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So I think I might start making my own game

Posted: 2008-08-19 12:19pm
by Jaepheth
After a dream I had last night, this is what I have so far:

Motorcycle Magic 1: Invasion of the Wire-fu Mages

it's an adventure RPG (old school 2d adventure game w/ RPG combat system/leveling/stats)

hard rockin' dumb-as-nails protagonist with weird alien pet (which he seems to think is a dog)

intricate hat system (for protagonist and pet)


I guess I'll be trying to do it using Java since I really don't know anything else well. Now I just have to figure out a script and stuff...

Posted: 2008-08-19 05:33pm
by Covenant
Art be easy! Especially if you're happy with a rather minimalist sort of look you get from a lot of indy games. Something clean and flash-ized, especially if you enjoy the kind of austereness of a game like Knytt Stories. What's that game that's getting so much good press right now. Bind? Weave? Something like that. The one with the ugly big-headed dude who can mess with time to solve puzzles, it's big on the X-box live thing.

Anyway, I'd say that making the art is easy as fuck if you know what you want and are willing to stick to a single art direction. If you want something as lush and detailed as Symphony of the Night's pixel art, that's hard and will take a while, but if you don't mind very simple graphics then it's possible to get a really crisp and clean look that says "I'm Indy and Artsy" with a minimum of effort.

Backgrounds are the hardest, since they take way so much time to make all of them. If you can make simple backgrounds then you can save a lot of time that can then be put into making well animated and interesting pixel characters.

Posted: 2008-08-20 05:32am
by Dooey Jo
Artwork is easy, but it's tedious. Programming a new feature is usually pretty fun, but making ten animated sprites is not, because you're just doing the same thing over and over. If I need genuine sprites I try to make a 3D model and animate that, and then spritify it. It saves a shitload of time, and usually looks pretty good (I didn't make those last sprites, though (only the fish) ). It's so much quicker to animate using a skeleton, and you can interpolate between frames, so a six frame running cycle can rather easily be turned into a 16 frame Symphony of the Night quality sprite. Then you only have to do some pixel touch ups, instead of drawing the whole thing from scratch.

Posted: 2008-08-21 02:12am
by Covenant
Yeah, or you could just ask an art guy to do it. Honestly, if you intend to make a game that will be even half-decent and such, finding someone to create you some sprites wouldn't be hard at all. Honestly, you're better off having a very stark aesthetic, and sticking to a very minimalist look, or just asking someone. It's those middleground approaches that really look the worst of all, with a mix of meh and awful art and none of it looks like it belongs in the same package.

People who do pixel art will not consider a few sprites a big deal at all. Depending on the size and art quality of the sprite it might take some time, but for a little indy game you rarely need professional-quality stuff. You can make some very cool and interesting designs without it taking a goddamn year to make.