Angelblaze said:
And I know exactly what I want to do plot-wise (This one revolves around the whole 'Tropes vs gaming'/feminism/Equality current events thing), the problem is I have no idea where to start with art designing (I've had a game designing class - its the actual making the resources of the game I'm having a problem with). And Yes - I want to make it.
I mean, I've already got a good idea for character designs, might as well have already mentally written down the plot - it's just...how do I start building the backgrounds, battle system and stuff? Where do I really even start? Should I make like a base level and then go out from there?
Should I use some of the free pixel art that's on the internet or something else?
Just a little help please?
Captcha: 200+ Custom Settings.
No Captcha - I would LOVE to make 200 custom settings for the game, this does not mean I can.
Take this from someone who's actively well under way with making his own indie game, plus so you don't make some of the same mistakes I (and people I know) have made in the past.
***This started out as a small post and sort of kept growing longer than I originally intended so WARNING: Big wall of text
First of all you'll want to pick up Unity. It's free and you can develop your game with it and even release it, all without having to pay royalties or anything. Plus you can release on Windows/Mac/Linux/Webplayer/iOS/Android simultaneously for free too. It has great documentation, lots of tutorials, and lots of ready-made assets you can buy. Engines like Gamemaker and RPG Maker (and even FPS Creator) are perfectly reasonable alternatives of course, but these are also a lot more specialized; with Unity you can be reasonably confident that you can do anything you might want to do, more flexibility.
Secondly, and this is the part that catches a lot of people off-guard...forget about the art for now. Forget about art and story and all that stuff, you need to focus on the actual game first. The art and story can be good or bad, but unless you can program the game yourself, you'll have a very hard time making the game. You can try to convince a programmer to do the programming for you, but unless you can actually pay them, they generally don't have much incentive to stick with your project when things get tough.
Most of the people you DO find, the ones willing to work for free, often they'll be enthusiastic about it at first and maybe even make a prototype of the game or something. But then, after a couple of weeks pass, the enthusiasm wears off. And then they lose interest in working on somebody else's project and eventually flake out. This sort of thing is EXTREMELY common. Making a game is hard work and a good portion of it is literally like grinding in a RPG. It's boring, mundane work, but it's an absolute necessity to complete the game.
Art, you can get away with simple or bad art, and you can get away with free or paid art packages. Even if it's just to use them as placeholders. Art is the side that everyone sees and focuses on, but it's actually a distraction from the real game, which requires good programming no matter what. Without a programmer, you've got nothing.
So the most reliable way of making sure the game gets done eventually is to learn programming yourself. Make a prototype of the game, start making the shell of the game, get it to a point where you can show people what you've got so far and the direction you're going in. It doesn't have to be pretty, it just has to work. When people see that you're dedicated to your project, artists will be more interested in working with you. One of the worst things for artists is when they join a team, do a whole bunch of hard work, only for the team to flake out after couple of weeks, and all their hard work goes down the drain; they've made all that art for nothing. So showing you're not going to do that goes a long way.
Another reason you should worry about the art last is because when designing your game, you'll find some things work and others don't and things change often. You might have an idea for a super awesome weapon/boss/enemy for example, but later find out that it's just not going to work in the game. So if you told your artist to make that weapon/boss/enemy and then later had to remove it from the game entirely...the artist isn't going to be too happy. Better to wait until you have everything functional and set in stone before moving on to the art assets. And this applies to an extent to story as well. You might have an idea for the ultimate story, but if that story is going to require massive amounts of work, or you don't know how to make the story into a good game...then it's all for nothing. A bad game with a good story is still a bad game, just like how a bad movie with good special effects is still a bad movie. Like say Transformers 2
Learning to program might seem like a monumental task, but it's doable. I started out as an artist, and still am primarily an artist. BUT. I learned how to program too, a lot of it self taught, and the Unity documentation and community is pretty good, there are tons of free tutorials out there. And if programming still seems too daunting, you can try your hand with one of the 3rd party visual scripting tools available for Unity, where you can program your whole game by connecting logic blocks together to make stuff happen. In fact that's what I used before switching to full-on programming, it's a tool called Antares Universe, and there's a free version of that too.
Incidentally (just so I'm not completely talking out my ass lol, I'm not trying to advertise or anything) this is my game here, and it's a completely one-man team, I'm doing everything (been quietly developing it for over a year now, still a work in progress). So it CAN be done

http://www.indiedb.com/games/bhb
If you're interested, I'd be more than happy to share some of the tips and stuff I've learned along the way.