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To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;
Core Game Concept_____
✅ Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus
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✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
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✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
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✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
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So...
Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)
Questions:
- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?
I think this rough plan is a good start for you to start developing your game. But it's still very rough to be executed yet (which is fine considering your experiences.)
To make a game the first step is always visualize your entire game, and you need to do it as clear as possible and as cheap as possible.
Usually people starts with a high concept, a one-liner that can already get people's attention and is interesting enough. For example, based on what I've read, your game might be something like "a 3D platformer in which the player needs to control a mech to escape from swarms of enemies, using a variety of guns to break his way out.". You probably need something better than that.
From that, you will need to consider what environment the protagonist will be set into, what actions the protagonist can do in that environment, what obstacles the protagonist can encounter and what goals the protagonist have. And then with all these (and probably a few more elements) considered, you need to develop the basic game loop of your game, that is a sequence of actions and consequences that the player will perform and experience over and over again to progress in your game. Once you have your basic game loop set, that will be the guiding principle for you to design, develop and enrich your gameplay, so that you can develop more interesting levels and game progression for your game.
To support your gameplay, you will need good art and good story. Good art doesn't need to be pretty, but it has to be able to support your artistic vision, so it will be subjective, but the market will tell you if your artistic vision is likeable by most people when you start publishing it. A good story doesn't need to be an epic. It is for you to legitimize the existence of your game environment, your game characters, all the actions in your game and all conflicts happened in your game. It could be simple, but it should always have a story arc.
And all of the above can be done with pens and paper. Just figure out all the logics with your writing, and do good sketches to clearly draw out how you want your game to look. This is the cheapest way to do game dev. Game testing can also already be started at this stage. Timing testing may not be able to be tested accurately at this stage, but the other important stuff like game loop and game progression should be able to visualize fairly well in this stage. And if your game doesn't feel good in this stage, your game won't be good down the line. So this early stage of development is quite important.
After you have your plan and design, you will want to execute it, that's the time to actually program all the systems you need, do all the arts and testing different aspects of your game in different stages. And all these things are quite difficult to do to be honest. There are a lot of Unity plugins available to help you speed up, but if you will not be able to use them well, especially when you need to make multiple plugins to work well with each other.
Often times, usually for the sake of performance, you will need to dissect the plugins you get and extract only the parts you need, or just build your own system while being inspired by the plugins you bought. All these required a fairly deep understanding in game programming, math and the domain knowledge.
Making art is easy but making game art could be tricky. What tricky is that the art contents you make must satisfy your technical needs, but to satisfy your technical needs, you must first figure out what your game is actually about and how you are executing it. If you start making game art in blind without knowing exactly how the art will be used, lots of revisions will need to be done later and a lot of time will be wasted.
So in order for you to make your game, you really need to think a few steps ahead. It is not unreachable, but it is easy for one to take many years to really do it given that the person is able to focus on that one thing consistently for many years. For your reference, to train an entry-level junior 3D artist from nothing to be able to work in the industry, it can easily take 5+ years considering that person needs to spend 4 years studying in uni and need to take a few years to acquire enough artistic skills to be able to studying in an art school. It's about the same time for training an entry-level game programmer. You will also need to consider that those entry level workers usually can only do one out of a hundred things that need to be done in game development, with proper guidance. So yea, what you are doing will be very challenging.