Game Development Community

Which genre

by Ed Mize · in General Discussion · 08/16/2006 (5:58 pm) · 5 replies

Greetings,

Ive been learning all I can and though Im nowhere near ready; Ive decided its time to attempt my first game. Im not deluded into thinking it is going to be marketable much less the next big thing. My motivation is purely to see what Ive learned and where I need to concentrate more (actually I know that answer.. my programming skills BITE heeh.) I just feel trying and failing might motivate me to learn more or maybe even surprise myself that Ive picked up more then I thought.

I have two different game ideas Ive been tossing around in my head for quite sometime. One is a multi-player FPS with a twist and the other is an single-player action game with mild RPG elements. While I know it would be easier and much smarter to try at a simpler puzzle type game; I figure how would I motivate myself to pour my heart into the project if it is not something I want to build.

I would like to hear from the experienced designers out there oppinions on which of the two genres would be "easiest" to make a go at it.

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#1
08/16/2006 (6:51 pm)
Remake an old classic game. Make pacman. how bout that? that sounds like fun... maybe i should remake pacman instead! Ok. that's what i'll do. you pick another game :p
#2
08/16/2006 (7:09 pm)
Well, I don't know how "experienced" I am, but I would say a multiplayer FPS(especially if you are using Torque, since you basic multi-player FPS engine is already built-in). No pesky inventory systems or advanced ai to worry about :).
#3
08/16/2006 (9:06 pm)
Thanks Okashira :)

The inventory and AI was something I was already considering being a complication. Plus needing a back end for saves. I just wasnt sure how that would compare to beating head against wall over networking issues for multiplay.
#4
08/17/2006 (7:46 am)
Uh, it seems to me like an FPS would be harder to code than an RPG. The ai is just "use A* for pathfinding" and "walk to the enemy and attack" (if there's even walking involved in battles). If you make the inventory system just a list of text, it's pretty easy to deal with.

Simple RPGs are relatively easy to code, but they require alot of art/story/music resources.

If you use something like Torque (which seems likely since you're in this forum), an FPS might be more reasonable. It's all the 3d code and such that would be a problem. Networking isn't too hard.
#5
08/17/2006 (9:36 am)
Ramen is on to something -
i'd try to pick a project which i think i could actually finish and even if it's rough i could send my friends an actual game instead of screenshots or mock-ups.