Building a Pokémon game from the ground up, worth it?
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July 15th, 2012 (10:50 AM). Edited July 15th, 2012 by Dragonite Ernston.
I rival Lance's.
Quote originally posted by
I completely agree with the this. First of all, most of the people that speak of making a Pokemon Game from scratch have less than any true programming knowledge. Especially the ones that talk about a Pokemon game started in C++. I actually love it when people say they are 'getting a team together' to 'develop a Pokemon engine from scratch with C++'. That sounds great when typed out, and it might even look fantastic on paper. The fact of the matter is, most people that say this couldn't make a successful console/terminal-based game, much less a fully developed game such as Pokemon with an API. At least, I'd assume they weren't going to try and develop their own API on top of their already-unrealistic dream of recreating a Pokemon Engine in C++. I'm mainly mentioning C++ because that seems to be people's favorite. I don't typically see people talking about making a Pokemon game in another language all too often, not to say their aren't projects out there utilizing other programming languages. Plus, like it's been said, they don't want to create anything new. They don't want to add any new features for the most part, and those that do could be scripted into PE a lot easier than learning C++ to build the same thing with a couple new features.
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Speaking as one of the people you're talking about, another problem that people want to solve when working in C++ or another language as compared to Game Maker or RPG Maker is the lagginess that sometimes happens with these game-making engines, or the bugginess of corner case checking (sometimes, if you turn at
the right moment, the position engine gets thrown for a loop). Of course if the team is inexperienced, they'll run into even
problems than if they had just stuck with the regular game engine, but sometimes there are tweaks or fixes that just can't be done with what's already there.
I decided to create Four Star Mon specifically because it would be a free, open-source game project, similar to Stepmania or Nullpomino. But unlike the category of people you're talking about, I do have programming experience, and experience programming game clones such as Puzzle League or Color Lines (haven't tried my hand at Tetris yet, but I suppose I could hack something together in a day or two).
Personally, I've always had the idea of developing a Pokemon game in which the overworld worked similar to that of the official games. The biggest difference in my idea, which cannot be scripted into RMXP(to my knowledge), is that the battling system would be changed dramatically. I've always thought of making a custom battling system that worked similar to that of a 2D fighter game. Obviously, I would think of several new features to add in as well that were rather unique. Otherwise, as amazing as that feature sounds to me, it wouldn't be worth creating the engine and everything else for it (including the sprite sheets. Oh lord that's a lot of spriting).
One of my goals was to create 3D overworlds in OpenGL, because if Game Freak can do it, why can't we? Obviously it's not as dramatic a change as overhauling the entire battle system, but we've also coded in things such as quadruple battles (or battles of any size, really), and a complex speed formula that doesn't simply order everything in descending order of speed, but assigns probabilities.
Even at that, I'm no where near ready to work on a project such as a Pokemon Game. I started learning C++ 1 or 2 years ago, and I know I'm not anywhere near ready enough to take on that kind of project, even if I was able to bring together a team of very well developers.
If you're attempting humility, it's not working. I have about 5 or 6 years of C++ experience, and I'm
learning while doing this project. Don't assume that you can't learn while doing, and most importantly,
never give up
no matter how slowly you're going or how many times you have to restart your codebase (Four Star Mon has been through a pretty bumpy history involving two or three splitoffs and restarts).
Yet you get all these kids who maybe have a month of experience with C++ basics, and talk like they're going to make a full game engine from scratch with maybe a team of 3.
I'm down to a team of
, and we don't even work on it all the time. We've been at it for two years and are nowhere near done, of course, but we've definitely learned a lot along the way, and will stick with it to the end (or at least I will).
Quote originally posted by
I agree with Abnegation, people need to united instead of everyone goes on different path. The proof are the drop of big fansites and the rising of wikia models in internet. I thinks that in future the wikia model will be more incorporated in more different things like games. United we stand, divided we fall!
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I personally think the drop of big fansites is a
thing for the fandom. If a fansite gets "too big to fail", eventually it will fail from the inside out.
Still, the vast majority of successfully created fangames (that aren't romhacks) are already on RPG Maker XP, and there's no reason to discourage people from making it with other languages (if they're successful, they'll most likely have done better than RPG Maker anyway, and if they're not, then their lack of success will be discouragement enough anyway).
Making a private engine is too stupid, less that 1% of people can complete they games, they eventually gives up and, generally, throw all made at the point away. If they made a private engine, not only the game, but the engine are lost.
This is true. That is why the engine I'm making is intended to be a public resource (under a permissive open-source license [the MIT license] rather than the GPL).
On other hand, an important point is the RPG Maker XP limitations, like the ones that DarkDoom3000 neatly pointed.
Not just the limitations on where RPG Maker XP will run, but also the limitations on what RPG Maker XP can do.
Joined May 2010
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