So, I promised that I would spend a bit more time on here focusing on technology and/or things that aren't quite so... 'inflammatory'. I have no problem being that way, but I figured it's time for at least a short break.
This post is in regards to a project I'm undertaking this semester for my own benefit. It (almost certainly) will not be done this semester, but my goal is to at least make significant progress.
I've always wanted to be involved in major gaming production - y'know, the kind with credits and the like. While I can't ever hope (in the near future) to be on a design team that releases the game that people are out at midnight to buy, I can definitely try to create a game that people will at least talk about. And if that gets me noticed by a major design team, then that's awesome. If it doesn't, then I can at least say I've put a major checkmark on my list - lead and complete a major programming project.
Don't get me wrong, by the way. I love what I'm studying, and I still have major plans for my future that don't revolve around game design. The reason I never pursued this as a program of study is largely because it's very hard to get into the game development field, and if you do you're almost certainly relegated to small time (boring) projects for a majority of your career with the hope that any big-name project that comes about will be of interest to you.
The idea of being unable to work on something that interests me just takes the excitement out of it. Even if it was the biggest game to come out in 10 years with iPhone-esque lines waiting to pick it up, if the concept is boring, then there's no fun to be had. In short, it's not about the recognition, it's about the excitement of the design and being a part of something so big. The idea that you can look around and see people enjoying what you helped create, and being able to tell yourself "Hey, I was a part of that", and that not only is the game fun, the development was as well.
I've begun tossing over a few ideas for game concepts in my head. The first was an FPS not unlike the Marathon games released by Bungie, with a few moderate RPG elements tied in. The problem with this concept is that, while fun, there were some inherent problems in creating an atmosphere for the game. This, of course, is an aspect that makes or breaks almost all RPG/freeroam games. So I decided to table that idea for now given my lack of experience in programming 3D games (or more specifically, creating the resources for them). As my skills grow, however, I will certainly look into revisiting the idea as it has some concepts that were really exciting.
My newest idea is an almost pure RTS style game. Many RTS's share several key concepts - resource gathering, supply management, etc - which I am not opposed to including in this game. Examples include Age of Empires, Stronghold, and Starcraft. However, another idea interested me. A game known as Myth (also by Bungie) introduced the idea of a set squad size with no reinforcements or supply gathering. Essentially, you complete the level with a set number of troops. While the implementation of the game isn't like what I have in mind, the mechanics provide an interesting idea.
I've always wondered what it'd be like to be able to control the battle from multiple viewpoints - That of a general, overseeing the large scale deployment of troops, or maybe a platoon or squad leader, overseeing progressively smaller groups of soldiers on the battlefield with increased refinement to their deployment and individual commands.
In this way, I would also like to have the battles be truly large. Instead of a few dozen troops, there would be hundreds. From the general's viewpoint, you can manage general deployment of battalions. Zooming in, you can selectively rearrange the squads to form a defensive line, and command individual squads or even individual units to attack, retreat, or move to position much like a traditional RTS. So you can command the battle from on high, or oversee a small part of the larger conflict.
There are definitely problems to be solved with this type of game, don't get me wrong. Pathfinding, for one, is a tricky concept. Map creation is another. Perhaps the one of greatest interest, and importance, is the development of a story. I have some ideas to allow for the creation of multiple campaigns easily, but telling the story will be a trick.
So, that is how it stands now. I hope to update soon with some actual images, but keep an eye here to follow development as it progresses! I will also be looking for help eventually, mostly with testing and perhaps some art, so keep an eye out if you'd like to be a part of this!
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