, if you do it yourself you prove you're a really righteous dude when it comes to computers but it also proves you're a little stupid.
Later in life you'll discover that it's all "Supply and demand" and doing everything yourself is totally impractical and that's why you have a team: so you can get the job done in a 1/10th of the time, because a lot of times they (game companies) want you to pump out games the fastest you can while still being quality. |
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#4 |
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Professional Programmer
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well there are some success stories, X-plane, the flight simulator for Mac OSX is developed by one guy, he's been doing very well, and it's an awesome flight simulator. That's just one example, granted, it takes a whole lot of devotion and dedication, but if it works out, it's worth it.
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#5 |
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Programmer
Join Date: Dec 2004
Posts: 87
Rep Power: 4
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Thanks for all the input everyone. Maybe a team wouldn't be a bad idea. Then again, I'm only 16 and I got the next 6 years before I'm out of college and looking for a job (if I need one after programming) so I got all the time in the world.
Peace out, I'm going to bed. Gardon |
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#6 |
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Professional Programmer
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the hardest part of starting a project like that, is that it's tough to stay exited about it, especially if you're also gonna program the engine, and all the nitty, gritty stuff. But it's definitly fun, and a great learning experience. i think in my time i've definitely started building about 10 games, non ever finished, but every time i start i learn more and more, and in the end, that's what paid off more.
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#7 |
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Programmer
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I agree with you dizzutch about programming your own engine *cough* my game *cough* but its not such a bad idea to work with others. I have one friend for instance that just takes my code or any code he finds and tries to make it as efficient as possible. That same friend also comes up with stuff to expand upon my built code.
my other friend comes up with some good idea's before the program is even made. I on the other hand just seem to come up with the basic workings of it, or try something new that is in its very basic form that they then build off of. together i suppose this makes a good team gardon. You can work on your own but if you do not work with others you wont get new idea's unless your users give them to you. i find this to be a good combo for a team 1. Idea thinkers and the logic layout (can be all the members) 2. person who makes the bare bones first try , (possibly also the engine) 3. person who takes it, makes it more efficient and practical. also expands on it and makes it something even better if you do however make a game totally on your own gardon i salute you! I do not have the patience nor time to do something like that totally by myself unless its a small game made with the engine i'm currently working on. |
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#8 |
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Programmer
Join Date: Dec 2004
Posts: 87
Rep Power: 4
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Thanks again dizzutch and aourhgad for your replies. I now know what you mean about time and efficiency and patience lol. However, to cut my time down, do you recommend buying a game engine, like TV3D, reality engine, torque, etc. to save (I've never worked with an engine before so I don't know the specifics of what you get with it) time using direct x and other basic functions?
I don't know, because I've written 75 pages on my game design and what's going to happen, and everything is all set, I just need to start somewhere. However, I'm always excited about it, and I'm planning on going commercial, and I would most definitely have the motivation needed to keep on going. The only thing is time. I've never developed a massive game before, and I would have no idea on how long it would take. But then again time is money, everyting would pay off, and designing levels are cool ![]() Peace out, Otto |
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#9 |
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I eat cake for breakfast.
![]() ![]() ![]() ![]() Join Date: Jul 2004
Location: In my box.
Posts: 4,434
Rep Power: 9
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If you're going to use a third-party engine, I suggest using a free one. Take a look around on SourceForge.
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#10 |
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Programmer
Join Date: Dec 2004
Posts: 87
Rep Power: 4
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One more thing..... is a third-party engine a help or a disaster? I mean it will definately help you in short term (because all directx and function api stuff Is already written out---i think), but will it hurt you later on if you don't write your own, or if the engine you got doesn't have the source code with it?
Thanks, Otto |
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