bdhkhsfgk wrote:
^ First, there are some things I forgot to tell, the storyline, and me as a game designer, first, the storyline; You wake up, watch a cutscene when you eat breakfast, dress up, go to school, and when you have lessons, you get to write what you want to get different reactions from da teacher, and you to concentrate, you push buttons in order or as fast as you can, you can also register other phone numbers from aspies around your school, try to befriend them all! Eventually you can go to a trip with the class to a well-known place in your country, f.ex in the american version, Mt. Everest, and you get to take ONE picture in the game, and you wouldn't miss the chance to take a picture of a country-famous location? As said, you can choose to be male or female, you can get a boyfriend/girlfriend, you can choose to screw up your life, or do well in it, and the location of the story should be in each country's capital state.
hm. sounds like some stuff i could do irl.
bdhkhsfgk wrote:
Now for that coding related stuff, I don't think I have what it takes to do a thing like that, OCOCO may take my idea with him and get someone else to further develop it, but me, ..... I don't know, but I could ask a friend I know for help, he's planning to become a game designer for great companies like Ubisoft or Blizzard, so he and you may succeed in this

hm.. anyway.. seems like a longshot, depending on
someone else to work on your idea, when they might
(probably) be more than happy to work on their own.
(no offense intended, btw.)
you see, ideas is not an issue, w/ designers ... nope ...
the problem is: too many. there is too many ideas out
there. too many. it`s finding the right one. like a needle
in a haystack. the golden idea. and you know what the
golden idea is ?
the one that will sell. the best. that`s the golden idea.
u see it kind of works in this order, it`s a three (1-2-3)
step process from design to development stage ...
oaky here`s how it goes: 1. the designer brainstorms,
ponders, et c., finally comes up w/ THE idea; he works
on it, fleshes it out, grows & gets everything layed out.
2. then he tells the developer what they need to do. 3.
the developer (i.e.: the coder, the artist, manual-writer,
et c.), sets to the slogging (physically) laborous task ...
until it is finished.