| Tell
me a bit about your game.
It's called "Star Ancestor",
and I thought of it years ago with my brother.
It's an action/adventure game that takes place
in a plausible future. You play Demetrio, a solider
and you command a crack troop of elite soldiers
with the aim of protecting our solar system from
an unexplained invasion. You can move and accomplish
your missions as you like on foot, in a ground
vehicle, a helicopter or even in space. The game
has a real story and plunges you into a world
with a background.
Finally, the cinematic
aspect of the real-time cut-scenes will be really
carefully designed (with more than 800 scenes)
in order to truly submerge the player into an
interactive Space Opera.
Your name isn't very French.
Where does it come from?
It's true, I'm of Russian
origin. Let's say that I'm French with a Slavic
mind that's why I'm very emotional! :)
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What would you advise
anyone looking to get into the creation of a game?
I would say that people
shouldn't charge into it and take their time to
evaluate tools in respect of their needs.
You should pay as much
attention to the experience and advice of veterans
of the industry as to young companies but don't
slavishly apply their advice to what you want
to do. I've noticed that many of the pre-established
rules have been listed as "the laws of video games"
and you're told "You have to do it this way or
it won't work!". Of course, there are rules that
should be followed, but there aren't any "Ten
Commmandments".
Find a "hook", something
that can show that your game is something new
that hasn't been made before and get busy with
the gameplay aspects immediately. Unless your
game is designed for it, don't embark on interminable
development of physics simulations and don't develop
something your 3D program already offers.
Spending six months
developing a softbody or lipsync engine is all
very well, but nobody will care and your game
won't be any more interesting. Be canny: there
are tons of little plug-ins that can easily save
you months of work - work carefully, but don't
spend weeks on a single texture or model! :)
With integrity, patience and
a huge amount of work, how can it fail?
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