Is this game idea do-able?

Akai Oni

Newbie
Jan 28, 2018
48
24
The thread looks interesting, so let me give you my insight as someone who plays a lot of games in general, although this is just my views and opinions, and i'm not exactly what you called an expert in programming, but hopefully my insight can help you or make you ponder on some stuff.

Making an open world game with a lot of stats and characters looks quiet easy at first, just stick stuff in, make commands according to stats, and done. Problem is, this isn't as easy as people would usually think. Since you want to make this game accordingly to your wish and fetish, you'll need to know the platform the game is going to take place first. Usually Unity is the best choice for this types of game, but another problem arises, starting from assets, commands and programs behind it, ideas and characters, direction of the story, not to mention sound effects and music.

If you want to make a game out of it, you're either going to need a team which i'm sure you need to pay or you can do it yourself. You'll definitely going to need a team if you want to make the game into something that is actually enjoyable and has a lot of implementation and ideas inside it. You'll also need to distribute your ideas somewhere and make it big enough for people to support you. This is way easier said than done, but mostly game developers failed at this stage due to the project either too hard to make by them self or there's just not enough interest from other people. You're going to need to make something that works, distribute it and advertise it, hoping that it'll work, and then finally once you gain enough interest you can start a fund raising like Patreon to get people to pay for you to make a team on your own, which you now need to have the idea sorted out for new team members to understand the direction and implementation the game is going and to program it accordingly, although now that you have people paying money for you, you have to give those said people exclusive content and additional stuff like cheats or something else.

Deadlines and more work hours are going to be a thing now since this has turned into a job, you have to pay your members daily. Suddenly, you realize there's a bug and that your game has places that goes out of bounds. More patches. The code you make breaks the stats, causing it to not work properly. More patches. The animation is hella weird and the story is not engaging enough, and you're in a shitty time. Finally, after months, your game reaches it's first stable build and people try to play it, only to realize that the amount that you have put in actually is just 1 hour and 20 minutes of stable content and people want more.

Finally, your game has cover the very bare minimum of your corruption fetish and hentai websites has heard your Patreon name. Suddenly, F95zone says hi and stole your undies at night, and you woke up realizing that your Patreon follower will not increase much in followers since 1 of your Patreon subscriber decided to be a good guy and shares your Exclusive content to F95zone and torrent websites. Ow man, there goes your "should've been mine" revenue.

After 2 years, the game is has just reached beta, now with its hard earned original character, complex stats that hasn't finished, and a decent "55% rating on Rotten Tomatoes" story. Your team is now consisting of a 4 programmers and revenue isn't looking so good since the game hasn't really took off after a while. Suddenly you realize that the game isn't actually what you thought it should've been and it actually falls short of your expectation, especially in gameplay and main story. Can't really change it now, and you gotta work with it.

Guess what, you got bored, people lost their interest since development is too slow, and the reviews on F95zone discourage your hard work. Suddenly, you either :

A. Decide that the game ain't worth it anymore, and decide to close it
B. Rush the game and make it complete even though it's way far from your originally expectation
C. Decide that the game has been "finished", and moved on to another project

Not a lot of people succeed on making a game for the first time, especially without any knowledge of game development and market demand on the first place, since you have to be unique and engaging, which is not only hard, but frikin rare.

Back to the present, team seems to be a bad idea, so you decide to do it alone.

You're going to be able to write the story on your own and to make the chara yourself. You learn how to program and all, problem is it takes too frikin long. You reach your first beta, with all of your expectation 3.5 years later. Too late dude.

Point is, making the game with decent stats is already hella hard. Complex use of stats that correlates with the story? Seems like a far fetched dream. My advice is for you to make smaller and focused fetish first. Gameplay is the usual "repetitive style" of a porn game, but it works out. Maybe try using RPG maker just to train the ability to make a story? Maybe make an animation using unity as a base just to train your ability to animate that hentai scene and ability to make proper texture for your world?

Are your ideas doable? Hell yea.

Will it take a long time to make the game into a good corruption game that people would actually like and reference back to? Hell yea

Will the idea crash and burn if you try to make it without any prior experience in aspect of coding, story telling, animation, texture making, gameplay, proper music/sfx, characteristic npc, and finally, the very point of the game, the main fetish itself? Hell yea dude.




Very short way to answer your question is that your idea is doable, but whether people will make it or you will make it is questionable, since making the game the way you want it to is money and time consuming, while it doesn't really give anything back most of the time.
 
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Dec 8, 2018
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Thank you Uradamus,
I realize I was being a dumb ass and very naive. Still, I do think your constructive criticism is not without merit. I will DL the game you suggested to get an idea of what you're talking about. Like I said before, I was under the impression that there was going to be a program that I could use and just drag and drop. I see now that is and will not be the case. I do plan on paying for some things, as one does in any hobby.
One of the reasons I want to take on this Hobby is to learn and also to make a game I want to play. I hope I can also count on you to give me advice, just like the advice you gave me here. I'm sure I will be able to make something. Maybe a bit smaller than I had hoped but, something that could grow. The people that have commented here, sharing their thoughts, all started not knowing. They have made games, I guess, I'm sure what they have made looks nothing like what they had envisioned. When they stood right where I'm standing now, THEY decided to give it a try, as did you Uradamus.
In a way, I'm picking up an old Hobby again. When I got my 1st PC, I did not know how to make a lightning bolt flash across my screen (a TV screen actually, as I had to connect that "PC" to our tube TV) with thunder. Two days and over 1000 lines later, there it was. 5 seconds of flashing lightning and thunder. 3 years later, I made a program that would randomize planets, give them names, atmospheres, draw them and then display it on the screen, That was cool!. I would have loved to have had a place like this back then. IRC and 2800 only went so far ;).
Sorry, I got long winded again, thank you Uradamus, you got me reminiscing. I want to make something cool again. I think will start with the story, set the seeds for future worldbuilding. Then what I want the player to experience. That will tell me what tools I will need and move from there.
PS I will also take the time to read your dev diary, Uradamus, to see what I can learn. Thank you.
 
Dec 8, 2018
20
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Will the idea crash and burn if you try to make it without any prior experience in aspect of coding, storytelling, animation, texture making, gameplay, proper music/SFX, characteristic NPC, and finally, the very point of the game, the main fetish itself? Hell yea dude.
Akai Oni,
LOVE your post. You showed real insight and drooped some truths. I have well in mind the real possibility of burning out I'm not that dumb. I have changed the scope (a lot) of what I had in mind just from the points posted here. I am going to try to make something I would want to play. If it sucks, the animation looks like crap, lame dull story, messy gameplay and fails; well, at least I would have created something.
As I read your post you brought up points I had not even considered, like the part of people wanting more and funding, Thank you for that. Of all the things being said here that made me think about not doing it. The reason I wanted to make a game was that I was tired of games not being done. I had not seen it from that point of view. So I will still try to make my game, a bit smaller perhaps, test some gaming ideas out, see if I can make them work and keep it to one story. See what happens from there. Thank you Akai Oni.
 

uradamus

Active Member
Jan 4, 2018
680
748
There are engines out there with drag and drop setups, they are great for prototyping when you are getting started, but as soon as you want to start doing complicated things or stuff that requires features they don't have drag and drop elements for, that is when things start going all to hell, heh.

Godot actually has a node based visual script editor, personally I don't care for it much, but I already have decades of coding experience and was able to pick up their GDScript language in a few hours, so I can do things in that a lot faster than trying to navigate menus looking for the nodes/elements I need. Plus visual scripting always gets really unwieldy pretty fast. As soon as you get more than a handful of nodes into the mix it starts getting crazy to keep track of.

Even without much coding experience, GDScript is a pretty simple language to pick up, in part thanks to it taking inspiration from Python. Plus a lot of what goes into developing with Godot is down to setting up scene trees and most of the code just ties things together with small and fairly manageable scripts. If you are interested, I could suggest a few good channels worth checking out. If you go with other engines I can't be of much help. I've used a lot of them, but Godot and Love are the only two I've stuck with for more than a few weeks/months and I haven't touched Love in years. So Godot is the only one I have any practical recent experience with. But I'm not much of a teacher and my helpfulness is limited and sporadic at best, so I wouldn't make a decision based on any hopes of relying on me.

Anyhow, these have been some of the most helpful tutorial sources for me:




That first one in particular, KidsCanCode, is really good at explaining concepts in an easy to understand and follow manner and covers most of the important basic skills you will need. Plus he does a great job of organizing his projects and code in a fairly professional manner that is worth emulating if you want to keep you game projects manageable.

If you do give it a go and need more help - you will get faster, and likely more useful, responses via one of these community resources: In the past I've had a lot of luck getting help in both the Discord and IRC channels. The subreddit is also usually pretty good and Godot has it's own stackexchange style Q&A site as well. All of which are full of helpful and knowledgeable people who would be glad to help. I'll go out on a limb and guess most of the other engines you might consider will have similar resources, but you'll have to find them yourself.

Anyhow, best of luck, and I still say you should spend some time working on some simple projects first. You'll want to get a good handle on whatever engine you go with and the best way to do that is with simple small demo projects where you generally focus on working out one or two mechanics and getting them working well. Plus it's better to make your mistakes with projects you aren't very invested with, so when it comes time to work on a project that matters, you'll have the best chance of seeing it through.
 
Dec 8, 2018
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Again Uradamus, thank you for that info. I will follow your advice as it seems to be coming from a good place. I will read up on Godot and look at some games it has been used on. I'll mess around with the story.
Thank you.