It’s surprisingly hard to find a game developer or game dev company willing to partner when you have a concept – no matter how robust the idea may seem. After all the idea is my baby, not theirs, so it’s fair to accept they’re unaware of the nuances… Fair enough. But it makes it hard to get a proof of concept done without $spending a bomb$, and that naturally results in loss of precious time in bringing the idea to market.
Naturally nobody would be stupid enough to put the whole concept down word for word on email, so its surprising to find people asking to get the “whole picture” (so they can copy it and claim it for their own, naturally). Ok so I’m suspicious and cynical – about as much as the next Aspergers-like-madness inflicted techie – but hey Aspergers is caused by too much of IT work so who cares.
So I was actually trying out some 3D graphics stuff using three.js, mainly to understand what the limitations and capabilities of the platform are. I don’t expect to have a playable game too soon (or ever) if I’m the only one tinkering around with it, but I think I’m on to something here. My main difficulty was getting the graphics together; I can manage any kind of coding without trouble but starting with a blank white screen in Corel or GIMP really gets to me.
Interestingly there are sites like archibase.net and vectoropenstock.com that offer free 3D models and graphics – under an attribution or non-commercial only license – which is great and gives me some room to work. So far here’s where I’ve got – Ocuara version 0.16.7.
Exciting isn’t it. This took me roughly 2 months of random work to get done. Obviously I don’t intend to make this into a marketable game – but if the strength of this prototype helps me illustrate the depth of my concept, that’s all I need.
Currently what I’ve been able to implement is:
- Pre-loading of all data in a compressed encrypted form (hack-proof, not really but close)
- On-the-fly processing for animations and large 3D areas
- Basic scenario creation/loading, basic scoring and energy/health characteristics
- Basics inventory information (including processing)
- Websockets for realtime data transfer, Webservice and Handlers for non-realtime data
- QTE for score boosts, XP and levels
- In-game actions with challenge, puzzles
Which in itself is a fair bit of work. As far as in-game levels go I’d say I’m somewhere around creating the levels 5-10 range. Once I build to level 50, I’ll have something playable that I can then open for a public BETA. Just for fun.
I was asked if I’m planning to commercialize this – the answer is no. I intend to create this game for the fun of creating it, and I will keep it public and free for a while. If it looks like it’s growing really big I’ll get in a partner to help manage it. Big is always good right, it would show that I’ve made a fun game that’s really worth playing… I hope.