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Let's design a game.
tanshin
post Jul 3 2005, 11:04 AM
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I liked Woe's idea. We could start very, very simple by simply making one small zone made of grass for multiple people to walk around in. Then just build from there. Not only that, sprites are awesome.


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Retehi
post Jul 3 2005, 06:20 PM
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We should try something with the CS2D engine if you want simple.

http://www.cs2d.com/

Just download it, and try (gameplay sucks, but the engine could lead to some better ideas from people around here).

Tho I'm biased towards something with some firepower. =\

Hell if you want the RPG thing, look at Shaq Fu RPG: http://www.shaqfu.org/rpg.html

Over the top, but imagine what we could do. beigelaugh.gif


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Henge
post Jul 3 2005, 08:19 PM
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QUOTE (Sgt. Retehi @ Jul 3 2005, 06:20 PM)
Tho I'm biased towards something with some firepower. =\

lets clone wolfenstien3D and put zio's head on all the enemies. beigelaugh.gif

and when you shoot them...


NOOOOOOOOOOOOOOO
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DarkEpyon
post Jul 3 2005, 09:24 PM
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The program that Shaq one was made in is called RPG Tsukuru (Maker) 2000. There's an updated version called RPG Maker 2003. RM2k3 was essentially a revamped 2000 with some added features, including a side-view default battle system. The latest in that series is RPG Maker XP, which of course runs on WinXP. This one gives you nearly infinite customization, HOWEVER you'll have to code it in a language called RGSS (which is similar to VB and others). Some amazing things have been done with this.


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Dive
post Jul 3 2005, 10:07 PM
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QUOTE (Sgt. Retehi @ Jul 3 2005, 07:20 PM)
We should try something with the CS2D engine if you want simple.

http://www.cs2d.com/

It looks like CS2D was created with Blitz 3D, which actually shows some potential but it costs $80. I'm downloading the 30 day trial right now.

Interface screenshots

Lots of good ideas so far, let's keep them coming.
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HC82
post Jul 4 2005, 04:41 AM
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I'm actually familiar with rpg maker 2k. I really remember fooling around with it for quite sometime and at least making an incomplete 25 hours rpg. I got bored with finishing the game and decided I had learned what I needed as a learning tool, so finishing the game would be pointless. You could do some pretty cool things with it and I'm sure the latest version would allow for some quality product. I have no ideas about the other versions.

It essentially taught me how utterly time consuming it is to make something that looks so simple. A well designed engine is key, but somethings just take a lot of time. Those little cut scences you see probably take longer to plan then the dungeons you run around in. That is assuming they aren't shitty cut scences, all of them are drawn out in detail and broken down like a comic book, breaking things down scence by scence; it's the sameway they do it in the movies.

I'm not saying we should do that, but it just underscores the importance of organization.
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Kazicht
post Jul 4 2005, 06:01 AM
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QUOTE (HC82 @ Jul 4 2005, 04:41 AM)
...all of them are drawn out in detail and broken down like a comic book, breaking things down scence by scence; it's the sameway they do it in the movies.

Aye. Actually the creative process for story heavy 3D games these days is alot like the process it takes to plan a film. Which is usually why intro to film and traditional Disney style animation courses is part of most curriculum for CG animation and game design.
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Dive
post Jul 5 2005, 01:48 AM
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Alright lets get rolling on this. I think the best place to start is to to decide on a genre. Action RPG, Arcade, Shooter, or something else. Kart racer? beigelaugh.gif Lots of ideas have been put forth, now let's come together on one. I am cool with whatever the majority decides but for sake of starting the decision process, I am going to give one vote to Action RPG with the following:

1. Custom Characters
2. AT Theme
3. Sci-Fi setting
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Henge
post Jul 5 2005, 03:03 AM
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i think action rpg would be a good middle ground genre, i 2nd that vote.
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Riel
post Jul 5 2005, 07:49 AM
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I've read good things about this book called "The Art of Producing Games"...if you can find it in a library somewhere it might help...i will try and track it down around here and maybe even buy it.

user posted image

http://www.courseptr.com/ptr_detail.cfm?gr...59200%2D611%2D6


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Crushinator
post Jul 5 2005, 02:33 PM
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While a homebrow RPGmaker game can be amusing, I think in the end it is too much work for what results in basically a fan-fic with some cheesy battles. Even with an AT theme I just don't think the stale JRpg gameplay would make for a compelling game.

Action is definetly the way to go; multiplayer 2d balls-out shooting is totally the AT style. I think a game that is pick-up-and-play, intense, and cooperative would be the most appealing, and you don't need to worry too much about story development when the gameplay is the core.

That 2d CS engine looks like it has some potential, and I remember reading about a version of the Tribes: Vengeance engine has been tailored for 2d gameplay as well, but still retains all the physics, netplay, and scripting Tribes allows.

The mockup Dive posted is actually a damn fine start, as far as concept goes. I'm thinking maybe a gauntlet-style thing with large areas for each stage (not just single screens like Smash TV) but of course in a cool futuristic or post-apoc setting.

Some other random ideas:
-Food for health! I'm glad you put a burger there, Dive. I'm sick of games where you use a medpack to get HP. Bring back Ham Hocks, Turkeys, Soda, and Little fuck-hens. buttrock.gif

-If we can't pull off character customizaton, make the selectable players (or NPCs) AT personalities, and then have said people record voice samples for in-game hilarity.

-Probably goes without saying, but big-ass bosses, where you would need the cooperation of the people playing to outwit them or something. Not just 4 guys pumping lead into it and strafing around till it dies. Also, one of the bosses has to be a giant squid. They are awesome.

-Maybe keep away from character growth/RPG stuff. But each selectable player character/class should of course have different strengths and weaknesses, and you can augment that with powerups you get on the playfield. Seems like it would be easier to maintain the balance and difficulty of the game this way.


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donkeybeatz
post Jul 5 2005, 03:26 PM
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WTF its crushinator?!


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HC82
post Jul 5 2005, 06:10 PM
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Yeah, I know. He just pops out of nowhere.

I like the idea of something action based. It's really more the AT way, considering FPS/PSO is its roots.

I really think the first things to conside are:

The gameplay mechanics and what gamed design engines can be used to achieve that. Honestly, the gameplay might have to reflect the limitations of any avaliable game design engine. So what type of gameplay will probably spawn from the game engines avaliable.

Storyboard, atmosphere, and characters:

Serious, funny, dark, or many elements???
The environments, enemies, bosses, characters, weapons, power-ups, etc are all going to be derived from the story and atmosphere.

The name "Apocalypse Tribe" is darker in nature and I seriously think the game should somehow have a storyline that deals with "Apocalypse Tribe." Not per se, as an online gaming crew, but somehing fictional that weaves AT into something intriguing and most likely sci-fi. Something that takes the name "Apocalypse Tribe" and sculpts it into a kickass story that make sense when you see "Apocalypse Tribe."

If people plan to get serious into this, once a game engine is found, I think developement should be done like it's usually done with any game. Different "cells" work on different parts of the game and freely exchange with oneanother. It's a horizontal chain of command, but each section is a primary focus on a certain area.

There is no point in working on a story yet, that is intill "the meat and potatoes" of the game (game engine and people who want to work on the gameplay) is good to go.

Since this is an attempt at making an AT product, it really shouldn't skimp in the quality of imagination and creativity. Anyone can throw some stupid shit together with a basic game design engine and call it a video game.

I think we want the game to reflect AT in a way where it's something developed that can surpass the quality of some gamer-kid whose idea of a game is rehash of everything he's played.

BTW the AT characters in the game idea is great! Different AT personalities appear in the story and some are playable.
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Dive
post Jul 7 2005, 03:49 PM
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I just wanted to update this and mention that I have been trying out a few game design programs. Some of them require moderate knowledge of coding and compiling, which I am a novice at, and a couple are almost as simple as drag and drop. I'll try and get a working basic "room" completed soon. Probably something like I mocked up earlier and what Crush said about a Gauntlet style game.

Anyone up to the task of messing with the heavier code based programs?

Soon as we find a suitable program, we can start the design process and split up into design teams like HC82 said. That's a great way to do this.

I would like as many people as possible who want to work on this to be a part of the production crew. This isn't something we are going to hammer out in a couple weeks, so think about what you would like to do, we got plenty of time.
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Dive
post Jul 8 2005, 09:39 AM
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I got a working sample room completed. This is by no means a game, just an example of what can be done. I used a Guy sprite from Final Fight and made a cheap on the fly animation with a few frames and found some random background image somewhere. You are able to move Guy around and even punch, although there is nothing to attack yet. There is also no collision on the room borders so you can walk right off the screen.

Let me know if you are able to load and play this demo.

AT Assault Demo 5MB

Movement with the arrow keys and punch with ctrl.

and no, you cannot pick up the hamburger yet.

beigelaugh.gif
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