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>> No.9182691 [View]
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9182691

>>9181254
>I don't really know what I'm asking, just general advice?
>At work I'll write down ideas for environment design

I'm not really a "dev" but I'm also aspiring to be one. My advice would be, start with making maps for the kind of shooters you want to play while also working on other relevant skills (coding, making 3d models, learning sprite art etc) on the side.
From mapping there's a natural segway to modding, you could do something like weapon / NPC skins, models etc, get a feel on how all of that works.

The idea here is to not have to start with a HUGE project on your hands all at once, but rather something with a manageable scope from where you can expand. If you don't have the commitment to start with a *map* for a game, chances are that you'll give up on the game project as well especially since you're still very much undecided on the style.

Dunno if you're committed to doing it alone / have a strong vision you MUST fulfill on your own but you have a stronger chance of getting somewhere if you learn to do something concrete (like map design and having working showcases in an actual shooter) and then pitching the idea to someone who's more gifted in art, coding, music etc.

The thing is, you have to bring SOMETHING to the table other than just ideas / being the lead.

Tl;dr , download Doombuilder, Hammer editor,Mapster 3d, Trenchbroom etc, some game with gameplay that is closes to what you're thinking of doing and construct gameplay sections you want to achieve etc, maybe make a full map after that etc.

That's how I'm personally planning on starting. First making a map or two, maybe even a small level set. Elevate that into a mod and mix other people's work like custom guns / enemies (with credits / permission of course) with maybe some of my own work / commissioned sprites.

But that's only after I get past the initial stage of producing a testbed map.

Good luck dude!

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