I'm just gonna go ahead an be a
dick. Grammatically correct would be "geisterschatten" (if its the shadow of the ghost) or "Schattengeist" (feel free to disregard this though) And yes, so fitting in fact that I can almost hear the music in my head now that Ertlov mentioned it.
-Wolf
(long reply to Duchenkuke coming later)
First, I'm still recovering from my flu and so not equipped to format this in a decent way so take everything I say with a grain of salt.
I'm going to talk a lot about my own game making history, not because I want to make this about me but because we are not so dissimilar. You just had a far faster leap forward than I did for various reasons thus the disillusionment is also setting in faster.
My last full release was not 2 years ago but 8 years ago. I finished a full project in 2006, 2008, 2009, 2010 and then... a ton of discontinued projects, demos and some modelpacks. The reason for that being that my 2010 release got popular (
this crummy thing). Before that my games had about 100 players, all also users of that software, suddenly one had several ten thousand, got printed on disc and was in the media (to a very small extend but for much younger me that was kind of a big deal
).
Released in 2010 and I still haven't gotten around to give it a presence on
my website.
I suck!
You may have experienced this rush with your first project on steam. Now you have an audience! and people on here who hold your work in high regard so your next project has to have more features, has to be bigger, has to be better. You might even compare it to actual studio releases (which I notice gamers do to a far lesser extend than we devs think). The latter of course, is poison. (despite your last demo being rather close to mimick a slightly older studio title)
Its the equivalent of a short chubby chick standing in front of the mirror comparing herself to the girls in a victorias secret catalogue. Thats okay, not every guy wants a long legged top model and not all videogame players play only AAA blockbusters. Where was I going with this? Ah yes! Knowing your limits. This is something I have struggled with for most of my "career". You know in your head how to accomplish certain things and kind of repress the work hours it would need and the probability that the rather fragile tools we use (always keep that in mind when writing a plotline btw. I didn't do that, learn from my mistakes.)
You had your run ins with game gurus performance issues but its predecessor, fpsc, killed several projects that I poured a lot of effort into. Thats why I eventually quit making games for a good year but as you have probably noticed, its rather addictive.
Just look at this
list of stuff and its not even complete.
One last thing about my creations and then I'll reply to your specific questions. This is
Shavra. I started it pretty much upon GG's release and its the game I always wanted to make. Just that I had to realize that I can't. I don't have the skills to make that game. In fact, the project started in 2010 as "
Relict", became "
Relikt",then low res
Spyra then high res "
Spyra" .
As an artist, I have the "the road is the destination" mentality which is why I don't see this as a waste of time but as a learning experience but you can certainly see how it frustrated me to just look at it and realize that I just can't make it
good.
The reason why I bring all this up is so you know that I truely get you and that there is only one way to get out of it. Make a little ritual of it.
Sit down, really think about what kind of game you want to make, what type of experience you want to convey and what kind of story you want to tell. Now look at the tools and skills you have and try to mold this together so its actually possible for you to do it (within a reasonable timespan) and
then devote yourself to doing it.
Thats what I finally did with Acythian after learning a lot of lessons the hard way.
Quote: "How do you guys stay motivated?"
Videogames allow for a unique artistic expression by combining all art forms into one. I approach it as such and don't necessarily derive any inspiration from other games (sometimes yes, but most of the times no). Its fun and rewarding in a way, its escapism and I also have an urge to create things so making videogames is a cheap, convenient and effective way to do so. Acythian is going to be a silly shooter for most but for me its a short story, a painting and a challenge at the same time.
Keep in mind that someone working on an oil painting is usually also spending months on it (except for Bob Ross, his Kung Fu is too strong.)
How do I stay motivated? When I take the train to swizerland and see the run down railway equipment in france I want to model it. This morning I saw Alien 3. The whole movie takes place in a terribly depressing basment, it was beautiful! I wanted to make a map right away.
How do I stay motivated to keep working on the same project? Thats relatively recent that I figured that out: I don't allow myself to start anything new until it is done.
Quote: "How do you write a story ?"
This is
good writing advice neatly packaged in sarcasm.
A good video game story has to have 2 parts (yes, big experienced studios don't have to follow this but us amateurs should):
1 -
simple core plotline. Our player has to do reach X and do Y. Keep in mind that when you take away the smoke an mirrors, videogames are just interacting with things in a simulated 3 dimensional space. That is why most games are about fighting stuff...its the path of least resistance to create something engaging. Its a hundred times easier to simulate an engaging sword fight than it is to simulate an engaging interactive conversation. Also note that here you have to decide how many NPC's will be there and how to engage them. Conversations are hard to do. The first few frictional games releases (an indie studio) had you contact NPC's over intercoms, or computers that you would eventually find dead. "Observer", a recent cyberpunk adventure has you talk to people through doors. I bring this up because I've overhauled some peoples GDD's and noticed that many included a large cast of characters not knowing how insanely hard it is to do that believably.
(Star Wars: The Empire Strikes Back is a good example of a simple core plot line while "The Phantom Menace" is a good example of a needlessly convoluted one.)
Examples of simple core plotlines:
*Marked one hast to kill strelok, Strelok/Marked one have to reach the center of the zone.
*Riddick has to escape the space jail, now Riddick needs a ride away from the prison planet
* Corvo needs to kill all the bad guys, to topple an illegitimate government and put the rightful king on the throne.
*Find your father, he has a giant water filter.
2. Deep convincing lore:
While the primary story of the game should be simple to grasp and follow for the player, so he kinda always knows where he is and why, you will now want to make the world around him believable and engaging. Side characters, factions, circumstances, places should all have their own back story. If you are inclined to write or invent stories otherwise you'll do this automatically. The elder scrolls series is a good example: Even though you mostly punch spiders in some rotten cave there is also a whole world around you with its own pantheon, customs, tribes, cities, so forth. Even if your game is a corridor shooter on a space ship, dropping the occasional hint of what civilisation is like outside of your games parameters can greatly enhance the experience. Always ask "why".
3. Characters: Characters need to be products of their environment and be multi dimensional human beings if you are going to have them. For simpler games you can just hint at these things. Just avoid two things: Jack Generic and Mary Sue.
4. Visual storytelling: Design both a level and a place. If the environment is atmospheric and believable the player will get immersed. Thats why Thief and Deus Ex work so well despite not having aged good at all visually. An example: The trader in your demo just kinda stands there in the open in an awkward hazmat suit. Sidorovic in Stalker sits in an old soviet bunker, to see him, he has to open the automatic door and still he will be behind bars. This is because he sells weapons in a society of opportunists and criminals. Hazmat guy could be shot by any random bloke with a hunting rifle and be rid of all of his merchandise. Thief 3 does some amazing visual story telling while keeping it lowpoly btw.
This does not need to be long at all. Just write down your basic plotline and then you have something you can build upon. While doing so you'll also get ideas of how to put that into GG.
Quote: "Whats your workflow?"
Dream up core gameplay ideas, concept and locations.
Basic Plot
List of levels required to complete plotline
List of possible additional levels you might want to have (never more than 2)
Making sure I have a good base of assets and scripts so I can start working on the actual game.
Working on levels. Its a mixture of sticking to a primary idea, working off of concept art or photos and winging it.
Adding gameplay
Polishing levels
Polishing gameplay
Sound
Complete Project! Excitment, extasy and then:
Runtime Error : 5005 I'm afraid I can't let you do that, Dave.
tl;dr - Think about the game you really want to make and commit. Its not always going to be fun, there will be long streaks of pain and boredom...thats part of the gig.