What Nobody Tells You About Being a Game Dev
An anonymous reader writes "Alex Norton is the man behind Malevolence: The Sword of Ahkranox, an upcoming indie action-RPG. What makes Malevolence interesting is that it's infinite. It uses procedural generation to create a world that's actually endless. Norton jumped into this project without having worked at any big gaming studios, and in this article he shares what he's learned as an independent game developer. Quoting: "A large, loud portion of the public will openly hate you regardless of what you do. Learn to live with it. No-one will ever take your project as seriously as you, or fully realize what you're going through. ... The odds of you making money out of it are slim. If you want to succeed, you'll likely have to sell out. Just how MUCH you sell out is up to you.' He also suggests new game devs avoid RPGs for their first titles, making a thorough plan before you begin (i.e. game concepts explained well enough that a non-gamer could understand), and considering carefully whether the game will benefit from a public development process."
People didn't know this?
I fully agree about not making the first project an RPG. A good RPG needs good story, graphics, game balance, hopefully multiplayer and there are a lot of "gotchas" to be found. Plus any good-sized RPG will end up being huge. Almost any other type of game is probably easier for a single-developer studio to create.
In the article he claims that it would take three weeks to walk across one segment of the map, even with noclip enabled, and then it would just create a new segment.
I just am wondering who would play a game that much that they would even care? Few people are going to really "complete" even Skyrim much less an "infinite" world.
I know almost nothing about Minecraft, but why should it be absolutely mentioned? Is it the first of the genre? The most successful? Is it an innovative modification of the original idea?
My first program:
Hell Segmentation fault
Ok, so how do you create an infinite world with procedural generation?
You can't limit yourself to, say, a 64-bit int, cause that's not infinite. You could, presumably, use linked lists, but then you'd run into speed issues. Arbitrary length BCD (or similar)? Yeah, but the procedural generation routines have to be able to handle them. The memory required quickly grows towards infinity too.
Also, a procedural generation based on coordinates (which, when all comes to all, just is a seed number) has to be robust enough to not repeat as the seed becomes arbitrarily large. A simple PRNG won't do, or someone may find out that the world repeats if going flaxtythree billion miles in either direction.
Too bad there are no details in just how this is done, because that's clearly the interesting part.
What Nobody Tells You About Being a Game Dev
Unless you follow Slashdot and all the stories about the Game Dev Surfs and the sweatshops they work in... How many times a year? 5 or 6 or 10?
Poor, poor Game Devs... One really hurts for these people working in servitude...
If you want news from today, you have to come back tomorrow.
Forgive me for breaking in here, but TFA mentions both Minecraft and Elite.
But then again, this is slashdot, so...
" If you want to succeed, you'll likely have to sell out." I'm fine with that. What are the steps required to sell out? Count me in.
....and almost none of that has anything whatsoever to do with the procedural generation, which is actually pretty boring as far as it goes. Games have been doing complex procedural generated terrain since.... well, I don't even know (Rogue, at least), with complex variations much more sophisticated than Minecraft. Minecraft is insanely popular, but as far as good procedural generation goes, it's really not at all spectacular. I mean, hell, Dwarf Fortress (while non-infinite, it could be made so, if it was practical to do so as far as gameplay goes) procedurally generates weather pattern effects on terrain and political/economic shifts in population over an indefinite (user-set) period of time.
"None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
"A large, loud portion of the public will openly hate you regardless of what you do. Learn to live with it. No-one will ever take your project as seriously as you, or fully realize what you're going through. ... The odds of you making money out of it are slim. If you want to succeed, you'll likely have to sell out. Just how MUCH you sell out is up to you.'
This apply to every games. From indie title to AAA games.
If I were a game developer and nobody hated my game, I might be worried about that. If all the public does is collectively shrug its shoulders at your work, you might be in trouble.
Not true, terain in nethack looks simply awesome!
AccountKiller
After reading through the first couple paragraphs, the tone of his whole article feels sensationalist and stereotyped to the point I really didn't care what he had to say. While it's fun to spout of hyperbole like "my computer illiterate producer who's only game play experience is Bejeweled" as if it represents what one thinks a whole industry is like regardless of reality, it's not very useful or constructive except for generating page hits.
I've spent 18 years in the game development industry (LoL, UO, TR, SWG, LOTRO, DDO) and while there are those occasional low points, it's not the norm.
One piece of advice he has which all budding indie game developers need to take to heart is do it for love and passion and don't expect to make any money out of it. If you do it for love and passion, players will notice and provide the greatest possible path to financial gain if your product is worth it. Regardless of financial world, you will have something that you created with that's genuinely yours and can leverage to land you bigger and better paying game gigs down the road. The key is to create something you love.
Runesabre
Enspira Online
Yes, most successful
Diablo I sold 2.5 million million copies
Diablo 2 sold 4.2 million copies
Diablo 3 was not by any stretch of the imagination procedurally generated.
Minecraft has so far sold 11 million copies. Almost double what Diablo 1 and 2 ever did. And it's still selling very well.
Stats sourced from here and here
should be What Internet Nobody Tells You About Being A Game Dev
It's an add-on for Tradestation. It enables traders to optimize the code which implements investment strategies.
Sent from my ENIAC
I was going to post "And it should have mentioned Daggerfall!" but then I did a search to check whether Daggerfall really was procedurally generated, and the 3rd result of the search turned out to be TFA...
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