As most of you who read this blog will know, I am attempting the One Game a Month Challenge. My first four games were all different games done with different engines and/or different programming languages.
Starting this month (May), each month's project will be part of a larger project. The next eight "games" will be based on chapters from the book "Guilty Pleasures" by Laurell K. Hamilton. Obviously, this is a fan project and all of the respective copyrights (characters, storyline etc) belong to Ms. Hamilton and as such, it will not be sold. Ever.
Why do a project that I will never be able to sell? There are a few reasons. First, I'm neither a game designer nor an author and as such could never make anything like this on my own. Second, I'm a huge fan of Laurell K. Hamilton and her Anita Blake series and thought it would neat to try to make a visual/interactive game based on one of the books.
Saying all this, I'm still not certain how to approach this project. Do I turn it into a storyline based RPG type similar to Elder Scrolls (but in 2D) where the player chooses conversation lines? Or do I give it more of a "bookish" feel where the player basically watches the story unfold and is only given control to do things like click various items for back story/more detail and battles?
Each approach has its pros and cons. An RPG would give the player more freedom, but they wouldn't get the detail and back story depth that an interactive "book" game would give.
Also, I'm not certain how I should make the game itself. Do I make it in C++ or should I use a game engine like Construct2? I have no idea how to use graphics in C++, but I would be able to type the code itself fairly easily. While with Construct2, using graphics is as easy as double clicking on the screen, but I find the code itself a bit difficult to use - especially with complex ideas. Ah, if only there was a game engine that handles graphics as easily as Construct2 does and uses C++ as well! The closest I know of is Unity, but that uses C# and is for 3D games/graphics.