posted on Oct, 28 2014 @ 10:16 AM
here's a transcript of the video (give or take a few spots where i rambled)
how to make real-time 3d rpg creating software, that's actually successfully usable for new game designers and you'll be rich:
before starting, instruct them to download your 3d rpg creating software, to their desktop, open the zip file once its done downloading, and extract
it to a folder on their desktop. do not let the computer choose it's own location somewhere else on the computer, as this may confuse the creator
and be harder to access for adding models and textures. make sure the software doesn't add any of the files to libraries elsewhere on the computer.
it should all be contained in the one folder on the desktop.
1. provide a point and click interface for everything. i mean everything, and take baby steps to make it easier to follow and use. have no other
options in sight on the interface during each phase of creation except those options the game creator is currently learning how to put in their game
for that step. break the steps up into smaller parts as often as necessary.
-the less confusing each step is, the easier it will be, the fewer questions there will be, the more succesful it will be. in other words, don't make
this software for experienced game designers, make it for people who don't know how to program or script and who will be daunted by too many options,
but who would otherwise love to make a game. if you do this right, you'll be rich and make alot of people VERY happy. you'll be a hero, believe me.
2. start with the very first moment of the game.
-any music for game intro -> next ->
-credits page(s) -> next ->
-any change to game music -> next ->
-title page -> next ->
-any change to game music -> next ->
-introduction -> next ->
-any change to game music -> next ->
-how to play -> next ->
you get the idea. baby steps.
3. create the character classes and stats. -> next ->
- and create a character creation room, where the player chooses the class, gender and appearance of their character, so the creator can offer players
options on their character's appearance/race/gender and so on. allow the creator to assign textures, dimensions, sound and fx to the room, and
textures for appearance changes to the player character model if they wish. break it up into steps with easy options to add their textures and so
forth, to their game.
-make this character creation room optional and provide a couple simpler character creation options for those who don't want multiple class options
and/or who don't want options for appearance of the player character.
-guide this process carefully and as simply as you can, so they get accustomed to the interface and have a first successful attempt. this will make a
really good impression and you'll get word of mouth advertising.
-make this feature usable by the creator right away, so they can create their own player character (pc) when the first zone is done (step 7). include
name box, name length, and a random name generator function. -> next ->
4. create the character gui. make this very flexible so it can be unique to the creator. drag and drop buttons are ideal but a default action bar is
necessary. offer an easy way to change the appearance of the default action bar.-> next ->
5. create the save and load functions and design the buttons for them. next ->
6. instructions on how to add models/items to the game, using the point and click interface. this should be easily accessible for later additions->
next ->
7. make the first zone. just the zone creation but no fx, no quests, no sound, no npcs, no pcs, just the textures, landscape, skybox, items and
structures that will go in the zone, such as building models. landscape first, then skybox, then structures, then items -> next ->
-all models should be click and draggable and should automatically stand on the surface they are placed on (collison-based).if they need to be raised
or lowered, offer that as click and drag option, with a different button to start it. the turning interface should be a separate button also, so the
creator can elect to use it for turning models. the rotating interface should also be separate, unless the creator elects to use it for flipping a
model or raising one end higher than another, etc.
-make these 3 different approaches to placement so the creator is not confused by the interface. the standard should always be that it lands on the
first collisonable surface it encounters when it is dropped by the creator.
-hide as many of the game design functions as possible by making everything as click and drag as you can. -> next ->
8. create the rest of zones in the game but no fx, no quests, no sound, no npcs, no pcs. just the textures, landscapes, skybox, items and structures
that will go in the zone, such as building models. landscape first, then skybox, then structures, then items -> next ->
-all models should be click and draggable and should automatically stand on the surface they are placed/dropped on (collison-based).if they need to be
raised or lowered, offer that as click and drag option, with a different button to start it. the turning interface should be a separate button also,
in the event the creator elects to use it for turning models. the rotating interface should also be separate, in case the creator elects to use it
for flipping a model or raising one end higher than another, etc.
make these 3 different approaches to placement so the creator is not confused by the interface. the standard should always be that it lands on the
first collisonable surface it encounters. the rest should be separate functions for placement. might take longer, but less confusing. remember,
you're not designing game making software for actual programmers/scripters.
hide as many of the game design functions as possible by making everything as click and drag as you can. -> next ->
9. create the maps (2 types, mini map for local area and large map of whole game world) for the now created game world. provide an easy to use
interface for the creator to add any map graphics they have created. -> next ->
10. vehicles/mounts, if any, how to add them to game, how to assign to character, how to make them move, pathing options. etc-> next ->
11. personal pets, if any, how to add them to game, how to assign to character, how to make them move, pathing options. etc-> next ->
12. by now the game creator should have an entire game of zones with the character creation room, character name, character gui, 2 maps, landscapes,
skyboxes, items, buildings and pets, mounts/vehicles, and a playable character (personally modified in the game character creation room).-> next ->
13. go back to the first zone, and add the npcs. repeat this with every zone. this includes interactive npcs, npcs that are non-aggressive and npcs
that are aggressive.
-when adding npcs to the game, they should be click and draggable and should automatically stand on the surface they are placed/dropped on
(collison-based).if they need to be raised or lowered, offer that as click and drag option, with a different button to start it. the turning
interface should be separate, unless the creator elects to use it for turning models. the rotating interface should also be separate, in case the
creator elects to use it for flipping a model or raising one end higher than another, etc.
-make these 3 different approaches to placement so the creator is not confuse