You have now entered the world of the developer, we are attempting to dispel the illusions that developers used on you. I know it sounds like we are being rude, the truth is that we want you to see past the lies s that your ideas can start to grow.
1 hour ago, VonBeninger said:
Mona, i have played tons of video games. i have beta tested a lot of videogames as well.
First, that is like a air passenger saying that because he flew on a plane , he is ready to be a pilot.
Once you start making games you will look at them with new eyes, you will start to see the truth. The same way a pilot flaying as a passenger would be able to tell to have some idea of what the other pilot is doing.
Take for example light in games, each object is responsible for there own light; using a shader. All those lights you see in Unity is just a way to make light act more normal, a guide , nothing more than a illusion, they are just a way of defining a point where theoretically light comes from. If you remove all those lights it will only turn your scene dark, if you tell it to.
Because you see your game has no rules or laws, unless they are defined.
2 hours ago, VonBeninger said:
The overall idea for the game design wont be a world of difference from most mmorpg's
Yes, this will give you all the problems of networking and none of the solutions. That's the thing, people who code this part of the game spend years doing it.
The answer doesn't just one day fall into your lap, they don't "reveal them self", you take the idea, break it apart and learn it bit by bit.
2 hours ago, VonBeninger said:
vastly more experienced and could easily implement my game changing ideas in a few hours or so.
If only this was true.
Consider this: it takes a student four years to learn one of the skills needed for game development, then four more years to get really good at it with constant practice.
So if one person planed on making a very high quality game, they would have to learn 8 years for graphics, 8 for animation, 8 for sound and spend 8 on programming. 8+8+8+8 = 64 years of there life learning, except there is a catch, if you don't constantly practice a skill it dulls.
For that reason each person often masters one skill then practices others lightly.
What am I getting at?
Simple if your game looked nice in your dream and you want to be the one that makes it look that way, then you will need to become a artist and only do game design as a hobby.
Or hire someone with the right skills to create that art instead, a interruption of your dream.
Then there is how long games take to make, the AAA games you played, there average time is 2-3 years in production. These are games made by teams of over a hundred people working on each part.
No one is going to steal your idea and remake it in a hour. Chances are everyone is to busy using there life to make there own games.
2 hours ago, VonBeninger said:
and to my knowledge Exist no where....
So then lets see if we can find it then:
Responsive AI, you can communicate with them in some way. This is just the developer predicting all possible things the player would say, it's a huge waste of time that is why dialogue options are provided instead.
Lots of dialogue choices that each has a unique response. This only works for small games, like the visual novels, the problem is that the amount of responses grow experimental.
Make the players actions have large and significant impact on the game, that means you will spend years making content that players will never even see. Already we spend 2-3 years making a game that doesn't even last a week, this kind of design is a nightmare.
Endless content of any type: this is a impossibility, it cant happen. If you think a game like Minecraft has a endless world, then consider the limited animals and limited types of biomes. It isn't endless, just a rehash of content that already ended.
Crafting system: these are hit and miss. There is also the fact that players are growing bored with them. Implementing them correctly so they work with other mechanics takes a huge amounts of time.
Real time changes to characters: Real time changes to characters. Things like real wounding, dismembered limps, Characters growing wings, growing plants. They have been implemented in may games and then removed, because they waste resources and give little in return. So we fake them instead.
Accurate fighting where you control the weapons: This is what VR is about, giving players a controller that can keep up, very difficult, atleast worth it, just no one has been able to get it all working yet.
AI fighting realistically: This uses FK and IK, there even exists games that use them. The problem is that you can only get one enemy on screen and you have to keep everything else simple.
Weather effects: For any realistic responding weather you have, you need to cut resources away from other things. The easiest to do on this list, not really worth it.
Prediction of any kind: Yes a computer can predict to a limited extent, it just happens that the limited extent is even anywhere near a humans ability.
VRMMO: This would need a real time responsive network, because there will be no way to cover for lag. Considering that we can't even find a good use for VR yet, this is a long way off.