True crime Singapore

Posted Today, 07:58 AM
Hi everyone ,

i am xxxpwlxxx from Singapore .

i have play before true crime " new york "

and i have a new concept which i want to implement

I want to make a True crime " SINGAPORE "

this is some of my concept for the game

A game with Singapore place such as orchard , bugis , raffles , city hall and etc .

  1. You can play as a UNIFORM POLICE OFFICER or a investigation officer ( INVESTIGATOR )

For uniform police officer ( patrol officer )

you need to conduct a various patrol such as high visibility patrol , deterrence patrol , anti crime patrol , beat patrol , road block and normal patrol

you can also conduct a spot check ( ID ) on suspicious character and youth hanging out at night with group whom you think is gang related activities or attempted to commit crime .

you will also need to be on crime area to guard or
protect the area . so to not let people destroy the
evidence or clue .

and when you are in your patrol car , you will
receive radio message despatch by your headquarter
such as

be on the lookout for the suspect with distinguish
feature .

*** —further update for uniform police officer—***

you will also need to perform high speed pursuit ( police chase )

(2)----####And for investigation officer ( Investigator )

you job is to solve crime by using clue and evidence within the crime area ( similar to LA.noire game) . such example are collecting saliva , blood , semen ,fingerprint , informant and collecting video footage from CCTV .
And you can conduct RAID , Operation , stakeout and ambushes to arrest the perps , suspect and culprit . also you can conduct interrogation and questioning on the suspect you caught

you can also perform plainclothes police duty .

can anyone tell me HOW TO make player ( character ) building , car and how to make game . if anyone is interested in making this game with me can email me @ LEE.KAIWEI@YAHOO.COM.SG

Can i import thing from true crime NYC . if can how

how to ???

here is some of the vehicle , police officer i found on the web .

http://profile.ak.fb…9407_2550_n.jpg
http://www.spf.gov.s…GN-banner_d.jpg
http://3.bp.blogspot…olice%2Bcar.jpg
http://upload.wikime…rolla_Altis.JPG
http://police-car-ph…ws.com/2111.jpg

and in true crime new york . there is a feature which is you can flash your NYPD Badge to resident by pressing (Q) .

i want to change it to by flashing Singapore police warrant card .

http://photos-c.ak.f…562_4018386.jpg
http://t1.gstatic.co…Jfw9IXH5ufFm4Uw

This forum is more for showing work you have in progress or have finished. It’s not for recruitment. Use the “collaboration” forum for this.

In addition, Activision was already working on that and cancelled it. (Not that you should let someone else’s actions control your own).

That looks more like Hong Kong than Singapore. Are you sure?

It is Hong Kong. :slight_smile:

Start smaller.

Agreed. Start smaller. And make smaller simpler games first before saying u want to make another AAA titles.

what i mean is True crime Hong kong is cancelled by activision ,

i am waiting for this game true crime HK to be released for so long and then activision suddenly say it is cancelled. i am dissapointed so i am thinking of making my own SINGAPORE version of TRUE CRIME SINGAPORE . i am new in making game . do you its possible for a newbie to make it .

With a ton of practice, steady learning, and knowing what to expect (aka, try programming characters a little bit), yes. That said, aim low, very low. Most people (myself included) aren’t really able to judge all the problems in programming even simple games when they first begin.
I’d recommend learning the process of game-making, the terminology of all the aspects (modeling, texturing, etc.), and then practice whichever aspects you plan on mastering (unless you want to do this yourself, in which case get every book out there on every topic). :slight_smile:

In simpler terms: yes, it’s possible, but likely for a complete amateur? Not really.

Making a game like True Crime takes a lot of money and/or a lot of hours of work by very experienced people.

Start small.

What I’d do in your position is make a series of trial games, that each implement one of the major mechanics you want in the game. For example, create a trial game that allows shooting, one that allows driving etc. Then you can bring all that experience together for the final game.

First of all, you posted this in the wrong forum. This section is for showcase. If want to ask question about feasibility of making this game or ideas, I think this thread needs to go to Gossip.

Now, are you kidding? TRUE CRIME SINGAPORE ?!
I thought there is practically NO CRIME in Singapore! It would be like TRUE CRIME ANTARCTICA!! :smile:

You need to set it in a more interest locality where THERE ARE ACTUALLY LOTS OF CRIMES !! :smile:

But that’s not your only problem though. By naming it “True Crime ” you are infringing Activision’s trademark. So the question is, do you have multi-billion dollars to fight a trademark lawsuit against Activision which you are certain to lose?

Now, on to the real problem. I am all for someone to be ambitious, but something like True Crime / GTA style open world sandbox game with lots of custom created contents…I am sorry to say… is impossible for one guy. Even with 10 full time staffs its still too difficult. You will be looking at at very least 3-4 years of non-stop full time production with at least 50+ staffs to pull this off at a reasonable time frame.

If you are just by yourself, I am not trying to discourage you, but you will be making Derek Smart look really smart :smile: - you will never finish your game. It will take more than your life time to finish something like this. Just think of it this way. By the time you finish recreating something like True Crime New York City it would be so out of date graphic wise it will be like Duke Nukem Forever ! (and I just played it. OMG) Talking about Duke Nukem Forever - it also suffered the problem of being overly ambitious, and was hugely under staff (According to Joe Siegler, they had 31 full time production staff at 3D Realms, not sure how many worked on it at Gearbox) - that’s why it took 14 YEARS to finish. And I can tell you its not a pretty game. Its really a half finished game that’s full of bugs and design problems (level design/gameplay/characterization/storyline/art direction). And Duke Nukem is only a single player LINEAR PATH game! Its not even sandbox!!

Let me ask you this. Do you know how many vehicles were featured in Grand Theft Auto Liberty City Stories ? The answer is 81. And how many non-player characters in game? 26. But if you include all types pedestrian/police models, I think its over 100. That’s 100 characteters you have to model, texture, rig and animate. And of course, there are buildings, weapons, items, that needs to be created. Then there are missions (about 100 for GTA 3 I think)…I almost forgot to mention, there are also sound effect production, voice acting, story…etc etc

I will give you another famous example. Black Mesa Project. That’s the Half-Life 2 MOD recreating Half-Life 1. They are not even making new storyline/design/character etc… Just updating graphics (Half-Life can port straight into HL2 engine apparently), making new audios and voice acting. They have over few HUNDREDS of volunteers, the project is STILL GOING (since 2004). That’s OVER 7 YEARS AND COUNTING. So even if you manage to find hundreds of volunteers to work for you - you are looking at least spending 10 YEARS on this (Yeh, I am predicting Black Mesa won’t get finish until 2014! Mark my words! :smile:).

Do you think you will be able to dedicate 10+ years of your life for creating this game?

Wow, chill with the caps.

And if the persons skilled enough, they can complete it by themselves. It’s possible, I wouldn’t doubt that.

Agreeing mostly with the ‘start smaller’ comments here, however I do have something to add, because stepping all over your apparent dream here isn’t exactly the best approach to helping someone through things like this (no offense to the other posters).

First off, there’s absolutely nothing wrong with wanting to create an AAA-equivalent title (or perhaps not something AAA, but rather, a big, ambitious concept that you want to see become a reality). As long as you aren’t one of those people coming to Unity, expecting to use the free version to create the next Call of Duty FPS, the next World of Warcraft MMO, or the next Final Fantasy RPG, you are absolutely in the clear with wanting to make a big game.

However, there are many things you have to understand when starting on such a big undertaking of a project:

  • It’s not easy. Many will argue that Unity presents very little challenge to new game designers, and while this is true, Unity’s purpose is only to simplify the process of creating a game, rather than make it as simple as a drag-and-drop process. If you want to be able to build your game as easily as many would claim to want, you’re entirely responsible for creating the editor scripts, prefabs, AI behaviors, and so on. Unity can’t do that for you, and copy-pasting someone else’s code to make your game can only get you so far. If you don’t have a hired programmer, you should probably gain some basic coding experience first.
  • Time will be eaten in the process of creating it. You might be super-motivated right now and be totally capable of churning out several perfect levels for this game within a week, but creating big games takes time. There’s a reason we had to wait 11 years for Duke Nukem Forever (like one poster mentioned previously), and despite the somewhat unpleasing reviews towards it, the game is a very polished software product by today’s standards. Expect to lose motivation somewhere within the first quarter of the production phase, but keep morale high with things like pre-alpha trailers, critiques from beta-testers, and praise from team members. You will certainly need it.
  • You will lose motivation. To elaborate further on the last point, you’re probably going to want to stop the project completely when you realize just how huge the undertaking is. This is the time to decide: Are you willing to take the time to learn how to do these kinds of things? Even totally inexperienced programmers or graphic artists can churn out amazing products, but it will take more time at a rate directly proportional to your own inexperience. If you don’t think you can handle the undertaking yet, but you still want to do a project like this, do you know how to make it so that you’ll be able to handle such a project? Gain experience, do some prototyping, write some fan-fiction of your own game’s timeline, those kinds of things will keep you motivated–that is, if you decide that it’s a good idea to go through with this.

It is entirely possible for someone with inexperience to Unity or game design in general to create a game of epic proportions. It’s all about motivation, experience, and the willingness to gain experience, however, and that all boils down to your own character.

I urge you to do what you think is right if you want to make a game like this. Yes, start smaller and make a few small games to gain experience, but remember what you’re building up to if you’re serious about game design. It’s only a matter of time.

[/life-lesson]

Well, let me just add that - I fully agree with others that you should start small.
Starting something as ambitious as True Crime is like diving into the sea infested with sharks.
The loss of motivation is a real killer. You can learn a lot from 3D Realm’s experience. The problem is even if you are super motivated and super talented - the whole game industry is not moving with you - the whole industry is actually moving at a far faster speed than you. Superior tech/engine/art production process/story telling/game mechanics will continue to appear which will demoralize you.

Basically, the bigger the project, the greater the chance of a constant moving goal post.

When Duke Nukem Forever started - the FPS genre was practically still in its infancy. It just migrated from 2.5D to full 3D (Quake just came out same time as Duke Nukem 3D). Everything was very crude, so expectation was very low for visual fidelity. Story line wasn’t important and gameplay mechanics certainly wasn’t refine back then. It was basically no man’s land. Then 1998 Half-Life came out - herald as ground breaking on many levels - game design, art, engine tech, speech and lip synch (before Half-Life all the 3D characters do no open their mouth when talking!), skeletal animation, story telling… The progress significantly moved the goal post for every 3D shooter. Now everyone is compared to Half-life. If you come out something less than Half-life people will ignore your game and you will disappoint yourself (John Romero came to mind - his Daikatana for example - it was behind its time when it came out in 2000). Then the goal post just continued moving forward significantly over the years…Normal Mapping introduced in DOOM 3 significantly increased the art production time and skills require for a while (until its now becoming standardized and streamlined by new art packages such as ZBrush and Mudbox)…then there was Far Cry and S.T.A.L.K.E.R which introduced open world sandbox style gameplay which increased the production process by hundred fold… by the time Duke Nukem Forever came out, its already a dinosaur. It tried to insert some of these design / tech progresses over the years, but it was very inconsistent, and it certainly shows. Illogical level design, simplistic/gimmicky game mechanics, the game is all attitude, but no substance. Putting Duke Nukem Forever alongside Portal 2 shows a stark contrast and how far FPS genre had evolved.

Of course, the counter argument is that you do not need to “meet” these constant moving “goal post” - but it would be like someone who spent years just to remake Wolfenstein 3D - there is nothing wrong with that - but do you want to pay for a Wolfenstein 3D clone that charge full price on your desktop PC today?

My point is that - you have to be aware that the progress is continuous and doesn’t move with your own progress, it moves faster than you. Its a constant moving goal post. If your project is ambitious, you run greater and greater risk of falling behind that goal post. In the end, you will only disappoint yourself if you cannot compare to that goal post.

[/life-lesson]

applaud

One thing to note, though, is if you can add a gameplay element to make your game innovative and set it apart from the others, while still maintaining the comparison of it to another AAA title, you have essentially averted the threat of the constantly moving goal post. While it doesn’t completely eliminate the danger of falling behind people’s expectations (and therefore another reason why people shouldn’t hype their games before release), it does make it significantly easier to enter the indie game industry with guns blazing and people in awe of your work.

Also, Bawss, you stole my bb-code parody. :stuck_out_tongue:

You started it and now goal post is set, I can’t disappoint people by not doing something similar now!

[/SLAP!]
Get back to work!