Nikita, you seem to be in the know of copyright law, so I want to know the answer to this one as well. There was a guy who ripped off Kotor II game from Lucasarts he copied the game assets all over into UNreal Engine and created his own Lucasfilm art rpg and chucked it up on youtube. that's not my question because that's wrong what he did, he just He just ripped off all their assets.
So here's my question, can we base some of our game designs elements on what we already see done in other games, so we don't physically rip into their game and copy off any of their game asset files or textures, or meshes, like this naughty guy on youtube did, but that we just instead just use some of their ideas in our games when we are designing our own games.
Because we need inspiration to draw from and and I look at what has been done already in other games and try to draw inspiration from that. To try to design my own game with I need ideas, I need design elements I can work with.. Because there's certain game shapes and design elements I like that were done in Mass Efffect 3 that I thought were very good. there was one idea they used I liked, putting a moving lift behind a wall while in the shopping area, but if I used that idea then I would do completely different textures and graphics and use a different lift. an probably use it in a different area instead of in a shopping mall. But I would only use the idea or design element in my game only if I know the idea can't be copyrighted in the license and that only their game assets they create are what's protected under the license.
But what I want is some of the ideas they use to help shape my own game with. And that one reason why I think those in the game industry write out these tutorials to share their ideas of designing in the game industry out to others like me who need ideas..
I think a good tune like this one you done Snasbisch should have up to 2-3 different loops not use just switch the instrument from piano over to synth saw halfway through it and just play the same story (play the same sequence of notes repeatedly through the rest of the tune and then it abruptly ends. But that this tune should be to up to 2-3 minutes long, and use up to 2-3 different loops to give it more interesting rythym variation and make this tune sound aot more whole and complete instead of sounding like its only half the story done without finishing it. When it comes to tunes like this, I want to hear the rest of the story.
Because its a nice rythym piece, I like the rythym. and I loved the vocal part in the first one that you did, But I would like to see some more variation of your loops notes using the same groovy rythym...
An after the bass plays this nice groovy rythym for a while on the one note, I would also like to see the Bass also sometimes switch up or down the scales as well and try something interesting, difference sequence every now and again to change up or down to make things interesting to tell more of the story... I would love to see more variations made of this tune.
Snabsich, if I was making an internet dependent game like an MMORG or a web browser-based game then maybe the Deezer and Spotify streaming play music system might work, but this service also expects you to put their buttons on your links, but since I'm not making a internet dependent game, but making a stand alone pc game in Unreal engine I can only use the music if you upload it as a game resource file to opengameart.org. So I can't use Spotify or Deezer because they are not a resource file service... They are just a play streaming web service.
I'm doing a sewer level (writing the 2d dialog out of it first) before building the 3d version, becaue I don't know how to animate unreal imported custom models yet but the game contans rats, just stick the rat it in the dark where there's not much light around, and I don't think anyone will notice the defects..
I set aside that 1,000 screen batch game for the time being, and it was fun doing it and started off a new project. Going to be a 3d combat rpg space game and uses a similar tree system to mass effect but is not the same game as mass effect so thee's no shephard or Asaris or anything like that. . Unreal is good, but can be unfriendly and awkward at times, Unity is also good engine but unfriendly very involved with code....
For the new Project, I started this one a little different.. I did write about the plot of the 2 missions in another thread on here. I've written all the game text dialog out for the first two missions and layed it over with the game characters. And the dialog also does have basic foley sounds now, As its a game dialog that has progressions also in it so the further you get into the game the more flags it uses to determine what progressions to do or what different events to show up as you're playing the game out.
I also added in half of the voice diaglog files in now to the text, all this has been done outside the Unreal engine to save me alot of time... So I can set up all the sound system of the game and test it and also the diaglog branches before I put it into the game engine to create the 3d world version of it.
Nikita, you seem to be in the know of copyright law, so I want to know the answer to this one as well. There was a guy who ripped off Kotor II game from Lucasarts he copied the game assets all over into UNreal Engine and created his own Lucasfilm art rpg and chucked it up on youtube. that's not my question because that's wrong what he did, he just He just ripped off all their assets.
So here's my question, can we base some of our game designs elements on what we already see done in other games, so we don't physically rip into their game and copy off any of their game asset files or textures, or meshes, like this naughty guy on youtube did, but that we just instead just use some of their ideas in our games when we are designing our own games.
Because we need inspiration to draw from and and I look at what has been done already in other games and try to draw inspiration from that. To try to design my own game with I need ideas, I need design elements I can work with.. Because there's certain game shapes and design elements I like that were done in Mass Efffect 3 that I thought were very good. there was one idea they used I liked, putting a moving lift behind a wall while in the shopping area, but if I used that idea then I would do completely different textures and graphics and use a different lift. an probably use it in a different area instead of in a shopping mall. But I would only use the idea or design element in my game only if I know the idea can't be copyrighted in the license and that only their game assets they create are what's protected under the license.
But what I want is some of the ideas they use to help shape my own game with. And that one reason why I think those in the game industry write out these tutorials to share their ideas of designing in the game industry out to others like me who need ideas..
I think a good tune like this one you done Snasbisch should have up to 2-3 different loops not use just switch the instrument from piano over to synth saw halfway through it and just play the same story (play the same sequence of notes repeatedly through the rest of the tune and then it abruptly ends. But that this tune should be to up to 2-3 minutes long, and use up to 2-3 different loops to give it more interesting rythym variation and make this tune sound aot more whole and complete instead of sounding like its only half the story done without finishing it. When it comes to tunes like this, I want to hear the rest of the story.
Because its a nice rythym piece, I like the rythym. and I loved the vocal part in the first one that you did, But I would like to see some more variation of your loops notes using the same groovy rythym...
An after the bass plays this nice groovy rythym for a while on the one note, I would also like to see the Bass also sometimes switch up or down the scales as well and try something interesting, difference sequence every now and again to change up or down to make things interesting to tell more of the story... I would love to see more variations made of this tune.
Do you have a picture of the ship's pilot chair so I can take a look ?
Snabsich, if I was making an internet dependent game like an MMORG or a web browser-based game then maybe the Deezer and Spotify streaming play music system might work, but this service also expects you to put their buttons on your links, but since I'm not making a internet dependent game, but making a stand alone pc game in Unreal engine I can only use the music if you upload it as a game resource file to opengameart.org. So I can't use Spotify or Deezer because they are not a resource file service... They are just a play streaming web service.
Another good piece of work made. This will suit well in my dance bar sectin of the game..
I'm doing a sewer level (writing the 2d dialog out of it first) before building the 3d version, becaue I don't know how to animate unreal imported custom models yet but the game contans rats, just stick the rat it in the dark where there's not much light around, and I don't think anyone will notice the defects..
I set aside that 1,000 screen batch game for the time being, and it was fun doing it and started off a new project. Going to be a 3d combat rpg space game and uses a similar tree system to mass effect but is not the same game as mass effect so thee's no shephard or Asaris or anything like that. . Unreal is good, but can be unfriendly and awkward at times, Unity is also good engine but unfriendly very involved with code....
For the new Project, I started this one a little different.. I did write about the plot of the 2 missions in another thread on here. I've written all the game text dialog out for the first two missions and layed it over with the game characters. And the dialog also does have basic foley sounds now, As its a game dialog that has progressions also in it so the further you get into the game the more flags it uses to determine what progressions to do or what different events to show up as you're playing the game out.
I also added in half of the voice diaglog files in now to the text, all this has been done outside the Unreal engine to save me alot of time... So I can set up all the sound system of the game and test it and also the diaglog branches before I put it into the game engine to create the 3d world version of it.
Ahh the Commoore c64 days
Argh, I wish they check these licenses fist before releasing !
I could probably use that in the labs level as one of the monsters. do you have a ship
s pilot's chair yet? . its similar modern design to the one they use in mass effect.
Pages