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Making a game you don't have a thread for? Tell us about it.

I noticed a few people in pwoym are making games but don't have threads. If not, why not? Also, tell us a little bit about your project. What's it about? What kind of game? How far into development are you? How serious are you about finishing it? How long do you expect it to be?
 

Jason

Awesome Bro

Well I very rarely make threads for the games I work on for multiple reasons, the main two being that I've never released a finished game here, and that I only consider making threads once I'm at the halfway point, although at one point I did use my private forum quite often for my games that I'd just started and only had ideas for, nothing physical to show... so I suppose that makes my second point moot.

At the moment I've started yet another game, two actually although one of them is just something to get on with while I'm bored to help me learn Construct 2 better, whereas the main game I'm focusing on is using VX Ace, however as with my last few endeavours, I wouldn't call it a game as such, since the ratio of cutscenes:gameplay is more than likely going to end up being 80:20 or something, lol... pretty much as I did with Over The Horizon (I still want to finish that some day).

I'm still working on the story itself, but basically it's going to be my own take on how the world was created, y'know the whole "God made the world in seven days" idea? Well I'm going to be using that as a base for the story but incorporating other elements into it too... and I think that if I ever do finish it, it'll definitely surprise people, since this is one of the ideas I've had for a while and kept saying I wasn't ready to make it yet (Mentioned it multiple times here before actually, just never gave anything away, just kept saying there's one "game" I'd love to make but don't think I'm ready yet... well this is it)

As for how far into development I am with it... unless having the idea nailed down counts, I think it's safe to say I'm about 0% into development at the moment, although I'm "kind of" serious about finishing it, it's something I do want to see to the end, but you know how I am... too many distractions and such lead me away from my game creating endeavours and such, but meh...

I also have no idea how long I expect it to be...
 
Star and I are STILL working on Ghost Shards.

I didn't want to revive the thread since it is so old right now. A new one will be made when we're ready! Personality, I'm also kind of making an adventure-like game and a solo RPG. :D

None of them are very far enough into development to create a thread.
 
Personally I don't want to make a project thread for something I might not have time to commit to (Is that how you spell commit? I've been using git all day so the word commit now looks weird O_o )

I'm probably going to post this wrong, but oh well.

This is the project I am secretly designing;
So a while ago we all discussed lightly and not-so-seriously about making a hentai game, whilst I'm not sure that's how far I want to go there are a number of things about most games in this genre that I totally disagree with (none of which are ethical problems).

A lot of them (from what I can see) are dating games/visual novels or something that blends both, I understand who the audience is for both of these genres (you guys helped explain that to me) but I think neither visual novels or dating games stretch beyond their predefined tropes.

For ages I've been designing (not implementing, so no screenshots) what I think would be an excellent game that uses interaction of the world to put the player into the shoes of their character, much like how adventure games are but in a fixed-camera first person setup (like Myst) but with a visual novel style story presentation.

The idea is that the player presents items or touches objects in the world so the story can change, like they can knock on a door or break a mug or grab the hand of another character and depending on past actions it effects the future actions.

So far I have diagrams of how systems will work, story ideas, test 3D models and 2D art, test graphical effects (I want people to feel they are standing in an anime) and basically nothing solid. It's all testing ideas and seeing what works.
The inspiration behind the gameplay is from a previous project I made for university where instead of using WASD for a first person RPG we implemented the control scheme from realMyst and it was just phenomenally more intuitive than a keyboard (as well as a gamepad, which our non-gaming testers found more confusing than a mouse and keyboard!).
I saw how the VN scene was all using the same 'click here to proceed, click there to go back' system and thought that the university project's control system + object interactivity would be awesome for getting the player feeling like they're in the novel.

And now that I'm doing VR research at work I'm seeing more places where the interaction can be improved for visual novels (and that probably hints at where I want to take this idea next).

I'd expect it to take a year to develop with funding, depends if I do go down the adult game route or just stick with a simple interactive visual novel at first, I know either way it would be a very interesting project.


Am I actually serious? Sort of. I've done a lot of research into lots of things and this game idea sort of spawned as a good candidate for getting more technology and research done into the BWRPG that I eventually want to make, but right now it looks like work will sap a lot of my time away and I have some friends trying to get me on board with a non-game weekend project.

I'd also make it commercial, I clicked through a lovely visual novel that was free and it was really nice with a good, warm-hearted story, but you'd buy the full version and the main character turns into a monster who sleeps with all the girls he meets, totally put me off buying it and I felt sort of cheated, I wasn't able to buy the game I wanted to buy because they were actually selling a different game than they teased, but I think the model is good so I'd make a short demo and you'd be able to buy the full version later. I'm expecting it to take as long to play as it does to read one of those choose-your-own-adventure books, so if you choose to put your fingers between certain pages (save story progress) then you can try and get a satisfying ending through changing your decisions and doing different things, but you could also sit down and stick with all your decisions and quickly hit an ending. I'd like to make it extensible too with user-created scenarios.

I could write a tonne more about the research I've done into creating an anime-like 3D environment but I'll stop now.
Inspiration for this project is;
  • Discussions held in PWOYM
  • Perihelion's 3D painted backgrounds tutorials (particularly this one)
  • The weird schoolgirl yuri anime "Sakura Trick" (Particularly their use of dots for shading + when background characters become simple, white sheet drawings to bring attention to the foreground)
  • The weird schoolgirl Yosakoi dancing anime "HaNaYaMaTa" (Use of bright colours, blooming, saturation, just makes me wish I could move the camera and inspect the detail and pick up objects in the world)
 
Xilef":3hycvyoj said:
Inspiration for this project is;
  • The weird schoolgirl yuri anime "Sakura Trick" (Particularly their use of dots for shading + when background characters become simple, white sheet drawings to bring attention to the foreground)
  • The weird schoolgirl Yosakoi dancing anime "HaNaYaMaTa" (Use of bright colours, blooming, saturation, just makes me wish I could move the camera and inspect the detail and pick up objects in the world)
Please never stop working on this project you god damn legend.

I myself can't tell stories at all which is why I stick to arcade games. I was considering finishing off a game called Arena Rumble which is a multiplayer battle arena, but obviously with Ruby people can just screw with the files and I don't even want to know what would happen to it if I made it competitive. I guess if it was a LAN game then it might work well, considering if someone cheats you could slap them the fuck up.
I might get around to posting that but considering I need to port it from Rubygame to Gosu I think ZenABS will be out before any of my new games surface.
 
ZenVirZan":dlxqgzgn said:
Please never stop working on this project you god damn legend.
What made you say this?

ZenVirZan":dlxqgzgn said:
I myself can't tell stories at all which is why I stick to arcade games. I was considering finishing off a game called Arena Rumble which is a multiplayer battle arena, but obviously with Ruby people can just screw with the files and I don't even want to know what would happen to it if I made it competitive. I guess if it was a LAN game then it might work well, considering if someone cheats you could slap them the fuck up.
I might get around to posting that but considering I need to port it from Rubygame to Gosu I think ZenABS will be out before any of my new games surface.
Arcade games are easy to make and you can produce lots, but I really think you need number of consecutively free days to get one done properly and then release. I'd like to make some arcade style games as gifts for friends and family who used to play certain arcade/puzzlers but cannot get them on modern operating systems but only being able to spend 1 day a week on it makes me feel I won't be able to finish one, I'd lose interest.
 
Xilef":2s5dx5ny said:
ZenVirZan":2s5dx5ny said:
Please never stop working on this project you god damn legend.
What made you say this?
Because I've seen both those shows, and I read your idea and I love the concept. Sorry if my enthusiasm was a little aggressive.

Xilef":2s5dx5ny said:
ZenVirZan":2s5dx5ny said:
I myself can't tell stories at all which is why I stick to arcade games. I was considering finishing off a game called Arena Rumble which is a multiplayer battle arena, but obviously with Ruby people can just screw with the files and I don't even want to know what would happen to it if I made it competitive. I guess if it was a LAN game then it might work well, considering if someone cheats you could slap them the fuck up.
I might get around to posting that but considering I need to port it from Rubygame to Gosu I think ZenABS will be out before any of my new games surface.
Arcade games are easy to make and you can produce lots, but I really think you need number of consecutively free days to get one done properly and then release. I'd like to make some arcade style games as gifts for friends and family who used to play certain arcade/puzzlers but cannot get them on modern operating systems but only being able to spend 1 day a week on it makes me feel I won't be able to finish one, I'd lose interest.
Fortunately enough for me, I have plenty of time to work on projects consecutively. My biggest problem is that I can make things with Ruby fast, but any time I feel like making a game I feel like I should be spending that time on learning C++ instead (because purely Ruby is ultimately a waste of time) so I feel bad and lose motivation again, getting me nowhere.
 
Dont really like to post too much about the things im working on because either the process slows to halt over time and the investment of time of making a decent looking thread is wasted.

I like to think that no project is ever shelved or given up on though, and though i start several projects one after the other they all contribute to each other in some way.

at the moment im working on a game, trying to get some sort of gameplay prototype operational before i start going too much into the meat of Story and design, but i always seem to be pulled into it. My problem tends to be that if i have great ideas for story i cant quite get the gameplay ideas down for a complete system. If i have an idea for a good gameplay system then i end up with massive gaps in my story.
 

Hybrida

☆ Biggest Ego ☆
Member

I'll Share a little information about a project called 'Event Solarisa'

This story takes place another star system about 18 light years from Earth. The main setting takes place on a planet called SOLARISA . The intro:

Year 9055XR
Location: Universe 2, Solaria system, Planet Solarisa, Dyson city.

Hi, I'm Xenia Kell of the planet Solarisa. I'm a super weapons expert for the Solar Alliance. Here's what's going on so far:

In the Solaria star system there's 2 factions: The Solar Alliance and the Lunar Alliance. The Solar Alliance created a device called the "Solarisa Cannon." It can transform a planet into a Micro star. They called the transformation an 'Event Solarisa'. Our people wanted to use it to create stars in the cold regions of space. This would help them terraform near by planets and make them habitable. Transforming a populated planet would surely kill everyone there.

The Lunar Alliance had other plans. They wanted to steal the Solarisa cannon and use it as a weapon to rule the galaxy. They declared war on us today, but nothing has happened so far. Our military is on maximum alert. The Lunar Alliance home planet is not too distant from our planet. If they want a fight-- We'll give them one!


The game you can play as Xenia Kell and Elyza Iliss. These women must stop the Lunar invasion and protect the Solarisa Cannon. This game is a standard rpg with guns instead of magic. No screen shots worth showing. It's pre-alpha. Just a drawing board to be honest.

To clear up any confusion the planet "Solarisa" is pronounced 'Solar-ris-sa'.

The Solarisa cannon is pronounced 'Solar-Riza Cannon'. As in "Solar rise" or "to raise the Sun." The same word is said differently. Solar-Riza is only said for the cannon, Solar-ris-sa is said for the planet and Title.

>>>SOLARISA<<<
 

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