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Need Opinions on game in development

11-07-2014, 07:54 AM
#1
Joined: Sep 2014
Location: Singapore
Posts: 10
Need Opinions on game in development

Hi All,

I would like to take this chance to gather lots of feedback about the first game my company is developing.

Abit of background of my company. I started my gaming studio in end 2012 and have started planning and designing my first game. My gaming studio is named "Evolution Realms".

The game is being developed in Unity and I will be target all major platforms. As for now, it is being developed for demo and is bootstrapped by myself.

I have been writing and designing game ideas since 6 years back and have a Degree in Games Development and Multimedia and I also have a professional cert in Maya.

Well .. enough about myself and the company ...

The game the company is developing is called " Shattered Rift" and the image of the game title is as follows.

It is a 3D RPG/Strategy Fantasy Sci-Fi game and a snippet of the lore is as follows

"The races of Vilantia have existed in harmony for generations. Their long, tumultuous history has taught them to live together despite their differences. A Halfling wants to till the soil beneath the bright sun and a Witch prefers to practice magic in the murky shade of the swamp, but there's no reason they can't survive side by side.

When the ship appeared in the sky, however, those ancient brotherhoods would amount to nothing.

Dark clouds covered the land, turning day into night in the blink of an eye. Bright shards of light cut through the air and opened a gap in the floating mist. A ship the size of a mountain suddenly materialized, its great metal hull decorated with technology completely unfamiliar to the Vilantian people. They stared upwards and marveled at the strange sight. Where did this vessel come from? What was its purpose? They would never receive answers to those questions.

Moments after it appeared, the ship erupted with violent explosions. Its plated armor was ripped to shreds and thrown from the clouds, raining fire and metal to the ground. The people of Vilantia scurried into their homes to avoid the inferno. At this moment they didn't care why the ship was here, they just wanted to stay alive. The Day of Reckoning had begun.

The ship's debris was scattered all across Vilantia, littering the plains with shards of metal and filling the lakes and rivers with smoldering machine fragments. The most dangerous thing, however, was the technology that survived the explosion. Circuit boards, computer chips, advanced plastics, vehicle engines and weapons that could singlehandedly destroy an entire army were discovered by farmers and soldiers across Vilantia. Most of what they found was merely a curiosity to their primitive eyes. They had no idea they were holding the violent future of all of Vilantia in their hands.
"

Below are the features of the game,

- Fantasy Based storyline mix with technology
- “Human-like” AI decision and behavioral patterns
- Awesome battle animation and effects on a full blown 3D battlefield
- 3 different sets to choose from and all of them work differently
~ Armour Sets
~ Vehicle Sets
~ Mount Sets
- Explore and collect materials and blueprints to craft armour sets, build vehicle sets or clone mount sets
- Huge dynamic map to explore in which players actions affects the jobs available and terrains
- Story-Driven world boss event (this might change the encounters within the world map also)
- Lots of customization for amour sets, vehicle sets and mount sets
- Social like aspect that drives competition play (PvP with leaderboards and prizes) or even cooperation (world boss events)
- Beautiful crafted 3D units/vehicles/mounts with realistic mechanics and operation
- Manage and organize your party with a BGS (Battle Grid System) and let the AI take over during battle
- Chat up with units in the tavern to improve their inherent behavior
- Form clans and take on clan jobs which gives better rewards and bonus during battle

As the GUI and screens are still WIP. I have attached a few concept art for one of the armour sets and its evolution.

Sorry for the super long post and thanks so much for reading this post

I really appreciate any feedback or comments about the game features etc.

Also the game itself will be online as there will be a world chat for players to communicate with each other

Cheers

Desmond
Evolution Realms
Founder & Designer
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11-08-2014, 09:23 PM
#2
Joined: Sep 2013
Location: Auckland
Posts: 114
This sounds likes the dreaming that everyone does on their first game. When not really understanding how hard it is to make a good game, and just how much competition there is out there today. Lets be honest it sounds like you are trying to make Dragon Age: Inquisition by yourself for an iphone. These kind of games take hundreds of people, and hundreds of millions of dollars to make.

The real problem is that in reality there is just so much competition. So your game has to really separate itself out from the others. What you have said above just sounds like yet another same old same old game, which big studios already have covered. Just changing the plot in a game, doesn't make a new game.

I always find it strange that when someone tells me about an idea for a game they have, they always start with some story about the characters in the game, and the world it is set in. But this is just crap, story and characters can easily be created, and its very low on the importance in game design, especially iPhone games.
What I really want to know is what is the game mechanics? iPhone games that succeed seem to contain only one main game mechanic in them, and then they build a game around that. For example, look at that recent game from Rovio called "RETRY" about flying that airplane. They have built a whole game around just one touch to boost your airplane. And it works really well. Almost all the top games take this approach, just one simple mechanic. And it doesn't even have to be complex, look at "Cookie Clickers" that game you just tap a cookie.

So basically I would suggest that you either rethink the above game totally. Or make it for PC and try and get some investor who is willing to risk millions of dollars on you so you can build a team of dedicated developers to make it, or try Kick starting it. But when you present this to people, talk about the story last, and present the core game mechanics first.

11-08-2014, 11:40 PM
#3
Joined: Aug 2013
Posts: 1,065
I agree with the above comments.

Unless you have a history of game development with some solid releases behind you this shouldn't be attempted. Make something smaller first. Not only will this give you a better idea of game development, it will make any attempt to make this sort of game better.

This sort of game often has server costs which mean you need a good budget to release.

Your back story feels very cliche but that is okay. In general you aren't going to sell a game on your story.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
11-09-2014, 04:23 AM
#4
Joined: Sep 2014
Posts: 102
Sorry, but I agree. When I read that, I just thought it was totally overambitious, and will never get finished, and probably isn't a good fit for the mobile market (I know you want to target PC too, but you are posting here). It sounds to me like 1000s of man months of work. Remember even a game as simple as the first infinity blade cost $2 million to develop. Your game sounds vastly more complicated.

Is the idea to get it to a demoable state and then try to find funding from publishers? I suspect that even with a great demo, you'll struggle to find a publisher willing to take a risk on a developer without a pedigree.

I would change direction. Use the concept art and the assets you've made so far to go for something much simpler and more achievable.
11-09-2014, 09:12 AM
#5
Joined: Sep 2014
Location: Singapore
Posts: 10
Hi All ...

Thanks for all the constructive remarks and advice. I will bear that in mind.

@OnlyJoe Yes i fully agree with you that there is just so much competition out there. I also did not start with a story and characters etc. .. It all started with a feature idea and everything comes wrap around it. The story came in much later.

@Destined Yes the server cost will definitely cost plenty depending on player-base count

@Columbo You know your stuff for sure !! Well since Unity is portable to almost any platform I may target PC but mainly only within the mobile for now.

let me take a few seconds to explain how I came up with this game and what is the core game mechanics first.

The main core game mechanics of the game itself is 2 Cs and AI Planning

The 2 Cs are Collection and Customization. Collecting and Customizing Sets to be used in battle.

The AI Planning is where you setup your team within the Battle Grid System.

The other features like world boss, clans and dynamic maps came on much later

For now the demo is 40% completed and I have a strong development team running along side me. My team consist of 1 Lore Writer, 1 Concept Artist, 1 Sound Engineer, 1 Full team of 3D artist and Animators and 1 Full team of Unity Developers.

I definitely agree that making/developing something smaller will be so much better in my case now but frankly speaking I just cant design up a good puzzle game by itself. I am too much an RPG/Strategy freak and thats what my game's genre is also in that sense. Thou there is also simple RPG which I can do.

My plan for now is to complete the demo by next year feb and then prepare for it to be up in CrowdSource to build up a community of players and also to gather the funds needed to bring it to the market.

With all honestly and excitement, this is the game that I would love to play for long and thats why this is the game I would want to develop.

With a long term plan of even bringing this into a FPSMMO, thats why I had an extensive lore written but of course I am doing thing step by step.

For now I would want to achieve demo completion and see how it works from there but it may be hard to say, I may just make it small instead.

Cheers
Desmond
11-09-2014, 04:42 PM
#6
Joined: Sep 2013
Location: Auckland
Posts: 114
@luconis, there are some very small companies that have succeeded at making ambitious games in the past. Take Grinding Gear Games (http://www.grindinggear.com/) with Path Of Exile. So it can be done, but it requires very clear goals, and very well defined boundaries.

You will at some point need to present the game to others, to get them to work for it, or to invest in it etc. And basically you need to address the two main problems that an investor or publisher is thinking about. They are 1. The game will never get finished. And 2. The game will never sell.

So you have to prove to people that you can complete the game. Which means you have to show that there is very clearly set out goals, and boundaries to the game. And that you are beyond the stage of thinking of features. This is not normally natural for creative people, as they like to keep thinking of new ideas all the time. So the game will keep growing with new features added everyday, and everything constantly being changed. And so the game will never get finished. If you present something vague in terms of what the game is, and keep saying we might try and add this etc, then a publisher will immediately think you are not going to get this finished.
Then you also need to show that you have the resources to match the size and scope of the game, and that you can keep them for the duration needed to make it. I.e. do you have the people, management and money to get it finished. Or at least know how the money will be spent, if you are asking for money. The reality of game making is like starting any other business, 10% fun, 90% hard work.

Then, will the game sell and be popular, that is covered in my last post. Its about showing how your game offers something fun that people have not experienced before (game mechanics). But it also covers, how well does it fit with the market you are aiming at. Like making a 3D RPG game for an iPhone, I personally would expect something like that to do better on the PC. Plus, loyalty towards games on iPhone is pretty much non-existent, whereas it is possible to build a community around PC games, allowing for early alpha releases, crowd funding, player feedback etc. I think PC games are viewed as much more of a commitment for the player, iOS games are just throw away games. Like a candy bar vs a restaurant.
11-09-2014, 06:58 PM
#7
Joined: Sep 2014
Location: Singapore
Posts: 10
@OnlyJoe Yes I have avoided Feature Creep and have already defined the features which completes the game itself. I have also determined the first release will have how much content etc.

I also fully agreed that having the game for the PC will be much better considering loyalty unless it is some big time games like Brave Frontier or Clash of Clans ....

I think the only thing that I see for aiming for PC release instead is to match the PC specs that average people will own to be able to play the game at its best and it is very hard to do that.

Take Star Citizen for example (I am a backer myself), there is just so much tweaking needed to be done for all spectrum of PC requirements. Of course with that being said, since I am doing it in Unity. It could and might be easier.

But nevertheless I really appreciate all the well thought out advises and directions for me and my company.

Cheers
11-09-2014, 08:43 PM
#8
Joined: Aug 2013
Posts: 1,065
plus you can charge way more on PC!

for this sort of idea to really work on mobile, needs to be free to play and strong desires for IAP.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
11-09-2014, 11:16 PM
#9
Joined: Sep 2014
Location: Singapore
Posts: 10
Quote:
Originally Posted by Destined View Post
plus you can charge way more on PC!

for this sort of idea to really work on mobile, needs to be free to play and strong desires for IAP.
Hahaha .... yeah my game is going freemium with IAP but it is not Pay to Win.

In PC meaning I can place it in steam ?
11-10-2014, 03:57 AM
#10
Joined: Aug 2013
Posts: 1,065
Quote:
Originally Posted by luconis View Post
Hahaha .... yeah my game is going freemium with IAP but it is not Pay to Win.

In PC meaning I can place it in steam ?
So you mean pay for time, which in some ways is worse than pay to win. You intentionally design your game to be less fun to play.

Well my only advice is this forum is totally the wrong place for advice for that sort of game. People here aren't your target audience. You need to go to your target audience to see if they can bare your mechanics or not.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8