Hindsight and Foresight

Posted by IceWind91 on Aug. 5, 2008, 6:20 p.m.

So, Night Ops died due to lack of interest. And for a good reason: it sucked. It wasn't nearly as fun as it could have been, the graphics were bland, and the audio was bloated and sucky. Not only that, but I was trying to push Call of Duty style gameplay on an audience that wanted another Halo.

For those of you who don't remember what Night Ops was, it was a sucky WIP shooter, set in a world in which people made of bubbles shot each other with airsoft-looking guns and died with a cheesy grunt of pain and an extremely lame animation.

That being said, I still have some pride in what I accomplished with this game. It's the farthest I've ever gotten in a project of this size. I learned a lot from it, mainly what not to do. And now I'm thinking ahead to my next project.

This new project would be a multiplayer shooter that would be a cross between Halo and Soldat. It would be played from a side-view, and would be set in a futuristic world full of unique weapons and strange (but in a good way) worlds. The graphics would be better than Night Ops, as would everything about the game. Players would be able to customize their character in many ways. There would be many types of armor to choose from, and each one would have 2 colors that could be changed to any color of the spectrum. The visor color could also be changed.

The game would feature a physics engine (likely GMphysics) to allow for extra gameplay depth, plus ragdoll physics. It would play a lot like Soldat.

Also, this time, I would form a team of experienced people to develop this game with. That was one of my biggest mistakes with my previous attempts; I had to do everything myself, which cost a lot of time and resulted in some aspects of the game being 'half-baked.'

Of course, I'd still be doing plenty of work myself. I'd still have to code the main engine, make all the graphics (or at least render them myself), design/collect/make the audio, design the gameplay and gamemodes, and pay for all the servers and other expenses. This wouldn't be one of those 'make a game for me' deals. I wouldn't take it to the other extreme, either, and set up a strict, impersonal, and stressful work environment. It would be kept casual and with very loose deadlines, if any. It is, after all, and independent game, and should be developed as such.

Of course, this is all just talk at the moment. I'm still not completely sure I want to do this.

Comments

SteveKB 17 years, 6 months ago

What was night ops?

Bryan 17 years, 6 months ago

His old game obviously.

IceWind91 17 years, 6 months ago

Read the second paragraph.

You can also skim through my other blog entries, if you really want.

SteveKB 17 years, 6 months ago

oh srry I rushed through your blog and forgot that paragraph :P. anyways good luck on your new game. :D

F1ak3r 17 years, 6 months ago

"Games (0)" That is why. You can't expect your first game to be an enormous thing with commercial-quality everything. You've gotta start small.

When my first over-ambitious project died, I learnt to understand my limits. I'm not trying to be negative, I'm just telling you that you should start small, because it really is the only way.

Hootiehoo 17 years, 6 months ago

Wow, you're confident and enthusiastic.

IceWind91 17 years, 6 months ago

@F1ak3r: This is NOT my first game, or even close to it! I've been using GM since around September of 2006. I haven't submitted anything to 64D because I haven't made anything worth submitting. This is usually because every game I make has a 'half-baked' side, usually either graphics or programming. Either I put all my efforts into programming and have no time to do graphics or put all my efforts into graphics and never get the game programmed. Night Ops is one of the only games I made where the graphics were passable and the game worked as it should. Hence, it's the only game I've shown to the public in over a year (not counting a boring little arcade shooter I made for a minigame contest). If I can put a team together, that will allow me to focus on only one or two aspects of the game, rather than doing it all myself.

@Hootiehoo: I used to be confident and enthusiastic about game making. As you can see, it didn't do me any good. I always used to tell myself that Night Ops was better than 90% of the games at the GMC/YYG. That might even be true. But I am not satisfied with it at all. I know I can make a better game than that. And so I'm going to.