The proper question should probably be, "why isnt anyone finishing the games they started ?".
I have so many projects i've started but are sitting unfinished, its ridiculous.
Why havent i finished them, multiple reasons, i'm not the most creative or artistically endowed person, so i know my projects wont dazzle anyone with their lackluster graphics or design.
Theres a ton of things i want to put in my projects, but realize thats gonna make my project huge and a major job to do it right.
When finished, how many people will actually use the project.. i figure 3 people maybe use it one a month.. is that worth spending months or years to create ? .
I have big dreams as do most of us, we want our project to be the next AAA game people line up at stores to buy....
Then theres 3drad which sticks it's fingers into the gears, and our project starts having errors ( that we may not even notice right away or ever ) . This can create dough's about 3drads stability, and what would you do if you spent 2 years creating a some-what popular project in 3drad only to find out theres a bug ( caused by 3drad ) and cripples your project to the point where your users expect you to fix it.... will you be up to that task ?.
At some point you will probably realize your project isn't going to meet your expectations using 3drad at least.
You'll probably realize that you really need a team of atleast 3 people to do the project right, a good game engine to use ( most free or shareware have thier limitations, or require you to pay a large sum of money to get the full package, to realize the end project you really want to create ).
I can only say, spend the time to design the game from start to end before you start to create it, find the people you'll need to do the project the right way, then collaborate with them to find the best engine for the job at a price you can afford.
Don't lie to your self thinking i can do all that myself using a free hame engine, then spending months to years, to only realize it wont happen for a number of reasons.
You'll learn lots along the way, but your project wont be what you expected it to be at the end of the day, due to a number of reasons.
if you insist on using 3drad as your engine----
Keep it small, simple, and put tons of creativity into to it to draw in the user base. ( as an example flappy bird, 3drad is more than capable of making a clone of this, (not in an APP form ) but it is totally doable , its silly with a stupid name, but it's fun, it has a goal to achieve, it is simple to operate, it can be hard to beat, maybe even impossible, it draws in users because it looks and seems like it should be easy to play and win... so you keep trying and convince yourself you can win if you keep trying... bingo your project is popular )
Flappy bird threw in a twist, first it created a popular app, then the creator decided to stop development and removed the app from the stores, this only made it more popular as user's went crazy trying to get their copy before it truly disappeared for ever. ) ( a number of people, including me, thought ahh, not too interested, but then the decision was taken away from me when the app got removed, so then i wanted a copy too, just so i wouldn't miss out on possibly a good thing, i did try it, it wasn't for me, but lots of people loved it. And i wouldn't be surprised to find out people still play it.)
Different engines may have their limitations to consider.
It's funny how experienced 3D Rad devs tell us that we should start small, but we still go for a next gen GTA 5 clone in 3D Rad. Seriously, I've been this guy as well. And now I am on the other side of things.
3D Rad is a great engine (or was at the time). It's so easy to make a simple car game in minutes, where it takes Unity at least an hour to make a car controllable (ignoring all other tweaks). But Unity will most likely pay off in the end much better than 3D Rad would (in terms of performance and stability). So, what I've learned is that you should strive for small games, just as any ex 3D Rad developer would most likely suggest you.
Hi Everyone I have been busy building my Space game. I am not disputing anything you say Tin, because its not for the faint hearted to try building a game this big in 3DRAD. And Most of all I agree with start out small. Also learn scripting because you will not get far with out it.
The game contains 1 galaxy divided into 8 sectors, each sector has 256 stars, over 4000 star systems. Each system contains 6 orbiting planets, 1 moon and a orbiting Space Station on the 3rd planet . I have included a pirate and police ship. Of course the player ship. You can play as a pirate or trader at the moment although this is not fully finished. When you jump from system to system each system is different in scale and type. Each planet contains 6 planets which is selected depending on that systems data. The system shown in the images is a binary star system and planet 3 and 4 are habitable. I hope to have a selection of space ships for the player and a selection of Space Stations. (is there anyone who would like to contribute)
It is based on the original Elite game and I converted the text elite C code to angelcript. This provides a Market system and all Planet data.
@niron Is this a turn based game and is it multi-player ?
If memory serves, wasn't elite an remake of Tradewars (500 secotors) which became Tradewars 2000 (2000 sectors), then a few other similar space trading games popped up, of which elite was one of them ?.
I always wanted to remake tradewars, found a copy of the original B.A.S.I.C source files, but kinda lost interest in the idea, even though it was upgrade at one point to allow multi-player, it was still a text based & turn based game. i figured to make it popular it would need to be upgraded to better 3d graphics in came 3drad, but still, it was going to be a big project and i had dough's if anyone wanted to play a remake of a 20 to 30ish year old game, or is it closer to 35ish ... it was a dial-up BBS odd on "door" game, which i had installed on my BBS at one time ( TW500).
A "door" game was basically the first incarnation of an APP running under the BBS software. And i upgraded my BBS to 4 dial in phone lines, using 36.8K modems.
Back in the day of analog phone lines 50K modems were the speed limit due to interference qith other lines in the cables. Those systems started to be upgraded to DSL and cable modems started to show up on the market, and now phone lines and cable systems were forced to upgrade to digital systems to increase capacity & speeds and all but eliminate "cross-talk" ( interference between lines).
Thanks everyone for your input , I was just missing coming here and finding someones game that they are making. I havent worked on anything in about 6 months , which is becasue of ........life . but im gonna post something soon. @niron , your game is looking amazing , wow. Looking forward to all yall guys game dev updates .
Hi Tin, Yes the I think your right Tradewars Text Adventure was first. Elite was the first successful graphic game of this kind.
I don't have planes to turn it into multiplayer. I have not yet scripted a successful Multiplayer game or demo, and I have tried . At the present game main problem is the 32bit limits that make the player craft shake while it is moving the further you get from the center. Doesn't shake as much while at rest. I plan to have space station orbiting the main planet that you can land at but not yet a First Person walk around. If I complete what I plan I may introduce it later. Thanks Kulu plane to release something soon.