NipplesAndToes23
Member
That sounds dumb, because then the whole industry would need to see one. All things start with a vision. I never said I expected to just see profit from a vision.Well said. People with ideas about games should go visit a doctor! xD
But yeah, I would also be interest what kind of narrative BP is talking about.
I have no love for programming either, but Construct 2 is very simple I felt. I wanted to make a platformer with it, and I managed it somehow - there's more than enough help on the Scirra forums for getting the basics cobbled together.
Though to be honest, if you want to get into making games, you're going to have to at least learn some programming fundamentals. It doesn't matter if you find it boring, it's the kind of knowledge you should have, especially if you're interested in the narrative side because it'll help you communicate better with whoever has to do the programming in the end.
In a perfect world, no matter what part of game development you want to do, the best thing is to soak up as much knowledge as you can about *all* aspects of game development, even if it's just a very shallow understanding. It really does help in the long run.
It's the same way a movie director, does have a basic understanding of photography, audio design, special effects, even things like advertising and staffing. The good directors, anyway.
Beyond that, if you're only interested in narrative, what kind of narrative are you talking about? Just the game's plot? You say you know how to write game design, but that doesn't really say much - anyone can write what they think a game should be, but without an understanding of how a game is made, or what goes into programming one, it's not all that useful. I've got a friend who's written hundreds of game design documents over the last 10 years, and hasn't made a single game. That's because thinking up stuff to make is easy. Making it is harder, because that's where you have to make it real. There's no shortcut to that. Sure, you could get a pet programmer and pet artist and get them to make your dream a reality, but there's no shortage of people with game ideas. But if you can make a basic prototype to demonstrate your ideas and designs, even if the prototype isn't very good, then you're already leagues ahead of people who only have ideas.
I don't mean to sound like I'm coming down on your or anything. If something isn't fun, then yeah, it's not as much fun to do - you're left with a choice then, either power through it and hope something comes of it, or change direction and try to figure out what to do within your abilities. But you never know what you're capable of, until you actually try. I think a lot of people give up too easily, too early.
Sometimes you just gotta do it, if you want it to happen.
You edited this and added a lot more to it. Yeah, I know all that which is why I'm here and said I have to force myself to do it. There's a lot more to my journey, but I'm just tired of repeating the same things over and over again on here which is why I didn't go into detail. I was briefly working as a quest designer on a project two years ago and enjoyed that, but there was a lot of bullshit with the guy involved so I dipped. Telltale has like writing positions and stuff I'm interested in and there are some narrative designer jobs out there at some studios, but like I said I can see they're very few.
Yeah, I have been trying for a long, long time. I'll be honest and say my patience has waned from each passing year. I used to stick with an engine for at least 6 months before giving up and trying something else, but I think last year I was using like 3 in the period of two months.
Oh, I forgot to mention I also tried to compose music several times. Finally got down to learning Mixcraft properly (or maybe not), but whenever I try to make a song I'm not satisfied with the sound of any of the instruments. They just don't sound right. I'm not sure if I need a keyboard, fuck with the settings, if it's just me, or it'll start to sound right when I combine it with others.