Ideas for HTTYD game |
Topic Started: 31 Mar 2019, 15:30 (86188 Views)
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BooksAreLikeDragons
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31 Mar 2019, 15:30
Post #191
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Scribe of Berk
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- BooksAreLikeDragons
- 30 Mar 2019, 09:12
I was thinking that as a reference for me (since I'm making the Book of Dragons featured in the game) and whoever is going to create the models (I'm not sure if @Dragonrider's Fury will currently be able to do it, due to having problems with Unity), I will write a list of every single dragon species that appeared in every film (unless we'd want to include the dragons from the TV series). Alright, I've finished my research for my list (the official HTTYD wiki was incredibly useful for my information), and here's what I came up with...
The total number of dragon species seen or referenced in HTTYD 1 is 16 (or 15, if you discount the possible statue of a Grapple Grounder seen in the Great Hall).
The number of new dragon species in HTTYD 2 is also 16.
HTTYD 3 has the fewest number of new dragon species, with the total being just 6. (Coincidentally, it's the same number of dragon species that were seen in the first film.)
Altogether, this means that the complete number of dragon species in the HTTYD films is 38. Obviously, we would try to include the new species featured in the other media of the franchise (the TV series, games, comics, etc). Hopefully, we can have about 50 dragons in the game, and maybe even more! 
Also, I'm not sure if I should continue with making the Book of Dragons. Is it really needed in the game?
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
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Dragonrider's Fury
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31 Mar 2019, 16:56
Post #192
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Skrill
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- BooksAreLikeDragons
- 31 Mar 2019, 14:24
I'm sorry if I annoyed you, I didn't mean to.
I wasn't annoyed, so don't worry.
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BooksAreLikeDragons
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31 Mar 2019, 17:45
Post #193
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Scribe of Berk
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- Dragonrider's Fury
- 31 Mar 2019, 16:56
- BooksAreLikeDragons
- 31 Mar 2019, 14:24
I'm sorry if I annoyed you, I didn't mean to.
I wasn't annoyed, so don't worry.
Okay. I just wanted to make sure.
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
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Dragondog
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31 Mar 2019, 20:03
Post #194
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Female Winged Wonder
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Yes, keep writing the book
I managed to hear back from the guy I mentioned, and here's what he said:
- Quote:
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Hi there,
Sorry for the late reply.
1st off, the MacGyver game I've made isn't really copyright free, and I am currently going through a process of getting the decision to officially release. Without explaining too much, I had to remove and change a few things, but ultimately it's going well, but it's offline to the public at the moment.
Basically it all comes down to who you contact. I was extremely lucky to actually have the chance to talk to the producer of MacGyver, and set up some rough guidelines. It took a few years to develop what's done do far. And there's a few small fixes that should be done.
The game engine I use is Unity, which is 'easy' compared to some others out there. And I also use Blender 2.6 to make models, and thankfully there's various tools for Unity which make certain things much easier to handle. Currently I'm using free versions of everything. But there was some costs involved with the tools, and hiring programmers to actually code the game. As I am mainly a 3D artist / animator, I only know a little bit of code.
Unity costs money every month, and there are also royalties involved - if say your game sells over $100,000, you have to pay Unity some amount. So I've decided to use the free version for now and sort all of that out when I can. The differences of a full version VS the free version of Unity are varied, and always change.
So if you're a beginner with all of the programs, I suggest watching as many tutorials on youtube as possible.
This one, was one of the 1st videos I watched for Blender that worked for me. After about a month or 2 of practicing Blender, I'm now kind of addicted even though I'm not exactly doing a lot with it.
https://www.youtube.com/watch?v=qJJRC2ebvSE
This was one of the 1st Unity programming tutorials I watched up until part 176, and then I basically started to hire programmers because I got lazy.
https://www.youtube.com/watch?v=YYqzz1d ... 0574BF4B06
(and I'm unsure if he's code works with any version of Unity 2017 on-wards)
Game development can be crazy fun, but at the same time it can be ruthless. It can certainly be stressful at times, and very costly. Some 'indie' devs have a budget of 1 million. I certainly didn't, lol.
I have the issue of creating a massive idea in my head, and then writing down a game design document that is either too much to handle, or becomes a complete mess of ideas. I suggest something like GoogleDocs to handle concept documents. Easily shared and can be edited by more than 1 person - if you have a team.
Teams can be good, but in my experience - they don't work out unless you know your team members personally. I've helped out over 10 teams before and only 1 of them exist now.
If you have the passion to create something, you'll work it all out - in good time. I could go on and on, but I'll stop here heh. But if you have any questions, I might be able to help.
Cheers!
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GO TEAM
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BooksAreLikeDragons
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01 Apr 2019, 06:25
Post #195
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Scribe of Berk
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- Dragondog
- 31 Mar 2019, 20:03
Yes, keep writing the book
I managed to hear back from the guy I mentioned, and here's what he said:
- Quote:
-
Hi there,
Sorry for the late reply.
1st off, the MacGyver game I've made isn't really copyright free, and I am currently going through a process of getting the decision to officially release. Without explaining too much, I had to remove and change a few things, but ultimately it's going well, but it's offline to the public at the moment.
Basically it all comes down to who you contact. I was extremely lucky to actually have the chance to talk to the producer of MacGyver, and set up some rough guidelines. It took a few years to develop what's done do far. And there's a few small fixes that should be done.
The game engine I use is Unity, which is 'easy' compared to some others out there. And I also use Blender 2.6 to make models, and thankfully there's various tools for Unity which make certain things much easier to handle. Currently I'm using free versions of everything. But there was some costs involved with the tools, and hiring programmers to actually code the game. As I am mainly a 3D artist / animator, I only know a little bit of code.
Unity costs money every month, and there are also royalties involved - if say your game sells over $100,000, you have to pay Unity some amount. So I've decided to use the free version for now and sort all of that out when I can. The differences of a full version VS the free version of Unity are varied, and always change.
So if you're a beginner with all of the programs, I suggest watching as many tutorials on youtube as possible.
This one, was one of the 1st videos I watched for Blender that worked for me. After about a month or 2 of practicing Blender, I'm now kind of addicted even though I'm not exactly doing a lot with it.
https://www.youtube.com/watch?v=qJJRC2ebvSE
This was one of the 1st Unity programming tutorials I watched up until part 176, and then I basically started to hire programmers because I got lazy.
https://www.youtube.com/watch?v=YYqzz1d ... 0574BF4B06
(and I'm unsure if he's code works with any version of Unity 2017 on-wards)
Game development can be crazy fun, but at the same time it can be ruthless. It can certainly be stressful at times, and very costly. Some 'indie' devs have a budget of 1 million. I certainly didn't, lol.
I have the issue of creating a massive idea in my head, and then writing down a game design document that is either too much to handle, or becomes a complete mess of ideas. I suggest something like GoogleDocs to handle concept documents. Easily shared and can be edited by more than 1 person - if you have a team.
Teams can be good, but in my experience - they don't work out unless you know your team members personally. I've helped out over 10 teams before and only 1 of them exist now.
If you have the passion to create something, you'll work it all out - in good time. I could go on and on, but I'll stop here heh. But if you have any questions, I might be able to help.
Cheers!
Well, it's definitely some good advice to think about. What are everyone else's thoughts?
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
|
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Dragonrider's Fury
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01 Apr 2019, 12:23
Post #196
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Skrill
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I mean, I feel like we do know each other personally. At least, I feel like I know Dragondog personally. He does make some good points.
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BooksAreLikeDragons
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01 Apr 2019, 15:48
Post #197
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Scribe of Berk
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Is there anything else that I can do?
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
|
|
Dragonrider's Fury
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01 Apr 2019, 18:46
Post #198
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Skrill
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Unless you feel like getting me a new computer that can run the latest version of Unity, nothing comes to mind.
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BooksAreLikeDragons
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01 Apr 2019, 19:08
Post #199
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Scribe of Berk
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- Dragonrider's Fury
- 01 Apr 2019, 18:46
Unless you feel like getting me a new computer that can run the latest version of Unity, nothing comes to mind.
I'll continue with the Book of Dragons and I'll start working on the script again, since I haven't been doing much work on it lately.
If Unity doesn't seem to be working on your computer, maybe try Unreal Engine?
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
|
|
BooksAreLikeDragons
|
02 Apr 2019, 10:50
Post #200
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Scribe of Berk
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I tried the watercolour effect that I used for the file I named 'Painting 9 (watercolour)' on the other dragons, and I didn't like it. So I decided to try out another effect called 'Pencil sketch 1' on the same image of the Night Fury, and I preferred that. I've uploaded the picture onto my Google Drive so that everybody else can see what they think of it. Does it look suitable to be used in the Book of Dragons, and do you think it would be fine to apply the effect for the other dragons?
Here's the link: https://drive.google.com/file/d/1-SfUPU ... p=drivesdk
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Books are like dragons... if we do not believe in them, and read them, they will cease to exist.
How then will we learn the language and understand the stories of the dear dead ghosts of the past?
IMPORTANT NOTICE
|
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