Can someone give me all the information you can on getting a video game made?

You could use RPGmaker, it's available on steam. It's easy to use for a beginner, I've heard.
 
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Thanks for sharing that. I'm clueless about most of that stuff, so I can check out of this convo in peace, but.... are you familiar with Condemned? Supernatural First Person Govt. Agent beat-em-up. Unreal engine. Amazing title. Seems like you might want to look it up.

I made one mistake - It's the Lith Tech engine in 1 and an upgraded lith tech in 2. Monolith developing for Sega. Re-released on PC a few years back. It's totally cake for unreal tho, no worries there.

It shines in the second game


There is definitely something subtly hinting at psychosis in the art style. It's the sort of art style you see in those kinda comics and movies a lot - it's realistic but still kinda like a comic book and all the emotion is in the eyes, or there will be no one emotion in the eyes and another in the entire face and body. The dissonance is there, but you gotta look.
My opinions, obv

I love this, thank you!
First: Write as complete a design document as you can. There are good templates available online.

Second: Ignore anything involving making an enjoyable gameplay experience and instead make a maudlin dad simulator that the critics will cream themselves over.

I have on your first point, I have a template that I have 5 or 6 pages of detail planning.... I am at prototype making one level and I need to get the graphic, music, game level guns, ammo, and skill level.....My nephew keeps reminidng me to put cheat codes in it.
I then have to write in the dialogue.

"Maudlin dad simulator"?
Well, if you wanna make tons of money with minimal effort all you have to do is:
  1. Make it a porn game
  2. Add furfaggotry
And there you go, as long as it has porn and furries, dipshits will throw bags of money at you for little to no work (look at CoC, TiTS, LT, etc etc) Bonus points if you are gay or a mentally unstable individual (tranny)... Fuck, you dont even need to be one, just pretending to be one will make white knights flock around you and protect you from any criticism.

Shaking my head. Let's not drag furries into this.


Don’t finance your game by selling bootleg movies or crack cocaine, because this is my territory.

You and your territory are safe.

learn to code

I started, just don't have time. Easier to find an Unreal engine coder...who can read my mind.

You need to make a design document. You should probably put the thematic essense of your game down on paper, maybe like in one or two sentences? You can build off of that from there.

Be realistic. You're not going to be able to create AAA super game with no experience and no contacts. Your best bet would be to get enough production done to run a kickstarter, probably. Making a game is very expensive. There's only so much you can do as one person unless you're some kind of savant like Tarn Adams or ZUN. Those two examples knew their limits well, and you should keep that in mind.

Creating a game means creating a community, so be prepared for that as well. You need to know how to make your game look and sound appetizing and exciting.

That's about all I got, I guess...
That's where I hijack my nephew and his online gaming and youtube pals to peddle this. LOL

Chop your dick off then marry a rich Asian man and scam people into making it for you.
I'm a real woman with a pussy, but Asians hate me.

You could use RPGmaker, it's available on steam.
Thanks, I'll keep that in mind.

  1. Install Visual Basic
  2. place some buttons
  3. place some unity assets
  4. upload to steam

Thank you...I will keep that i mind to.

Do not get married to your idea. If it doesn't work out, let it go.

Several of your first projects will fail. Your first projects are learning to accept failure.

If you sell out to Epic Games Store, I'm pelting your house with eggs.

If I do that, either the money was good or I was tired of it......but i'll be with you pelting my house with eggs.
 
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Will your history with unsavouries like Harvey be in this game as well? That could be interesting.

Also:

https://store.steampowered.com/sale/rpg-maker/


No this is my normal life without all that mess.

Thanks, I'll look into that.

don't spend longer than 6 months on something only a handful will play ... or you can perpetuate an unproven idea over several years that gets you nowhere and complain how people just dont understand you.


These side creative endeavors are to help me keep my sanity. I am not going to force anyone to jump on my bandwagon. This game design has been easier to develop than most of my novels.
 
An FPS Indigo Prophecy? That sounds pretty awesome actually.



I love you guys....I knew all would get what i was doing. YES......My game has an emotional twist in it. Like that video up there. The lead character has a team he works with, so you can be a different player, but the point of the game is to discover the evil global take over and recover pieces of a machine that does something.
 
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So it is in first person, right? I saw somebody mentioned condemned but I also suggest you to take a look at breakdown on xbox. It might give you some inspiration.
 
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I ran a private server for RotMG with a ton of custom content essentially changing everything about the game. Think of it as making my own title but with Realm's toolkit. I did so with very little, er no, experience and a desire to learn C# and other languages while having a cool project/game for me and a few friends.

We actually blew up when we finally released a public version over a VPS. By the time I finally shut it down we had close to over 3k registered accounts, give or take for ban evasion, mules, etc. We had seasonal events, unique "1 drop per server" gear, contests, a painfully active discord, etc. But I got burnt out in the end and rage quit on everything.

On top of that it was 100% free to everyone, hosted 24/7 with a fairly decent VPN setup, and paid for entirely from my paychecks from doing security. Even when people literally begged to help me with the costs and upkeep I turned it down for two reasons; first, when anyone pays money into something they develop an inherent sense of ownership and get more demanding. Secondly I felt with my minimal coding skill I did not put out a product worthy of making people pay a dime for anything. We updated bi-weekly and I still didn't think my little evolving world was good enough to ask to take money from anyone. Call it standards or stubbornness I guess.

The three biggest take-aways I can offer are:
1) Even if its only a small team make sure they're competant and dedicated. If the heavy lifting as far as code and behaviors is being done by someone other than you then you have a duty to keep them engaged and enthusiastic. Monetary compensation usually helps with this as well as taking their ideas under very serious consideration.

2) If your game is online, especially on PC/mobile, expect cheaters. Expect cheaters to replace the cheaters. There's a lot you can do against griefers and chat spammers but it doesnt matter how many cheaters or "hackers" you remove they will always come back and they usually bring more with them the next time around. This contributed greatly to my eventual burn out.

3) Take breaks. I told everyone in my discord that I was available to them 5 nights a week and for the other two don't fucking bother me. I prided myself on being fairly active in Discord for a dev. Always chatting people up, asking how I can improve the game, joking and palling around but all that goodwill goes out the window when stress mounts and your player base will absolutely notice.

I'd love to run that game again someday but then I remember the headaches and how much time it took from my dream of becoming a pro wrestler so I probably wouldn't without some serious help.
 
Seek out Zoe Quinn on Twitter and ask her of the development cycle for her critically acclaimed game titled Depression Quest.
 
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I ran a private server for RotMG with a ton of custom content essentially changing everything about the game. Think of it as making my own title but with Realm's toolkit. I did so with very little, er no, experience and a desire to learn C# and other languages while having a cool project/game for me and a few friends.

We actually blew up when we finally released a public version over a VPS. By the time I finally shut it down we had close to over 3k registered accounts, give or take for ban evasion, mules, etc. We had seasonal events, unique "1 drop per server" gear, contests, a painfully active discord, etc. But I got burnt out in the end and rage quit on everything.

On top of that it was 100% free to everyone, hosted 24/7 with a fairly decent VPN setup, and paid for entirely from my paychecks from doing security. Even when people literally begged to help me with the costs and upkeep I turned it down for two reasons; first, when anyone pays money into something they develop an inherent sense of ownership and get more demanding. Secondly I felt with my minimal coding skill I did not put out a product worthy of making people pay a dime for anything. We updated bi-weekly and I still didn't think my little evolving world was good enough to ask to take money from anyone. Call it standards or stubbornness I guess.

The three biggest take-aways I can offer are:
1) Even if its only a small team make sure they're competant and dedicated. If the heavy lifting as far as code and behaviors is being done by someone other than you then you have a duty to keep them engaged and enthusiastic. Monetary compensation usually helps with this as well as taking their ideas under very serious consideration.

2) If your game is online, especially on PC/mobile, expect cheaters. Expect cheaters to replace the cheaters. There's a lot you can do against griefers and chat spammers but it doesnt matter how many cheaters or "hackers" you remove they will always come back and they usually bring more with them the next time around. This contributed greatly to my eventual burn out.

3) Take breaks. I told everyone in my discord that I was available to them 5 nights a week and for the other two don't fucking bother me. I prided myself on being fairly active in Discord for a dev. Always chatting people up, asking how I can improve the game, joking and palling around but all that goodwill goes out the window when stress mounts and your player base will absolutely notice.

I'd love to run that game again someday but then I remember the headaches and how much time it took from my dream of becoming a pro wrestler so I probably wouldn't without some serious help.


Sweetheart, I've been a professional troll since 2002 when California birthed youtube. I'm counting on cheaters and hackers. One thing I've always learned if you anticipate morons, they'll catch themselves for you if you give them the opportunity.
I've always wanted to make games since I beat Mortal Kombat back in 1993 within 2 hours of playing. I love doing this, I'm a creative writer and I write novels and stories, it's pretty much the same type of research and planning.

Thank you for this advice, very helpful. :)

Seek out Zoe Quinn on Twitter and ask her of the development cycle for her critically acclaimed game titled Depression Quest.

Will do! :)
 
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