Originally posted by: 3GenGames
Why put in 100 hours of work creating something a bunch of dinky games will be made with, instead of making something good?
To just get would-be game creators invested? That's pretty much where I'm getting at. Quality and uniqueness shouldn't matter if all we want is for more people to just make a dern game, also the fact that starting small at an entry level legit is just gonna spew out non-unique games to begin with.
Originally posted by: GradualGames
Originally posted by: BouncekDeLemos
How difficult is it to write something that basically puts all the duckies in a row for us, without all the technobabble to discourage non-programmers who want to create? All a tool does is do the exact same thing you do THE HARD WAY but a lot faster. Like a copy/paste kinda thing. It's been done before. Memory limitations? That can be solved by building the software to not go over those limits. This isn't new territory.
All I'm seeing is a stalemate here. Maybe the same blind thinking on how something like this can easily be made is the same reasoning why programmers and game devs think that the average joe can simply make a game -- the same reasons why most people don't want to venture further into game making is the same reasons why a programmer won't make something that will help someone.
Just try the video thing. And WHEN that doesn't work, seriously there has to be a way we can put our heads together and create something that's approachable that's not hard to create for either parties.
Not sure if this will help, but speaking from the experience of someone who failed many times to make a game, a game-maker didn't help me. I tried RPG Maker XP several years go before I got into NES programming, to help me make Owlia. But what I realized is----with all the pre-made game elements and graphics---unless I re-did almost all of it myself, including re-write a lot of the ruby scripts in the game---it wouldn't really be my game, anyway. What I realized is, a game-maker will not solve the problem of wanting to make your own game. In other words, no matter whether I choose NES, RPG Maker XP, or any other technology on any new or old system---it is going to be a big project. It was a hard reality to accept, but once I did, progress was made.
And, I sincerely believe it is approachable---you just must start small. Everyone starts small. I didn't start out with a big platformer, I began in qbasic with simple things like super breakout, tetris, and even simpler than that with two circles that shoot each other with lines. You have to focus on the journey and enjoying simple things and small steps... sorry if that's not helpful. I'm trying!
^The point I was making earlier. When I was making something in RPG Maker, I used my own graphics and tilesets
later on because I too felt that I wasn't really making my game, but I just wanted to make SOME kind of game first so I used the presets. I felt that it was the same as starting small to begin with. And that's the topic here-- just to get
something out there, I feel that there needs to be something out there to attract people and ease them in without having them stress over the full process. Maybe later when they get the gist of it, they could go deaper in the rabbit hole and come up with something new.
You made some good points, and I truly think what you said is both true and inspiring.
We all gotta put our heads together cuz I really want people to learn more, but without being too intimidated.
I wanna learn more.
Originally posted by: KHAN Games
I've given up arguing.
You made some good points too, and I'm glad you raised this discussion. I'll calm my ignorance down and let you guys try your best to educate us in the matter.