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Dissidia

Started by tokudake May 2, 2015 at 10:40 PM 1 replies 3.1k views
Original Post
tokudake
tokudake

Hello, this will be my first post in game design.

I have tiny experience in programming with various languages, but i am looking to get into graphic's or game programming for awhile now

just for the love of it. XNA seems like a good start for an engine, maybe with OpengL if possible. I'd love to deepen my programming skill while at it.


As you can see from the title, Dissidia, the psp version is my aim of game. I am teamed up with two other friends,

and are looking to create something for ourselves, an engine for the fun of it. Maybe it'll be commercial, maybe not, but, baby steps.

I consider myself an artist too, so it'd be very cool to

say, put in your characters, change the animation, create some attacks, write some stories and you know, have fun with it.

A few things i want to understand is:
- What is there to consider when First building a game as such? The stat? the goal? The features? 3d space maneuver?
- How do we dissect a game? By game windows, the game would feel like a document, with different pages to access and datas to change.
- Learning about graphic programming, as you can see from dissidia, it's physics is pretty rulebreaking, and many attack animation

doesn't adhere physics rule, nor the characters' transportation method. Is it a necessity to create a new physics engine?
If so, how should i start?

My goal is to create a finished games. Me and my friends, and much like the many final fantasy fans were, character and story oriented.
It's Advent children/Matrix Trilogy cinematic style is just an addittion to its narrative quality.
We hope to finish the game in, maybe 2 years at most.

I hope this doesn't sound, or is actually not too ambitious, because to my understanding, Dissidia thriumphs in its graphics and assets, because its experience is condensed in a single 3d fighting space. It is suggested in some books, that the AI with limited actors and fighting space is much easier to target. Like much fighting games.
From there you can focus on the banter/balance, art and story.
The game had some, fancy name called "progressive action blablabla" and i think it's a 3rd person shooter/action like Bayonetta and many others.
Not that it is less special with those, wall running and fancy action.

At this point of development nothing is set on stones except the softwares and graphic and programming languages.
Art is something we'd probably keep to ourselves for the fun of it, so we'd love any technical details and learning steps

needed to accomplish our goals.

Critics are welcome, I'd love to hear about your views and experiences. I'd love to get some help from the community and if things work out,

we might just be able to share more as the development progresses.
Oh and our platform will start from PC, because we're more comfortable with it.


Here's some imagery to inspire you.
dissidia_final_fantasy__1_.jpg

B001TD6SN0.03.lg.jpg

nomura-hints-at-dissidia-012-dlc-2.jpg

Regards, and i look forward to your reply.

markypooch
markypooch

What is there to consider when First building a game as such? The stat? the goal? The features? 3d space maneuver?

These are mostly things you would have to guage on your own end. A tiny amount of programming exp.erience is an ambigous statement

The goals ideally are realistic, and are usually directly proportionally to the amount of time you and your team have to invest into the project. Does your team have financial backing for this project, do they have a job, or children? It might sound like a rather unrelated inquire but these things usually have a direct relation to the progression of the project and the projected goals you initally set.

Is it a necessity to create a new physics engine?
If so, how should i start?

Not nesecarily, you could use a pre-made physics engine and depending on the time-frame you set for the project to be completed, might be a bit more advantegous to prevent scope creep. (Bullet-Engine, Havox are a few pre-made ones)

I hope this doesn't sound, or is actually not too ambitious

It sounds very ambitious, especially if your still learning how to code. But then again nothings impossible. Just remember even the more mundane 3D effects have a lot going on under the hood to produce the final result. The diffculity to reproduce thse effects are usually going to be exemplified exponentially by the less experince you have in programming and 3D application development.

Marcus

tokudake
tokudake

Thank you for replying!

I'm glad you addressed things like our team welfare... Those things have been put into consideration and the reason we choose dissidia as our

subject of study, is also because it is a compact game, with artistic limitations designed to optimize it's processing power.
We pick it because we want to finish something, but at the same time it's worth as a marketing tool of our skills and interest.

The goals that i meant is in game. We'd like to solve what's inside our product, as in its architecture, and pipeline.
What should we consider first when designing this game?
Is it the tools? The windows? Statistics? Rule of physics? Character movement?

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