Need some helpful advice.

I want to make a game, so I’m going to. I’v decided that by the end of the year I’m going to have a working proof of concept. Unfortunately I have no skills in this field, and no money for school.(or time) I know that this is not an impossibility, I just need to be pointed in the right direction. Instead of just asking a bunch of questions, I’m going to put everything I have planed in this post and will post other places as well. I would appreciate any and all advice you can offer on anything in this post.

My plan is to make an open world isometric hybrid MMORPG.(in the end) But first I want to make the Multiplayer only part of it, as this will be the proof of concept more or less.
The multiplayer only part will be a battlegrounds type game. It’s going to be a full open world isometric pixel art(or something close to it) 1vs99 with 100 people. It will be full 3D something like the Dragon Quest games on the DS how its 2D in a 3D space(or the reverse), if you played them you know what I’m going for. For the combat I want a full action RPG experience. If you have played Star Ocean Second Story that is close. I want it to be faster then that but not as fast as Diablo. The 1vs99 with 100 people will be there, but I would sell the game on would be the 4 player squad game of 25 teams. This would focus on cooperative play and your team will not survive if you don’t play roles like DPS, tank, healer, ect.

The high tension that makes PUBG and Fortnight so fun to play would still be there but in the form of only being able to see what’s on your screen, never knowing if the next step is go to reveal another player or not. If it does they will see you and most likely you will fight to the death. This does mean running will be a more viable option as well. If you can’t see them they can’t see you. Also when entering a house from the outside there will be a roof, but as soon as you inter it well turn transparent revealing the inside revealing all within it, being treasure or foes. The weapons and armor will be tears, but to keep it as fair as possible the tears will just be lobbies, as in the high strategy and skill players would want to play in the highest tear lets say gold tear. This would offer the most customisation and build variety.(once you understand how my gear will work it will make sense) The new players or those looking for a faster and easier game would play in the low(lets say white) tear. This would offer the lest build variety but easier builds to achieve.(don’t know if i explained it well enough)

The Gear will work like most battleground games. It will be found in the game randomly and lost at the end of it. All stat increases and all skills both active and passive will be on the gear itself. I think Guild wars 2 dose something like this, But I’v never played it so I can’t be sure. This is nice in two ways. One way is that each game you can play in a different way.You can switch your class any time you want. This will be nice if in a squad you lose your healer someone else can just take the gear and now they’re the healer. This will also make finding gear more interesting as you will find many swords but the skills will be different most of the time. I want the gear to be seen on the player when they have it on.(same for weapons)

Weapons and they tears. I think it will be best to just give an example instead of trying to explain it. I will use a sword as the example.
White or lowest tear. Name: Sword of Example. Stats: 1-15 Damage,Strength increase of 1-5. Active skill: Blade Beam. launches a beam from the blade that travels 15m dealing 75% damage(does not pass through sold matter)
The same for all tears but high tears will have higher damage and stat increases as well as more and high tear exclusive skills.
Gold or the highest tear of weapon. Name: Sword of Badass Example. Stats: 75-100 damage. Strength increase of 20-30. Active Skills: Blade Beam. Launches a beam from the blade that travels 50m dealing 75% Damage, adds 15% more damage for each player it passes through.(meaning if it passes through 3 players the first would be 75%, the second would be 90% and the third would be 105% damage. Spin Cut: spin in place dealing 50% damage to all enemies last tell you get hit or stop the skill by moving.

Armor will be the same but more defensive skills and the only place where there will be passive skills. Just substitute damage for defense. and strength for end.( you should get it)
This is not final in anyway as I don’t really know about this stuff. Plus I want high tear gear to be much more interesting and diverse.

The world. I want the map to be on the smaller side, but not to small. The ring of death will be and insta-kill not damage over time. And after the first ring of 5min. or so it will be continuous. This will push players faster and stop people hunting the outer parts of the ring. It will grown smaller tell it the size of one screen(what you can see). And yes it will be random. The player will spawn in the map by simply clicking the destination that they want. No one will see this and the mach well began once all have done so, or after a timer. Those that do not choose within the time limit will be kicked. If in a squad you will see where they have picked. The player can change where they have pick as long as the timer is still going.

Game Modes. I want to have the 1v99 with 100 players, and squad games of 2,3 and 4 players(maybe not 3) I then want a game mode where it is 100vs.1. Where 1 player at random will be a over powered best. and have the ability to switch from defense, offense and healing. and the 100 sole or 25 4 player squads, have to work at taking them down.(this will require play testing I’m sure)
Then later with the story mode add small types like team deathmatch, CTF, domination, ect. These modes would let you use the character from story mode(and not be every balanced I would bet) But maybe use set classes or builds?

I will do my best to run you through a match. The player would start by selecting solo or squad play. In squad you can then have a lobby for inviting friends. Then the player would select the tier they wish to play. The player Would then enter the prematch lobby, where they would select where they spawn. The match would begin. The player will spend the match looking for gear and kill opponents tell they die or are the last one standing. At the end all players will get in game currency to buy stuff in a shop like auras and what not(haven’t thought about that too much as it is not really important). I would like to add the shop with the story mode, so players that play will have a lot saved up to buy what they want(kinda like a pre-order) I would like to offer these items for real money as well. Yes so I can make profit off this game and keep adding on to it.(I will explain in the story mode part more) The shop will not be loot boxes but like what warfram has. That way if a player wants something they can just buy it.

That is what I would like to have done for a proof of concept by the end of the year. I then play to go to Kickstarter, patreon, and hopefully my own website for donations.(or get picked up by a publisher) Square Enix needs a money maker like this! Then I would like to move to steam early access once the multiplayer is up and running.(no idea the time frame on that) Then when the the story is done or a good part of it is. Go gold and out of early access and work towards more content and launching on multiple platforms.(this would be great on the switch)

That’s my plan for now. Any and all help will be very appreciated. The one question I would like to ask directly is if unreal is the right engine for this, or if another engine would suit me better but still offer all that I need for this idea. I’m not an artist and can not draw to save lives. I’m also not fluent in any type of code. But I believe that I can at least make this into a proof of concept. Then hopefully make enough money though Kickstarter and Donations that I will be able to hire experienced people and make my own little indy studio.(Maybe I want to make a company not a game)
This has been a dream of mine since I was 16(now 27) But now I have the job security, time and resources(a little money) If this is every going to happen it has to start now! This is my american dream and if a couple of dudes can make games in the 70’s in their basement with little to no knowledge of actually making a game, Then I can make one in my room in 2018.
After reading this it’s more of a sales pitch and sorry for spelling tier as tear I’m not changing it now.

I will try to get my plan for story out in this paragraph. It will be a story where you the player are a hero(no ■■■■ right) Full open world with multiple continents and multiple time periods to travel to(I hope to make time travel seamless like in that Titanfall 2 mission that was bad ■■■.(for puzzle solving and narrative reasons) This may not be possible but I could live with it as the time travel would not come into play tell the player has beaten the hole story(or so they would think) This taking a number of hours to do. This would be sold as an expansion on pc and as part of the full release on consoles. All the dlc(Different time periods) I would like to be free That is why I want a in game marketplace. The Time Travel DLC would be more so the player could change the ending of the game hopefully in different interesting ways or just be another adventurer you and your friends can go on. The game will have A.I. party members for the story witch your friends can swap in for, but they will still be in cutscenes and have dialogue throughout.(and what not) I have a lot of the main story thought out as this is the game I really have been wanting to make.(but the success of PUBG and Destiny) I think this is the best way to go about getting it made. I have to make a game that will sale, so I can cram my story(that should just be in a book) down peoples throats.

Thank You For Smoking.(Reading)

The best advice I can give you is that if you really want to get into game development, put this on the backburner and spend a few years learning things and working on small projects.
The big problems you have here is that you don’t have the skills to work on it yourself and you don’t have the money to pay someone to do it, and skilled people won’t work for you for free or for the promise of royalties and kickstarter money.

it’s all about time and learning man. Money and other people come and go. building a mmorpg will take quite a few years to accomplish so my suggestion is maybe spend a few hours a night learning and crunching if this really is your dream. to put it into perspective i’ve been working with UDK since back in 2011 and there are still some things i am learning. it’s all about time and patience. you can run ue4 and UDK on a pretty cheap rig.i can get you set in the right direction though… if you’re using UE4 you’re gonna need these things…
win10 x64 with: visual studio 2017 set for .net build,unreal engine c++ build…with… windows sdk 8.1
these are pretty much required for building the code if you want to make core c++ changes and add some additional amazing features…
i would suggest using a ssd not a hdd…and at least a graphics card from 2012 or higher with anywhere from 2gb vram to 6gb vram depending on how much graphics you want to put into the game.
Do not use Intel integrated graphics chips you will be very unsatisfied…
for RAM you will need at least 6gb of ram to 8gb of ram
then you will need many many gb’s of ssd or hdd space depending on what you’re using i suggesting leaving around 70gb to 80gb free to use

i learned how to compile the UE4 engine from here…
https://github.com/MaximeDup/UnrealEngine
this is a Nvidia feature rich version of the engine including some amazing features…but first to access this i think you need a nvidia account and a github account and then of course a epic games account. you will then need to link your epic games account to github. this might take a day or two to be approved by a administrator i think?..this UE4 page will teach you how to set it all up and compile the code in visual studio 2017 which i HIGHLY recommend for your own custom builds.

now this might take you a few days to download the engine and additional components depending on your internet speed and might take at least 8 to 12 hours or more to compile the code depending on how powerful your cpu is and if you’re using a ssd or hdd.
once you have got that running and i hope you do get it all setup and running! then i would suggest looking at this…

https://forums.unrealengine.com/development-discussion/content-creation/23921-mmo-starter-kit
this is basically a prebuilt mmorpg framework ready to be modified at your disposal. you can also find this if you go to google and type this in exactly!
“ue4 mmorpg kit”
these prebuilt frameworks typically come in the form of something called “projects” which is not to be mistaken for blueprints which is a node based programming inside of the engine.
anyways you typically extract this project into your projects folder which is inside of your main UE4 compiled folder. you then run the UE4 editor which boots up the projects you have. you will see that project in the list and from there you can start tinkering with prebuilt stuff. i highly suggest tinkering with prebuilt stuff first before you go off and make your stuff from scratch. now if you’re advancing at a rapid pace and you want more then you will need 3ds max or some 3d editor. i seriously suggest 3ds max as its very user friendly and once you know how to work it you can whip up 3d models and manipulate 3d characters and export them quickly for testing. now if you want to make your textures and materials you must first know the texture dimensions for instance its best to import seamless textures that are sizes of 1024x1024 or 2048x2048 so you wont get serious issues. you usually get premade textures from google images or make your own and have the dimensions predone or resize the dimensions yourself in which you will need adobe photostop or adobe cs.now a texture is different than a material so you’re going to need a normal map/diffuse/ exporter i HIGHLY suggest pixplant. it has always worked great for me or if you don’t like that use epic games suggested allegorithmic substance designer. and if you don’t like that then use crazybump. i think thats more than enough information to get you started very quickly so you won’t have to struggle like i did for years looking for applications and figuring how the hard way just how complex making your own game is!

I’m going to bump this by saying I have videogame development experience dating back to the early 90’s with many game engines. so if you have a question simply message me and i can probably awnser it. even if i get 100,000 messages i will be of service to the community and awnser every single one to the best of my ability. my skills range from rigging characters in 3ds max to…texture/material design, cinematic effects and cutscenes, post processing,physics design…rigid body,soft body, sphered particle hydrodynamics,turbulence,destruction,clothing…i also have specialities with LOD creation basically saving scene budgets so you can get more bang from your design and i’m very good with node based programming and alterations of unreal code.i’m also very skilled with audio design and various other things so if you got a question just throw it on over! :slight_smile:

I should have put this in the main post but didn’t think of it.
My CPU is AMD FX™-8350 Eight-core Processor 4GHz(could over clock it)
My memory is 16 GB of Corsair vengeance DDR3
250 GB SSD(for my OS and some games) and 2 TB HDD
GPU Is a Nvidia GeForce GTX 1070 8 GB of Memory(yes it’s overkill for my CPU I know)
Corsair water cooler
MoBo is ASUS sabertooth 990 FX R2.0
Win 10 64 bit Pro I have URE4 and plan on getting Adobe Photoshop, and 3D max.(Maybe blender)

A lot of people say to make something smaller first, I don’t want to but if it will help then I think I should so here is another pitch.

A small phone game that is an endless run, but instead of running away from the screen or to the right. It would be a endless maze scrolling up and you would move a ball by rotating your phone. Just to see how far you can get. Art would be staninless steel ball and a maze of tetris blocks(literally just thought of this after most have said to start small) I would be happy with this and it would help to have actually made something.(for morale)

I don’t know the person who wrote that wall of text(interesting to read though)**franktech.

DigitalDemolition Thank you and I will look into what you suggested.(right after I’m done with this) And I will definitely have question that need answers.

darthviper107 I understand I don’t have the skills to make this game(not to sound like an ■■■) but that’s why I’m here and asking questions. I wish I had found the place to learn this in high school but 10 years googling game development was even more of a dead end then it is today.(back then I didn’t know about forums) All the people in my very small school also thought my dream of making games was ■■■■ to be frank. I realize I’m behind the curve on this, and I’m not looking for someone to do work for me. That would be pretty counterproductive.(that being said I won’t turn down an offer) I’m going full in on this, I have too. All that aside Thank You for your response and advice, **Epic Mega Dev. so I assume you know what you’re talking about.

That phone game sounds like something you could definitely figure out how to do within a year. Your main idea is something that’s really impossible for you to attempt, it’s not a case of whether you can motivate yourself and try really hard, it’s just too much to do. As you learn more you may even reconsider your original game idea and come up with something new or better that you like.

**Hey guys I have a question simular to MoHawKacHo little different, but eitherway …
In my case it about a Cart Game. Not gonna give to much details about it in this case, because of the fact that this game is a total new concept and wil be high rated when developed.
My question are more which developers department should a turn to (or who) and what wil be the basic amount of money needed (knowing this isn’t a just a simple 4player cartgame, but a 20 player controlled based cart game which does not exist at the moment and that is just the start knowing that I probably already said to much haha).

May the road rise to meet you.**

Well phone game it is.

your system is well above average for developing a game. and if you end up developing a portable game like that you can easily have it ported to pc,android,ios or console.I say, if a mmorpg is really something you like then dont listen to darth viper hes been a downer for years lol! i remember this stuff all the way back to 2011…with the mmorpg kits that are available everything is basically pre-made for you as i stated before… the only changes you need to make are honestly some modifications to the code,character models,textures/materials and game worlds/maps. i say go for whatever you want to do thats best for you. lets keep it positive.

just check this out man… you can even combine kits when you get really good… like there are tons of different kits…rpg kits,mmorpg kits,rts kits,fps kits…you can totally combine them and make one EPIC game if you really set your mind to it.

Thanks DigitalDemolition I looked in to it and like what I see. This weekend I’m going to delve deep into what I’m going to do, and hopefully get started. I’ll update here or start a new topic once I have it going.