Sam Aldam said:
Hmmmm, well I actually have a plan written up, but I can't actually use it, I was contemplating using First Person Shooter Creator, but all the games I've made in that have been crap. I was thinking of something along the lines of Splinter Cell combined with Silent Hill.
You have to remember that creating a 3D game is a
huge painstaking, horrible and at times rather boring process.
And borrowing models and other assets will never get you far.
In fact, if you are serious about this whole game-design business, I would recommend that you take a two-fold path.
First of all, write up a couple of boilerplate designs, thought experiments if you will. Write them like they were actual design documents. As auronvi mentioned, a quick google should provide you with some examples you can look at.
Show these documents to you friends for critique, hell, publish them here, I am sure there are many of us who can help out at least a little bit. There are even some members with actual industry experience as well (if I remember correctly, there used to be a guy from BioWare hanging out around here for example).
Secondly, download a free game engine, personally I'd recommend source, it seems easy enough to work with, and has (unlike many others) lot's of great documentation available at the Valve Developer Wiki [http://developer.valvesoftware.com/wiki/Main_Page]. Play around with it, never mind assets, story or design, for your first project, do something extremely simple, make a small room where you can shoot Gordon Freeman copies or whatever.
Keep it simple at first, and learn the engine, you will never get anywhere if you lack the will to explore and learn, curiosity is a great asset.
When you feel that you know the engine properly, you could get started on your first project, this time, write a proper design document, pass it around, if people seem to think it's an all right idea (doesn't have to be outstanding), the go for it. But once again, you'll want to keep it simple, use Source's built-in assets. Make a small mod, with some simple story, and some simple modifications to gameplay. Keep going until you've had some experience, until you feel that you get a hang of the workflow, and understand how the process works. Then you can try working with custom assets, either by learning (for example) 3D-modelling yourself, or assemble a mod team together with your friends, or with complete strangers.
Modding in general is a great way to learn quite a bit about how game design works, without having to do
everything from the ground up, and it can be great fun as well.
Last but not least: Good Luck, hope you get somewhere, and I hope you have fun doing it.
And do not forget to read the documentation, whatever you do.
SleepyOtter said:
All I know is Source is good for animation if you know how to use It But Unreal is easier If I'm correct.(probably not though)
I've personally not worked with Source, only looked at it, the documentation, and the projects spawned from it. And it seems somewhat easier to work with than Unreal (which I
have worked with), especially considering the amount of documentation available for Source, compared to Unreal.
Don't get me wrong, Unreal is a
very powerful engine, but I think you need quite some experience in game design in general, as well as in the Unreal Engine in particular, before you attempt creating anything with it.