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Post by William on Jan 21, 2016 13:17:33 GMT -5
So, something I want to do this year is complete a game or, at the very least, complete a mod. But I wanted your guys opinion since you are probably going to be exposed to it much more than anyone else. I already have the concept for it and I have invited Darin to join me on the development team. So either choice is valid and won't alter the main concept. But on to the differences. The main difference between the two would be that if we do a game, it will be mostly multiplayer with a slight possibility of a singleplayer story, but if we do a mod for Warband, it will be mostly singleplayer with a multiplayer component. And of course, graphics, gameplay, and other components will be dependent on whether we do a mod or game as well, so keep that in mind. I would really like your input on this, before I move forward in development
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Post by Krex on Jan 21, 2016 13:25:53 GMT -5
Going with mod here. There is a great modding community with lots of experience that you can ask if you get stuck at some point. Also, developing a game takes longer and, at least I'm, people are pretty overfed with indie games.
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Post by William on Jan 21, 2016 13:30:22 GMT -5
Going with mod here. There is a great modding community with lots of experience that you can ask if you get stuck at some point. Also, developing a game takes longer and, at least I'm, people are pretty overfed with indie games. Makes sense. I like the input! Having a mod would also allow the lore of the world to show through.
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Post by Gadric on Jan 21, 2016 13:37:13 GMT -5
Entry into a relatively oversaturated market is always hard for beginners. The reason I vote for a mod is because the initial reaction to a complete mod is always overwhelming the one of a complete game. If your mod ends up being bad, people will just view it as that, a bad mod, no biggy. But a whole and complete game is on a higher level. Especially if you release it through the shithole that is Steam Greenlight. Gain some trust with your mod; it's always good to have a portfolio before you dive deep into making a full game. If your mod gains a following, all the nicer and that is something to take with you in the future. Like with the guys of the Middle Earth Roleplay Project that got a cease and desist from Warner Bros. They're currently make their own game on CryEngine called Lays of Althas, they got their following through their mod 'cause the stuff they showed off was pretty high quality. Also, with a mod. Wait for Bannerlord, the creation engine for that looks a lot more accesible than Warband's. :] Just my serious two cents. Give it a good thinkover before you actually step into commercial game developing. It's a pain in the arse to make a game that ends up being either bad or broken and I wish only the best for the both of you. Few tips: - Work with exsisting material, that meaning, an established franchise (since it's your first project). It's much easier to turn eyes with some unused, yet popular, stuff (i.e. Wheel of Time, First Law trilogy etc). Homebrewn fiction often gets a lot of eyes rolled at it unless it is novel quality. Reason being is that it is hard to attach yourself to a universe you step in knowing nothing about. - Take your time. Self-explanatory. Good luck, guys!
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Post by Darin on Jan 21, 2016 13:59:27 GMT -5
I'd say mod as well, however I'll be a lot more limited in ways I can help as I've never done much with Warband and I'm not very fluent in Python. That said, I think a mod is the best way to go for the reasons stated above.
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Post by CreamPie on Jan 21, 2016 15:25:31 GMT -5
I think now is the perfect time for a Warband mod, but I personally think you should focus it more on the multiplayer side and here's why:
The current multiplayer Warband community is small (200 or so players? I think 250 were signed up competitively recently). Being a part of this community is a HUGE advantage for you. It gives you easy access to dedicated players that would be willing and eager to support you. These aren't casual players like in other games. They really know the game and will easily pick up on any mechanics that aren't quite working. Plus, being a bonded community of friends, they will give you honest opinions and feedback. When are you going to be in a close knit, 5 year+ gaming community like this again? Take advantage of that!!
Bannerlord is getting closer to being released. This means that releasing a mod now gives you the time and experience needed to release a Bannerlord mod. If you want a solid trial run before the new game (with 10x more people in it) to come out then now is the time. It will be so much harder to get noticed after Bannerlord comes out. Build up the reputation as a good mod developer now, and people will flock to see what you create for the new one. Plus, Warband is going on sale a lot and new players (ie new fans of you) are slowly trickling in right now. That gives you a chance to noob-proof it on a small noobie audience.
Lastly, the current veterans are getting bored waiting for the new game -- give them something new to be excited about in the meantime! Help us revive competitive play again. That's the complaint I hear most, so go where the "need" is.
If you are going to do this, then do it now. I can not stress this enough. You have a small window of opportunity and may never find yourself in this position game-wise again.
Also some caring advice -- don't make it overly complicated. Your mind is brilliant which is a wonderful thing, but I've also seen it as your curse. Keep in mind that your audience may not be able to (or desire to) keep up with what your mind can create. So when you find yourself in a loop of "what if we did this?!" - take a step back and see if it's truly necessary and/or greatly improves the game.
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Post by Varangian on Jan 21, 2016 15:26:51 GMT -5
Stormlight Archives mod! But I vote for a mod, these wonderful people pointed out why. I agree, brevity is the soul of wit as they say - keep it simple. But keeping it simple often requires understanding of the more complex stuff, and you have that understanding!
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Post by Dryykon on Jan 21, 2016 16:42:40 GMT -5
I might be joining the Full Invasion 2 dev team as their mapper... But either way, I can help out (to some extent) with mapping.
I'd also love to learn modelling and coding...
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Post by William on Jan 22, 2016 18:59:13 GMT -5
I think now is the perfect time for a Warband mod, but I personally think you should focus it more on the multiplayer side and here's why: The current multiplayer Warband community is small (200 or so players? I think 250 were signed up competitively recently). Being a part of this community is a HUGE advantage for you. It gives you easy access to dedicated players that would be willing and eager to support you. These aren't casual players like in other games. They really know the game and will easily pick up on any mechanics that aren't quite working. Plus, being a bonded community of friends, they will give you honest opinions and feedback. When are you going to be in a close knit, 5 year+ gaming community like this again? Take advantage of that!! Bannerlord is getting closer to being released. This means that releasing a mod now gives you the time and experience needed to release a Bannerlord mod. If you want a solid trial run before the new game (with 10x more people in it) to come out then now is the time. It will be so much harder to get noticed after Bannerlord comes out. Build up the reputation as a good mod developer now, and people will flock to see what you create for the new one. Plus, Warband is going on sale a lot and new players (ie new fans of you) are slowly trickling in right now. That gives you a chance to noob-proof it on a small noobie audience. Lastly, the current veterans are getting bored waiting for the new game -- give them something new to be excited about in the meantime! Help us revive competitive play again. That's the complaint I hear most, so go where the "need" is. If you are going to do this, then do it now. I can not stress this enough. You have a small window of opportunity and may never find yourself in this position game-wise again. Also some caring advice -- don't make it overly complicated. Your mind is brilliant which is a wonderful thing, but I've also seen it as your curse. Keep in mind that your audience may not be able to (or desire to) keep up with what your mind can create. So when you find yourself in a loop of "what if we did this?!" - take a step back and see if it's truly necessary and/or greatly improves the game. Good advice, and thanks for posting. The thing is, I do want it still be in the world I have been spending a lot of time creating. But that said, I can probably streamline it a bit, and make it a good multiplayer mod. In fact, I have several ideas now about it.I will make a new post once I figure some stuff out. Hopefully the ideas I have are good and will work well in practice.
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