Oki this is to be one of my patented lengthy posts - so grab a cuppa and get comfy
It has come to my attention from what is said about DB/DBpro within the Real Game Tools Forums, the true lack of faith within the products.
Althought technically DB/DBpro are not industry level languages, this doesn't mean that developing with them is a waste of time.
In this post I'm going to tackle many issues that have been posed about Developing Games, Copyrights, Licences and Retail... Please note this isn't a step by step guide, just some tips and tricks you can use to actually have a full game developed
Design
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The most important aspect of any game is actually having a solid idea and concept to base the game upon. If you aren't even sure of the basic ideas then you are doomed to fail, as you don't know what the end result you are looking for.
It is best to create a paragraph or two describtion on what you want the game to be about... obvious titles suchs sports tend not to require a great deal of actual describtion - hehee
Once you have the idea that you're happy with, you can then expand on the idea to include how you percieve the game to be played, like for Half-Life the emphasis was on a "strick role playing story that doesn't revolve around the central character but the central character is put within the story. The whole game is setup as a great escape story with Gorden Freeman fighting for his life to get out of Black Mesa."
as you can see doesn't have to be long just put the point across.
Once you have your main story and concept done, it is time to find team members to help out.
Team Work
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What is the point in having a team? Simple, not everyone is good at everything. Oftenly someone who diverses in everything and tries to be the best ends up being quite adverage in every field. Alot of games development requires people with specific skills to make everything fall into place properly.
You should be looking at a simple team of
2 Coders, 1 Artist, 1 Sound & Music Enginner...
Work spread actually helps speed up development, but also something FAR more invaluable - a different perspective.
All coders and artists have one thing in common, they all have different styles. Its this difference that helps when creation get stuck... if your own your own only you can think of howto solve the problem, if you have even one person you can talk to - even to just bounce ideas off of, they usually help open up new avenues of thought
Building a team is a very ardous task, and quite disheartening ... and for something like dbpro - i'd recommend searching for people who have similar concepts to your own and trying to work together. The combination of the ideas may sometime clash, but when 2 or more have the same goal they are looking to achieve it can be done better together than alone
Idea Copyright
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Concepts for games and ideas you have that you wish to share to entise people are open for people to pickup and steal all the time, besides the fact that this is so stupid of whoever steals the idea - it happens.
A simple way to make sure an idea is copywritten is to write the idea down, date and post to yourself. Now you have a sealed and postal dated copy of the idea, you can always go down the post office and ask for them to post date your work for you, just as effective.
Another way is copying the idea to a Disk or CD, as the files are automatically dated from last edited.
Finalising Concepts
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Oki although you don't actually finanlise the finished game concept until you've packaged it and it is out the door, you basically here develop all the aspect that you want in the game. Write up the entire story, sketch characters, places, vehicles, tools... write up descriptive sets of effects and things you will require from the aspect of the game. Like if you want to make a Soldier, you'll require a sketch of how you want him to look - a few rough sketchs of poses and such, his role - so something like "guards the underground transit system" ... and how intelligent you'll want him to react. All guns blazing? Duck and cover, call for backup? Animation sets? There is a great ammount of planning you can do here, and the more planning you do - the easier it is when it comes time to actual development because everyone understand what thier doing.
Once the finalise concepts are done it is time for the final stage of design before creation
Design Notes
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These are basically setup in brainstorm sessions where you figure out the way you'll want to setup the major points. Like for the models do you want to use a Quake3 Tag Animation system, or Half-Life Skeletons?
The worlds to be BSP or Patch Matrix?
Minimum system your working towards?
Controller, Keyboard or Mouse controled?
The actual design notes that count on howto impliment your concepts.
Game Development
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Only one thing I can say here... Don't rush, and make sure you develop the tools for creating game formats and such before you develop engine
Rushed code is oftenly buggy, and slow. If you think carefully about howto do something you'll find you produce better results. Don't be swayed by people from the community that are waiting for demos, as they'll be happier if you get something working before you release than something so buggy it is barely playable. This goes for the art and music as well, by all means make crap placement stuff - however be sure to take your time on the final development.
Last thing is, make a game playable and fun BEFORE you go for making it look outstanding. Just becuase people can't see gameplay in a screenshot - a games graphics do not define its greatness, its playablity does!
Copyrighting Materials
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The basic way to make sure your work is your property is keep a single ORIGINAL development copy. This means all source should have "Copyright© [development year] [your name]. All Rights Reserved"
If you are working as a team, then simply use the team name... and state within the GPL the members of the team.
This also helps you when it comes time to getting your game published!
Publishing & Retail
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Now there are several ways you can retail your game, firstly is PayPal purchase from the Team website.
The person pays a set price and you send it... Shareware
Next you have installment purchase, similar to above however you have people purchase per section of the game similar to Freeloader.com ... Public Domain
Next is Freeware this basically means you distribute the game freely - oftenly including a donation box. This is an odd one actually because I've known developers to deliberatly put in bugs that purchaseable patches solve. it is a unique idea for retail, but not very honest!
Now there are 2 versions of that last form of publishing.
Retail Publishers, who purchase your game (oftenly rights as well) and sell on. Now not alot of people here will understand the intricaies of getting a publisher, but it is just like getting a music label to sign an artist ... just need them to get a show of your demo somehow.
The best way is to mail a CD of the demo to the publishing house Marked "Demo Software"
Sometime sending them a full copy makes them very happy.
Now once a publisher is interested in you, it then a case of finding out what they think your software is worth... without backing down. Negotiations over what your software is published as "Budgetware" or "Retail" will depend on its quality, and general mass appeal. Sometime sacrificing something you like for something that everyone will actually play, will help.
There are 3 kinds of contract along these lines you will possibly be offered as well,
Single Title Total Cost - You will negotiate a set price that they will pay you, which oftenly gives them exclusive rights to sell (even over you). These can start from $1,000 and rise to $250,000 ... however I wouldn't really expect anything over $45,000
Multiple Title Contract - This will mean they will subsidise your team over a set period of time for a set number of titles. This is worth alot, and not oftenly offered to budding teams - more of a third or forth title that you develop. This will make you inherently thier property, if you're going to go for a licence like this - I would strongly suggest you make it with another software development house who deals with the publishers.
Single Title Unit Based Sales - This oftenly is a contract where niether side are too sure about the pickup of the title. It will be offered IF the title shows great promise, but doesn't currently fit into mainstream - suchas Oni
Here the team will be setup to gain Nth amount per copy sold whilst in retail. This can be from 15%-50% of the Net Profit made... Its more of a gamble on what you'll make, but if you think your game is worth it then it is worth the push.
In each of the contracts normally you can negotiate how other companies are allowed to retail, including yourself. If you are dealing with a budget publisher, usually they have about as much of a clue about all of it as you - but try to screw you over in the profits. Established publishers (especially Take2) tend to know what games are worth from the first play, and you'll get a fair deal.
I've mentioned Take2 as they are quite synominous for giving budding development studios a break, and are one of the better chances. Also EIDOS happen to have a soft spot for exclusive UK development companies as they are quickly becomming a dying breed as not many can afford to develop for the new consoles. And most of the major companies are now US owned, Rare - Lionhead - Blue Box.
Final Note is on Piracy Protection...
Now this is a growing problem within the industry which is killing the small development houses, mainly because they can't afford to be pirated but also can't afford top notch counter measures so its easier!
On this note, it is wise to think up a decent protection setup before you got to publish - I mean if it is handed onto the publishing houses they want thier games protected from this too, so a more secure program will look MUCH better to them than one that has none!
To this end there is a gathering of amature&pro developers who are currently working on an Anti-Piracy Program... It is felt that Microsoft have the best idea yet, with thier Activation stuff.
However due to recent attempts for me to create a BootCD, I've found some interesting results which could help to put a stop to CD piracy atleast for games and utilties software - IF it can be recreated within the windows environment.
This should be everything you need to know for games development... so have fun and get creating some decent games, as thats what I wanna do ... play everyones games
"For the Greater Good"...
Kyi'Aun (Jedi Master) Rai'Ka