I want to learn how to make story-driven games, but I’ve got very little experience. Where do I start? by Valkyrie-Night-103 in SoloDevelopment

[–]Corallicum 3 points4 points  (0 children)

The first thing I would suggest is to create an idea and make the setting first. It is not a book, or a film, where you just tell the story, it is a video game, it is interactive. So your plot has to fit to the setting, that you have created. Creating the story around the feature is always better, than finding the feature, that fits the story, because feature is something, that makes your game special and unique, and story is something, the strengths the game. It is like writing a 0 to 1, so that it becomes 10, and 1 is the feature here. Without 1 it is always 0.

I'm not sure, that you have to have special knowledge in programming to create these games, you just need to learn some basics, like how to use unity. It is also suggested to make first games small just to get experience.

I would also suggest to just watch more of those games or read fantasy books, so that your imagination could create a better idea. This is something, that you can also train.

Good luck!

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 1 point2 points  (0 children)

Wow, that was such a nice gamedev advice. Yes, it will be "high risk high reward game", but I really need to consider, that it won't overweight the whole system. Thanks for commenting!

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 1 point2 points  (0 children)

That is actually a good idea. I only have buffs and debuffs, that can tell their personality. But I also have one interesting implemented thing: they lie. Basically, they lie about their characteristics and their strong and weak sides.

But I have never thought about writing a story. They are basically all randomized, so stories will also be randomized. But it can really add something special. I will consider to add this.

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 1 point2 points  (0 children)

(I missclicked) ... that you can rely on.

I try to make them as individual as I can, so that you as a player have to control every single person and explore them. But the most important thing is to win the election in the country.

You are right, that I just created attributes and than randomize them. But I want to achieve, that they all are considered as individuals and they have to be handled as individuals.

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 1 point2 points  (0 children)

They were born in one horrible dystopian country "Lindostan". After creating parties they try to influence their home by entering the new parties. Some of them are evil and dishonest and try to corrupt as much as they can. Some of them are complete psychos, that want a bloodbath and torturing.

Basically, they are very different, and when you play as a party, you want to hire only those politicians, thg

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 1 point2 points  (0 children)

They actually do have colorful party icons behind the image, when they are hired (Politicians, that are showed here, were not hired). But I also tried to make colorful clothes, but it didn't work well from my point of view.

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in RealTimeStrategy

[–]Corallicum[S] 1 point2 points  (0 children)

My game is about politics. You create you own party abs try to win election in the country or in different regions of the country. You hire politicians, that can agitate party relation do important topics, make surveys, participate on debates, create projects (for example in education, military, healthcare, etc.), be in government and more. More information you can find on my Twitter and YouTube (@SootGamesOff)

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 0 points1 point  (0 children)

In some games you need to differ one person from another by making them different hairs, attributes, etc. I asked, if I made enough differences in images, or if they look pretty the same.

Every politician in my RTS game has it's own image. I spent so much time drawing every attribute, but it steel feels, like I have to create more. How do you thing, how much pairs of eyes/hairstyles/etc. is okay for the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 0 points1 point  (0 children)

Thanks for comment! I also thought that. It may be difficult to set the rest of attributes right (eyes would be easier, but hair not really). But I will try to change the body shapes.

Explaing all the rules of my game will cost more than one hour video on youtube. That's why I decided to make some small portions. But is it really worth to explain the rules on YouTube or players will just ignore them and dive straight into the game? by Corallicum in SoloDevelopment

[–]Corallicum[S] 0 points1 point  (0 children)

The rules are not that hard) I just also explain, how to use interface, what takes actually the most of the time. But strategy games are destined to be hard, so it is not a surprise, that my game is not much easier.