> I was asuming that the long-term vision of this game is to target 50+ hours for one play-through.
That is crazier than a soup sandwich. No offense, just wanting to add some perspective here:
Making decent game content takes quite a long time. Even if I stopped coding on Flare and focused all my free time on content, it will probably take me a month to create one additional hour of gameplay.
My "oh shit, this might be aiming impossibly high and I could fall way short" goal is to make a 12-hour single player campaign. Which I expect will take a year minimum.
I don't mind resetting skills. Savegame files are in plain text; if you need to respec, for now, just set build=1,1,1,1. I can do an in-game method later.
Having attribute levels always cost the same is an interesting idea. I'll keep it in mind. If it's a popular request, I could implement it as an engine option.
We'll remove the entry if they fail to attribute properly.
You have a misconception about the requirement that "remixes be shared". I assume you're talking about CC-BY-SA. Let's say I create a derivative work of a CC-BY-SA work. If I only keep it on my hard drive and never distribute it, I'm not in violation of CC-BY-SA.
Share-Alike means that if I actually do distribute this new work, I must give attribution and must use the CC-BY-SA license. When we remove the art from OpenGameArt isn't no longer being distributed (here at least).
I grew up near woods and wandered them on occasion. The level of detail needed to really capture a forest is tough. I'm not even sure how games would handle moving through underbrush, getting caught on thorns and branches, etc. The feeling of really being in a forest is much different than the way it's done in any video game I've played.
Feel free to report issues like this as soon as you see them. You're the first to report it (though it's not an issue for people who have the SDL frameworks installed locally).
I put up a fixed (hopefully) version, please try it:
This next part is going to sound biased, because I am biased.
The barrier of entry to be a "writer" in general is low. Anyone who is literate could call themselves a writer, albeit not a great one. Because everyone is capable of writing, it's really tough to stand out as a great writer. The training and skill required to be a great writer is far softer than the skill to be a technical artist or programmer. Chances are, some artists and programmers on a team are passable writers, while writers are unlikely to have art or code skills.
So you have to stand out from the gulf of mediocre English majors who dream of being game designers. There are far fewer job positions than people interested/qualified -- that disparity is probably much more drastic than game artists/coders. Everyone wants to do the "easy" part of game creation (design) and let the nerds to the hard parts. You and every other gamer out there.
So here goes:
1. Write a lot, and publicly. Start a blog about game design, and analyze story points in popular or indie games. Write 1,000 opening paragraphs for fiction novels, show that your writing can grip an audience immediately. Write short stories, novels, game scripts.
2. Be multi-disciplined. Learn scripting languages by creating mods for games. Practice art sketching so you can story-board your plots. Build a portfolio that includes your flirtations with game code/scripts and art/concepts.
3. Consume and analyze. Read ALL of TV-Tropes. Play every good and terrible game you can get your hands on.
4. Make games. Even if you just mod other games or use RPG Maker, find ways to put your stories in gamers' hands. Do this as a hobby at first. If you're good enough, you could get noticed and move up to the pros.
I haven't thought much about organizing translations. I don't even have gettext added to the project yet, much less a settled story that needs translating.
Not to be discouraged though. It will come, just slowly. Damn real life!
Also
> I was asuming that the long-term vision of this game is to target 50+ hours for one play-through.
That is crazier than a soup sandwich. No offense, just wanting to add some perspective here:
Making decent game content takes quite a long time. Even if I stopped coding on Flare and focused all my free time on content, it will probably take me a month to create one additional hour of gameplay.
My "oh shit, this might be aiming impossibly high and I could fall way short" goal is to make a 12-hour single player campaign. Which I expect will take a year minimum.
I don't mind resetting skills. Savegame files are in plain text; if you need to respec, for now, just set build=1,1,1,1. I can do an in-game method later.
Having attribute levels always cost the same is an interesting idea. I'll keep it in mind. If it's a popular request, I could implement it as an engine option.
Neat! Nice addition to my old set.
We'll remove the entry if they fail to attribute properly.
You have a misconception about the requirement that "remixes be shared". I assume you're talking about CC-BY-SA. Let's say I create a derivative work of a CC-BY-SA work. If I only keep it on my hard drive and never distribute it, I'm not in violation of CC-BY-SA.
Share-Alike means that if I actually do distribute this new work, I must give attribution and must use the CC-BY-SA license. When we remove the art from OpenGameArt isn't no longer being distributed (here at least).
Good point about forests.
I grew up near woods and wandered them on occasion. The level of detail needed to really capture a forest is tough. I'm not even sure how games would handle moving through underbrush, getting caught on thorns and branches, etc. The feeling of really being in a forest is much different than the way it's done in any video game I've played.
I'm a whore for bridges, or bridge-like structures.
Let me run atop a massive, ancient, crumbling aqueduct and you've given me my new favorite game.
I see, getting closer.
Please try again, this is a new upload:
https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip
Feel free to report issues like this as soon as you see them. You're the first to report it (though it's not an issue for people who have the SDL frameworks installed locally).
I put up a fixed (hopefully) version, please try it:
https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip
Sounds like a hard gig to land.
This next part is going to sound biased, because I am biased.
The barrier of entry to be a "writer" in general is low. Anyone who is literate could call themselves a writer, albeit not a great one. Because everyone is capable of writing, it's really tough to stand out as a great writer. The training and skill required to be a great writer is far softer than the skill to be a technical artist or programmer. Chances are, some artists and programmers on a team are passable writers, while writers are unlikely to have art or code skills.
So you have to stand out from the gulf of mediocre English majors who dream of being game designers. There are far fewer job positions than people interested/qualified -- that disparity is probably much more drastic than game artists/coders. Everyone wants to do the "easy" part of game creation (design) and let the nerds to the hard parts. You and every other gamer out there.
So here goes:
1. Write a lot, and publicly. Start a blog about game design, and analyze story points in popular or indie games. Write 1,000 opening paragraphs for fiction novels, show that your writing can grip an audience immediately. Write short stories, novels, game scripts.
2. Be multi-disciplined. Learn scripting languages by creating mods for games. Practice art sketching so you can story-board your plots. Build a portfolio that includes your flirtations with game code/scripts and art/concepts.
3. Consume and analyze. Read ALL of TV-Tropes. Play every good and terrible game you can get your hands on.
4. Make games. Even if you just mod other games or use RPG Maker, find ways to put your stories in gamers' hands. Do this as a hobby at first. If you're good enough, you could get noticed and move up to the pros.
I haven't thought much about organizing translations. I don't even have gettext added to the project yet, much less a settled story that needs translating.
Not to be discouraged though. It will come, just slowly. Damn real life!
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