Game Development Community

Making a survival game. Need opinions

by Varun Choudhry · in Game Design and Creative Issues · 07/05/2015 (3:06 am) · 7 replies

Hello I have an idea of a game and really need some feedback. I can handle the 3d models and map but I am pretty bad in scripting and have completedthe tutorial and I need a advanced programmer and I'm 16.
Here's the idea:

Survival game
-Huge open world
-Hunger & Thirst
-Weapons
-Multiplayer
-Fully Destructible Environment
-Day for scavenging and hunting with minor enemies
-Night for alien invasion
-Variety of aliens with weapons and sizes
-Pickups from aliens
-Limits to amount of weapons carried
-Vehicles
-Once dead then start over

About the author

Recent Threads

  • How to add weekly events?

  • #1
    07/05/2015 (4:18 am)
    You should be realistic with what you can achieve, first you should focus on accomplishing small realistic tasks, once you got them working you can continue to add your other ideas.
    For example you could focus on getting the feature of hunger and thirst to work and have the player collect items to reduce hunger and thirst, once this is working you can go on with the next feature.

    Other options are you find someone or more people to team up with, since alone you will not get very far that soon.
    #2
    07/05/2015 (4:39 am)
    I've been really thinking about thirst and hunger. I don't think I will add it. It may act as an restriction to people who want to explore and enjoy rather than scavenge for food.
    And I am looking for a programmer.
    #3
    07/07/2015 (12:25 am)
    Listen to Duion's advice, break down the project into smaller projects and tackle those individually. You'll be surprised at how complicated even the simplest concept turns out to be once you actually try to implement it.

    Advanced programmers usually charge money for their services. Try to flesh out your plan a little bit more before asking for professional help with your game. Try Indie Team up and try to assemble a team.

    -Huge open world

    Any game world needs to be carefully planned out. There are no magical solutions. Define the actual size of your world, make mock-ups (test maps). Designing such a map requires you to think about player size, how fast you want to move through this world, etc.

    -Hunger & Thirst

    This seems like the simplest system to implement as Hunger and thirst can be reduced to simple variables, illustrated by a bar. Decrement those values over time and increase them when items are picked up or used. If you plan on using T3D, Look at the health kit for examples.

    -Weapons

    Melee, ranged? Projectile, instant hit? Think about what weapon types your game needs and note that each type will required different code.

    -Multiplayer

    Again, you have to think of how multiplayer will work and test the functionality a lot. It's not as simple as telling the game to be multiplayer, every system in your game will need to be created with server-side code and client-side code in mind. Performance is the key here.

    -Fully Destructible Environment

    No such thing. Most games will either focus on destructible trees and props or destructible terrain but making everything destructible, especially in a multiplayer environment is a true engineering challenge.

    -Day for scavenging and hunting with minor enemies
    -Night for alien invasion

    This is relatively simple to handle. Set a flag when nighttime officially begins and make your changes there (spawn alien invaders, etc.)

    -Variety of aliens with weapons and sizes

    This might seem like you only need to make 3D models but in fact, you have to think of the implications. For example, a giant-sized enemy destroying the landscape might be fun but its Artificial Intelligence will not be the same as an Alien who would take cover, shoot guns, etc. If aliens use navigation points to travel on the map, what happens when you destroy the terrain/buildings? It is unrealistic to have several AI taking into account a constantly changing environment and expect good performance. You have to "cheat" somewhere.

    -Pickups from aliens
    -Limits to amount of weapons carried

    Those are amongst the simplest challenges to tackle. What pickups? Ammo, health, food, liquid, power-ups?

    -Vehicles

    Vehicles are easy to implement with Torque3D (if that is the engine you choose) but very hard to make them enjoyable. It requires considerable amounts of tweaking in order to get vehicles working how you want them to. Vehicles in multiplayer and alien-driven vehicles add layers of complexity.

    -Once dead then start over

    The popular term for this is "Perma-death". Once the player dies, kick them back to the start menu. Pretty simple to implement as well.

    Good luck!
    #4
    07/07/2015 (1:13 am)
    Thanks
    #5
    07/10/2015 (1:17 pm)
    Quote:
    -Multiplayer

    Again, you have to think of how multiplayer will work and test the functionality a lot. It's not as simple as telling the game to be multiplayer, every system in your game will need to be created with server-side code and client-side code in mind. Performance is the key here.
    With T3D you will want to test everything in all three configurations - single player, multiplayer hosted from a player's game (using the Host option when starting the game), and when hosted on a dedicated server. I have found several situations where a particular piece of script will work perfectly in two of the three configurations but will act differently in the third - you have to test constantly in all three configurations to catch and correct these sorts of things.
    #6
    07/12/2015 (3:16 am)
    Thanks for the advice. I'll do that only!!!!
    #7
    07/30/2017 (6:07 am)
    Well played spam guy.