If I wanted to participate in creating a game like Spiral Knights (but totally not managed or run like one), where should I start?
I'm an artist and I have that going for me.
the existential creative dread of not making anything is creeping on me.
If I wanted to participate in creating a game like Spiral Knights (but totally not managed or run like one), where should I start?
I'm an artist and I have that going for me.
the existential creative dread of not making anything is creeping on me.
SK has lost its engine of creativity and passion, which happens to pretty much all companies. It has been refined and matured.
If you have enough passion and motiviation to create something that outshines SK, you will do it, and it will be superior.
I would start with unity tutorials, and learn object oriented languages such as C, C++, etc. From there, vector graphics and physics simulation(collision, falling objects, etc) would be useful topics, as well as getting graphics and computer display outputs to respond to inputs. After the basics though, your imagination plays the major role.
Best of luck JAJAJAJA
Games like Spiral Knights are far too big for one person. They are made by teams with labor divided into programming, art, etc.
Under the assumption that Paintool wants to focus on the art side, s/he should NOT learn a lot of esoterica about programming, graphics engines, physics engines, etc. Anyone who starts down that path will take many years to finish a game like Spiral Knights, and probably won't finish at all.
Instead, Paintool should definitely follow Traevelliath's advice of using a pre-made engine and feeding art to it. Perhaps you can even find an open-source game project and contribute art to it. The only one I know is The Battle for Wesnoth, but there are surely others.
There's also a bunch of communities that linger around other games. DOTA was built within the mod community of Warcraft 3 (most of that community was gameplay-based, not art-based).
Although I doubt it will take-off, but one of the more recent "mod community" geared games is A Hat in Time. I think players that enjoy the art style of SK would like tinkering around in that community. I enjoyed a handful of maps other players have made in there. Some are simplistic platforming while others are elaborate re-creations of other games.
I recommend also sifting around games with a strong steam workshop, it might be less threatening than diving right into unity/another game engine.
@Bopp
Yes. We have art creation programs like Photoshop, but that's a mandatory subscription program. I think using Affinity Photo's a good alternative to said program, 'cause it works like it & it only requires a one time purchase, no monthly payments at all. I'd be up to having non-subscribed creation programs when doing so.
One thing we should know now that many projects that are not yet close to completion when they set up a crowdfunding campaign, they post estimated dates that presumes their completion, but in truth, only creates time constraints when they're solidified and delayed less just to release them. Not to mention certain campaign promises via stretch goals that were given before their conclusion somehow end up in the gutter and just try to forget them in order to work on the next project, rather than see them through to the end completely. Disappointing decisions, to be honest, in my perspective.
Freedom Planet, the 2D pixel platform game that has the gameplay formula built, based on, and modified from, Sonic 3 & Knuckles' formula(which is still neat, & as to let you know, it was a former Sonic Fangame before it became an indie game, by the way), as one example, had some funded stretch goals that are apparently ended up scrapped/on hold when it got launched, like a proposed playthrough by the VAs, with them portraying as the games characters, & additional campaigns about Spade(whom is voiced by one SK player we all know, Sonicmega) and Torque that's supposed to center on them during their adventures, the latter of which was going to include an alternate 1st stage with a sub-boss & major boss, like most characters have(though, a few cases, certain stages lacked either one, like Lilac's stage, Pangu Lagoon having no sub-boss, but only a major boss, Trap Hideout being somewhat rushed(the 2nd half only recycles the outside background of Shang Tu, instead of a rather unique background detailing the deeper interiors of a Red Scarves hideout), even the sub-boss doesn't play the sub-boss theme when battling it, or Milla not having her own sub-boss, but Lilac and Carol do, one named "The Snatcher"(I think Brevon called it that), Relic Maze's sub-boss), and with a rather somewhat incomplete and condensed storyline that seemed to fall short on what people expected, with a sequel that drastically diverts away from said well-favored formula, & a drastic, and still very estranged, art style change to boot(Still think the game's characters are very recognizable, but they're totally different from Sonic in their own way. Even Lilac's forehead has only a shine that people mistook it as a 2-tone facial feature. Don't think it's something from Sonic, because it isn't. Other characters in other series do have 2-tone facial features, you know).
That game was a great way to alleviate our boredom and somehow satisfy our desires for having another Classic Sonic game, that is, before the announcement of Sonic Mania and its launch. Don't see why we could have more games like that to keep us waiting for more new Classic Sonic games to come.
Honestly, if such a game like that is going to include cutscenes in the style of Castlevania: SOTN, which I'll admit, that not many people are used to since, but is trying to meet goals, at least include options to go with either the adventure without the SOTN-based scenes(but keep the in-game mid-level scenes in), the condensed story, or a complete story and not get hopes up by not including an estimated release date. Do it when everything's 99% completed, with very little to cut.
My deepest apologies for being so lengthy in details & making it TL;DR, Bopp, but I had some thoughts to let out. But, you do have a point. Best to retain motivation and see the project done to the end, no matter what.
Some quick questions, though. Contributing to any game project, while being a stepping stone to development, does it require the essentials to do remote work, yes? If so, what are the steps really needed to set up a remote workspace? I hear that's what many people are doing nowadays. Don't see why MMOs could do the same, but that's not the point.
@Paintool
If you're into that industry, at least try to take storyboarding into account, because in one YouTube video about storyboarding from a user named Bloop Animation called, "Is STORYBORDING Necessary?", where people shape the plot & story overtime to get their vision on their projects done, the user said to NOT skip them at all. They are important.
Example given, If you're envisioning seamless transitions from gameplay to cutscenes & back by in-game by reaching certain points in levels or wanted to implement specific plot points that warrants FMVs through progression, try to outline them and envision them as you wish, like an interlude about the main villain being upset about the hero's progression and trying to adjust their plan to accomplish their goals and stop them. It's one example, but you get my point.
Don't know why that user doesn't have videos about Clip Studio Paint, but someone should ask Bloop Animation about that. That program's got cool animation features.
I don't know which storyboard programs people thought they should try, but I can say that some are pricey. I think Storyboarder, a free program, should get you started on the basics of storyboarding without the need to purchase one.
@Travelliath
We do also have Blender, another engine, open-source, and free. Don't see why many can't make good games on it. Not fond about Unity's subscription choices, though.
Quick questions,
When it comes to making games of any genre or type, a pixel platform or a 3D game, which computer would be needed to make said games, that is to say, when making either one?
Why aren't there some step-by-step tutorials that displays steps in making anything people want to include into the game, like, a mid-boss, & doing it by concept artwork, then making it into pixel art that matches closely to particular styles seen in some games, then doing the animations & segments, or 3D? Can't someone do that so people can get the hang of it? I know someone can.
I'm learning how to make games with Unity so I can eventually set out to create a Game like spiral knights. Of course the biggest challenge will be implementing the art and multiplayer. Although I am a artist. There are a TON of assets in spiral knights. Not much art is just reused everywhere. I've been creating a bunch of small games to test out different mechanics I'd like to be in the game. So I'd suggest starting small and once you've figured out your skill set, build around that. I've still got a long ways to go, however.
I've been developing my own game based on SK but it's really really slow due to multiplayer and server communications and other projects that steal my attention. If I get it up and going and need artists etc. I'll go and contact people.
i also was thinking about making game that has economic mechanic like SK ( Tradings , Crafting and making balanced sets of weappons , etc.)
Hmm... when creating art in any game or project & making said projects, what processor, their core amount, & brand would be well-suited to that & more, Intel or AMD, by comparison?
What I've read, Pentium processors are less powerful, while i7 &/or i9 are powerful in the consumer market. How would their capabilities do well in programs that create art, like Photoshop, Affinity Photo, Designer, or Clip Studio?
Just asking these questions to those who are savvy in creating art & understanding processor capabilities to get a better understanding. A bottom to top comparison would do well, thanks.
Most of what I know about game design comes from a youtube channel called Extra Credits. They have a LOT of content though, so if you don't have the time to sift through years of content, this video is probably going to help you the most (which is the first of a series, here is the second, the third and the final). You might also want to look into this playlist about various careers in the game industry. They can be abstract at times (partially because they're often tangled up in non-disclosure agreements), but the team behind the channel has a lot of experience and connections in the industry.
Alternatively, you can just pick an engine and start working. First thought is picking up a free version of the Unity Engine and just watching some tutorials. Heck, you can even scale it back and focus on mod friendly games (basically anything Bethesda puts out), or games with level editors like Starcraft II, if you want less building-everything-from-scratch.