F5F Stay Refreshed Software PC Gaming I'm going to create a game...

I'm going to create a game...

I'm going to create a game...

Pages (3): 1 2 3 Next
D
Deneth_
Member
175
10-17-2016, 11:12 AM
#1
I've discussed engine options... and picked unreal. My goals are to build an open-world VR experience with a whimsical style to reduce resource needs. An Ark-like design wouldn't fit well on a 970 in VR. I'm not sure if this is realistic, but it feels right. If I aimed for a living world, I envisioned a 25-square-mile island map, surrounded by advanced cities and towns. It would feature NPCs, a crafting system with item tiers, and an economy driven by quests.

1.) Estimating the time to finalize just the movement, graphics settings, and world setup...
2.) The scope for early access on Steam—how much would I need to finish?
3.) A reasonable price range could be $10–15–20.
D
Deneth_
10-17-2016, 11:12 AM #1

I've discussed engine options... and picked unreal. My goals are to build an open-world VR experience with a whimsical style to reduce resource needs. An Ark-like design wouldn't fit well on a 970 in VR. I'm not sure if this is realistic, but it feels right. If I aimed for a living world, I envisioned a 25-square-mile island map, surrounded by advanced cities and towns. It would feature NPCs, a crafting system with item tiers, and an economy driven by quests.

1.) Estimating the time to finalize just the movement, graphics settings, and world setup...
2.) The scope for early access on Steam—how much would I need to finish?
3.) A reasonable price range could be $10–15–20.

E
Eggrole
Member
62
10-17-2016, 07:30 PM
#2
1) Eternal 2) pretty much zero 3) Over 20 hours of Unreal experience
E
Eggrole
10-17-2016, 07:30 PM #2

1) Eternal 2) pretty much zero 3) Over 20 hours of Unreal experience

S
Sunburst_R
Junior Member
10
10-19-2016, 01:10 AM
#3
Think about Arma 3. Imagine a similar-sized island where every character has realistic physics. Building it cost millions, and it's nearly impossible to finish in your lifetime—even for someone with great skills.
S
Sunburst_R
10-19-2016, 01:10 AM #3

Think about Arma 3. Imagine a similar-sized island where every character has realistic physics. Building it cost millions, and it's nearly impossible to finish in your lifetime—even for someone with great skills.

E
echigo3210
Member
180
11-04-2016, 05:33 AM
#4
When collaborating, your project would progress much quicker. You’d spend an unreasonable amount of time on it. Your goals are too big to achieve within a practical timeframe. Consider designing a simpler game first to test the idea.
E
echigo3210
11-04-2016, 05:33 AM #4

When collaborating, your project would progress much quicker. You’d spend an unreasonable amount of time on it. Your goals are too big to achieve within a practical timeframe. Consider designing a simpler game first to test the idea.

C
Crazydog300
Senior Member
599
11-04-2016, 06:14 AM
#5
C
Crazydog300
11-04-2016, 06:14 AM #5

C
Cinnaarwhal__
Member
71
11-04-2016, 02:09 PM
#6
Also, VR games aren't performing well. To get people interested in buying your game, focus on creating a standard PC title instead. Skip the VR angle—it's not worth it. This shows you're serious about a timely release. Early Access is for games that are nearly finished and still need player feedback. Don’t launch an unfinished product there. If you have a strong story and detailed lore, a high-quality indie team might be willing to invest. But the current offer seems too expensive for what you're suggesting.
C
Cinnaarwhal__
11-04-2016, 02:09 PM #6

Also, VR games aren't performing well. To get people interested in buying your game, focus on creating a standard PC title instead. Skip the VR angle—it's not worth it. This shows you're serious about a timely release. Early Access is for games that are nearly finished and still need player feedback. Don’t launch an unfinished product there. If you have a strong story and detailed lore, a high-quality indie team might be willing to invest. But the current offer seems too expensive for what you're suggesting.

C
centdix
Member
156
11-04-2016, 04:50 PM
#7
Using unreals' procedural methods would let me build the entire island quickly.
C
centdix
11-04-2016, 04:50 PM #7

Using unreals' procedural methods would let me build the entire island quickly.

S
ShinryuuKai
Junior Member
33
11-21-2016, 02:57 AM
#8
The issue isn't about the scale, it's about the mechanics. Creating VR games is extremely challenging because you must first establish core player interactions before moving on to maps or worlds.
S
ShinryuuKai
11-21-2016, 02:57 AM #8

The issue isn't about the scale, it's about the mechanics. Creating VR games is extremely challenging because you must first establish core player interactions before moving on to maps or worlds.

V
Velizar06
Posting Freak
865
11-22-2016, 08:45 PM
#9
Additionally, I’ll collaborate with others...
V
Velizar06
11-22-2016, 08:45 PM #9

Additionally, I’ll collaborate with others...

M
MattiPlays__
Junior Member
3
11-30-2016, 04:50 PM
#10
You're right, creating a game is a massive undertaking. It involves gathering all the necessary elements—assets, voice acting, 3D models, etc.—and mastering various technical and creative skills. The challenge isn't just about effort but also understanding the depth of expertise required across different areas. How many specialists are involved, and what specific knowledge is needed?
M
MattiPlays__
11-30-2016, 04:50 PM #10

You're right, creating a game is a massive undertaking. It involves gathering all the necessary elements—assets, voice acting, 3D models, etc.—and mastering various technical and creative skills. The challenge isn't just about effort but also understanding the depth of expertise required across different areas. How many specialists are involved, and what specific knowledge is needed?

Pages (3): 1 2 3 Next