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Community => The Lounge => Topic started by: Dialects on Wednesday, May 19, 2010, 22:50:56 PM
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From time to time, I will consciously put some thought into what we could do with Headshot to make it a better/more interesting place. Apparently, as we had the opportunity to realise in previous discussions, we all sink towards the same thinking; "What now?" --We have all been hanging together for great while and that's been great fun. I was seventeen/eighteen when most of you first spoke to me. I am 21 now. You make the math.
Not only do we have the cheer will and drive to do something, as we also have the talent. I consider myself active in the art field, as I'm constantly trying to improve my skills and keeping a regular pace so that I never get rusty and take on a loss of skill. I do slack down sometimes, but not as often as I do otherwise. Dennis suggested a T-Shirt business. It was a nice idea, but hardly doable without being too much of a burden to either me or Dennis himself; as we are probably the most knowledge in Photoshop within the community.
I defy you all to bring forth the goodness of brainstorming. Go for it. Chill some ideas on your head and share them up. If we end up coming with a good idea and decide to take it as a project, better even! It would be great to have the old fellas reuniting now, wouldn't it?
You know you want it.
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I think we should all put are heads together and make a game. But, that's just me. :)
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Quadruple board Monopoly. Call it Quadropoly. The worlds longest game just got 4 times longer.
Seriously though, Dann brings up something good. We always come together towards one idea, kind of melt away, come back and ask about what to do. Thinking of some 'project' would be fun mainly because I'm basing this off of working with everyone on mAAp.
As for a 'project', this is a pretty critical part. I originally suggested a t-shirt business because I knew we all had some design sense and way to realize our ideas onto a shirt wouldn't be too hard. But the actual realizing would be between Dann and myself, hmm.
We could try and meditate everyday until we can nonlocally communicate with each other. That'd be pretty fucking rad.
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By the way, what happened to Jonny's AA Classic idea?
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It is a total of 0.0015% complete with 0 current contributers. :)
http://dl.dropbox.com/u/464376/GameShots/ArmyOps%202010-03-10%2021-40-50-70.png
While I totally agree with Dann and Blueblaster about remembering mAAp and how that project brought us all together and was extremely fun, I don't know what the replacement is. Outside of UnrealEd 2, I have really no skills that would go good towards an online project. Not to mention I become a complete controlling and demanding class a a-hole when joined in a project :)
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That's why we should develop new skills. I'm pretty sure that before mAAp, we had 0 skills in the areas we are almost god-like now.
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I am starting a programing (C++ and other stuff) and a web development class on monday so I'll contribute what ever I can to what ever project this community comes up with. I like Deltas idea of our own game. Some thing based off the ue2 engine. Not sure what type of game it would be but I think its a good idea and I'll try and think up some thing for it.
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I like the idea of creating a game. I have always liked it, actually. Realistically though, would any of you be willing to put that much effort to it? I know I am. I know Dennis would, even if just for a limited period of time. Nate will bring it down to "It's either Unreal 2 or I'm out!" -Sad but true. Delta and Knight seem to be up for the challenge. Positive.
Let's say the game is on and everyone listed above is onboard. What kind of game are we up to create? Are we to code our own Editor or use someone's else? How would our game be any different than the current games on-market? As you might have realized, there is a lot to be thought and naturally, that too, will consume us time. Don't be tricked, though. If we really get down to making this, we should have a sincere and consistent idea of what we want to create, in what terms and for what purpose.
Either way; I would like to hear what you think.
FYI: I do have one condition: Alexandre XVIII is not to be apart of the Development Team.
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Ive got it. The game. We remake Red Dawn as a game! If you haven't seen the movie you really need to.http://www.imdb.com/title/tt0087985/ (http://www.imdb.com/title/tt0087985/)
For my part I could at least get a script going. And possibly work out some screen play for cut scene's.
Single player would be the story line from the movie and multi-play(if we did one) would be wolverines v. russians/cubans in various deathmatch/tdm/ctf modes.
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If we were to create a game, I think, for an editor/game engine we should use something open source. That way if we need to code our own features into the engine it won't come down to reverse engineering, and of course the added bonus of it being free. Also, with an open source engine you usually get Windows, Mac, and Linux support. A list of engines I know of the top of my head: DarkPlaces, Cube, ioquake3, and CrystalSpace. DarkPlaces and ioquake3 are based off the Quake 3 game engine.
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Delta, you talk like you aren't developing a game :) Why not use yours?
Dann, you know me too well :P But, I might be willing to learn a new engine if it means more success and fun than mAAp was.
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I think that, with two coders onboard, making our own Game Engine might not be a bad idea, at all. Obviously, it will be considerable more demanding and time-consuming for the coders themselves, at least until the need for design, UIs, buttons and all the fancy stuff in regards to the Engine's appearance. At this stage, Dan, Kody, Dennis and myself will be involved. Nate could, as we are busy with creating the engine, work on bringing enhancements to the way we code, suggest scripts, add functions, and aid to create an easy-and-effective Game Engine. We could consider him the Researcher.
It just hit me; what if we came up with a new gamestyle while we are at it? Let's mix FPS with something else! Create a whole new kind of gaming experience is something that would add a great value to this project we are dwelling on. It would be very benefitting to the whole thing if we started addressing these kind of topics in our responses. It might make certain fellas *cough* Nate *cough* take interest.
:)
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This is just my opinion (as with any other post I make) so take it for what you want.
The funnest games/game styles I've played are the following:
Half Life 2 - This game brought a lot to the table. It is a FPS but mixed in with a sci-fi but believable story-line. Physics is a big part in the game and indeed a very big part of why I enjoy it. The lesson here is physics and story-line.
Medal of Honor Airborne - What made this game great were the effects and the high level of realism. There were a lot of goosebumps moments. While we can't do such a thorough job in realism, there's a lot to learn from the effects.
Brothers in Arms Hell's Highway - The campaign for this game was so-so. What made it excellent for me was the gameplay. It was regular FPS with added 3rd person view and some commanding. I generally hate strategy games but the mix on this game was just perfect.
I know, even if I can't code worth a crap or use another engine to save my life, I can at least provide ideas. I've been around the block, so to speak, with games.
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Something that I find interesting would be mixing an FPS and an RTS. No one has really tried it because I guess it is too big of a risk for developer. Something like you tell your units where to move and then you can play the battle as a soldier. This way you get the RTS feel but the battle is still somewhat in your hands. It would be fairly difficult to implement in online play however. We could also make it something like ghost recon where you are a squad leader and you can tell your squad mates where to go. Just some ideas.
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Thanks for the input, guys. A few things, though:
1# Who is willing to work on this project and what forms the Development Team?
2# Who is responsible for what (roughly) and what needs to be learned?
3# What kind of game are we onto and how to make it special?
4# Hint to a name for the project?
My answers are as follow:
1# I am. The Development Team should, in my humble opinion, remain open at this point in time. I believe that, once the concept of the game has been discussed, recruiting possible interested developers might be an easier job. Once there's a story-line, a concept, and a fair great deal of details and remnants of our intentions, people will show motivation towards helping this coming out of the ground (I hope!).
2# I would not mind being responsible for the project as a whole and its structure (i.e:. the story-line, the characters enhancement, the visuals, design and illustrative duties, art work, as well as any graphic-related aspect, sound effects, image treatment, and so on) I might have to learn more of 3D to be as helpful as I want/expect myself to be, though.
3# I think enriching the experience of FPS is a must. Curiously, I also happen to be a big fan of war [live!] strategy (different from the usual strategy/roleplay war-game) . In other words, command your own team/squad, team play, advanced and enhanced game experience, accurate and detailed game statistics, mentally-demanding missions, implementation of physics to the closest to reality we can, and the list goes on. We don't want to get too much on the player's way, but we want for each of his gaming sessions to feel different; innovative and non-cyclical. I also fancy the idea of creating a game where you vest the vessel and life of your own character, and evolve further on the game by taking trainings, set records, attend army/strategic school, are able to buy your own gear (weapons, grenades, bulletproof jackets, etc) --Basically, a realistic game in which the story mode can take as many routes as your options allows them to. Sounds complex, but not impossible.
4# No clue; Classy Rebels just popped into my mind. Then again, no clue why.
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Delta, you talk like you aren't developing a game :) Why not use yours?
Spanky, I didn't bring up mine because it's currently in pieces. I started rewriting some of the base code then got sidetracked. But, if we were to write our own engine, though, we could definitely start from my game-like engine.
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I have no skills to work on a project of this sort.
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Killaman, don't you have photoshop skills?
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Killaman, don't you have photoshop skills?
I have photoshop, I wouldn't say that I have skills though seeing as most of the people on this site are much more familiar with it and better than me.
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Killaman, don't you have photoshop skills?
I have photoshop, I wouldn't say that I have skills though seeing as most of the people on this site are much more familiar with it and better than me.
Actually, I've never used Photoshop before, so you're ahead of me. :)
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As to Delta's suggestion why not make a game? I mean seriously it would be fun. We could create our own game-engine or use an existing one like zenilib, see sourceforge project. I'm up to helping code that :) I'll even make the design document with your guy's help.
I mean I'm already working on a design document for my new game why not just make it a community game?
PS. Dann don't be a douche to me for this
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Don't forget to answer these:
1# Who is willing to work on this project and what forms the Development Team?
2# Who is responsible for what (roughly) and what needs to be learned?
3# What kind of game are we onto and how to make it special?
4# Hint to a name for the project?
Meanwhile; Alex, there is nothing in you that I dislike, that you haven't yet. The problem with you has always been more or less the same. You brag, brag and brag --countless times per week-- and act exuberantly higher than you actually are. Old saying fits: "You talk more than you do". I have absolutely no problem against you. I do not dislike you. I do not despise you. I do not care about you. I am neutral; not because that inflicts some sort of pleasure towards the outcome of your silly actions, but because there is nothing that motivates me to be/act otherwise.
If you want to be helpful, I truly suggest you take on a different approach. Par example, what do you have on you that you could show to us? Do you model? If yes, can I see any of your models. If you were to be a Developer of the project we are sort-of coming up with, how would you act? Why should we start using your game engine if the discussion thus far has lead us to believe we should either come up with a new one, or use Delta's?
Bottom line is; you are constantly putting yourself in the centre of the donut, figuratively talking. Lose it out. Focus on the intention and not in the result of it. Stop acting on the basis of "What am I going to get out of this?" and start acting on the basis of "How will this contribute to your life?" instead. Here's a funny yet honest and humble fact: The more you try to have people looking at you, the less they'll look.
I am not an attacker. I am not attacking. I am defending, inspite of what comes my way. I don't like it. I don't like this playground you walk on. Be honest and clear. There's no need for acts or pretentions. Be yourself and let that prove you are worth our time and friendship. Haven't you noticed? No one here is power-hungry (expect Nate whenever he's involved in a project!) or attention-whore. Most of us were in the past; some more than others. Simply that.
Don't take me offensively. I'm never offensive. I'm just blunt, straight-to-the-point and honest.
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Haven't you noticed? No one here is power-hungry (expect Nate whenever he's involved in a project!) or attention-whore. Most of us were in the past; some more than others. Simply that.
Maturity for the win.
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1# Who is willing to work on this project and what forms the Development Team?
2# Who is responsible for what (roughly) and what needs to be learned?
3# What kind of game are we onto and how to make it special?
4# Hint to a name for the project?
1) Anyone who is willing to help and wants to help. I don't care who helps so long as they have enough experience to know what they are talking about. The Dev Team will be made up of coders, modelers, photoshoppers, texturers, creative thinkers, planners, anyone who is capable of helping out in one form or another.
2) The coders will be responsible for the game-core and logic, modelers, making models, photoshoppers, texturing said models, creative thinkers, enhancing the game play and story. People will need to learn a new engine or help design a new engine and in the process get familiar with it. People will also need to know how to model, how to texture models, how to code in C/C++, how to code in C#, how to code portable code, or how to be an out of the box thinker.
[EDIT]
C++/C for backend
C# or C++ for server
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3) Here is the game concept I sent to Delta who liked it.
This game is a massively multiplayer online first person shooter, MMOFPS. The basic concept is that you play the role of a soldier who can rise to any rank he wants and can do almost anything in battle, from flying planes, piloting submarines, being an infantry man, navy seal, special ops, etc. In multiplayer the player’s goal is to rank up and then eventually be able to command units, both human and AI. The battles take place over huge distances. For example, a battle could be fought on the island of Madagascar, with the entire island open for battle. In this game there is no such thing as friendly fire turned off. This game is a war simulator. You will be able to purchase upgrades for your character such as more ammo etc. In the game there are Leaders/Emperors. These people control the battles. They monitor the battlefield and tell people where to attack and how to attack. These commands are pasted down to other players who then control another set of players and manage them. Then those players tell the squad leaders what to do and the squad leaders lead their squad to doing that. The players do not have to follow their squad leaders though; neither does anyone in the game. The emperor can send his troops to do anything. This game is about skill AND trust. When you gain skill you can rank up but only if you earn the trust of your superiors. At the start AI’s control the battles and are emperors but the AI’s and the eventual human can overthrow eventually human emperors too. Human players can actually become spies too and attack and kill their own teammates. This game is supposed to simulate mass combat with AI and humans. You can also unlock tech upgrades as emperor and go to other planets and dominate the universe. You can also have battles in space as well. The same rules apply. The battles also contain hundreds upon hundreds of players. This is really supposed to be a war simulator.
4) I duno, Battalion 5?
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First problem with that idea is getting people in the game. Unless we get this idea picked up by a major publisher its going to be hard to get a player base that big. for when there is only a few people in the game say 20-30 the game is going to suck cause its so huge. Second problem I see is getting a server that would support that huge of a game. We would have to buy our own box just to run one server and I don't know about any one else but I'm broke. Third this game sounds a lot like the battlefield series.
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First problem with that idea is getting people in the game. Unless we get this idea picked up by a major publisher its going to be hard to get a player base that big. for when there is only a few people in the game say 20-30 the game is going to suck cause its so huge. Second problem I see is getting a server that would support that huge of a game. We would have to buy our own box just to run one server and I don't know about any one else but I'm broke. Third this game sounds a lot like the battlefield series.
1) We can have AI too
2) It really isn't like battlefield, well in my mind isn't. In battlefield you can't control subs or airplanes etc. You can control helis and some boats but not to this extent.
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First problem with that idea is getting people in the game. Unless we get this idea picked up by a major publisher its going to be hard to get a player base that big. for when there is only a few people in the game say 20-30 the game is going to suck cause its so huge. Second problem I see is getting a server that would support that huge of a game. We would have to buy our own box just to run one server and I don't know about any one else but I'm broke. Third this game sounds a lot like the battlefield series.
1) We can have AI too
2) It really isn't like battlefield, well in my mind isn't. In battlefield you can't control subs or airplanes etc. You can control helis and some boats but not to this extent.
You can fly jets in battlefield 2....
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This game is a war simulator. You will be able to purchase upgrades for your character such as more ammo etc.
Do soldiers buy ammo upgrades in real life?
4) I duno, Battalion 5?
What's version 2 going to be called, Battalion 6?
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I know many of you have had some conflict with Crunk in the past in one way or another, but he does have some experience in almost everything. I haven't spoken to him and I doubt that he has seen this thread. Your call, just throwing it out there.
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Got the wrong priorities sorted, have we? I am of the opinion there is no point in discussion so far ahead without -first- getting a solid base of what kind of game is it that we would be down to create and how would the game run in single mode. After we have came up with a solid understanding of the game's concept and style, we can start addressing further features and additional content.
Forget the airplanes, the tanks, the cars, the submarines. That is all superflous at this point in time. We neither have the man-power nor the skill-level to create such immense games. It is fine to dream, sure; but do it with moderate belief. Forget the story-line and character concept. Creating a game is already an hard thing to do. Don't make it even harder. Stay focused and sharp. I believe what needs to be addressed primarily has a major concern to the kind of game we are unto creating. After we get that down, we'll then start thinking on gameplay for a single player, on story-mode. Narrow it down to the most simple things. A room (cube), some obstacles (more cubes), a character (sphere) and the enemy (cone). No textures. No sounds. Test. Test. Code more. Test. Gameplay structure. Think. Test. Code. Code. Test, and so on.
Will create boards for this project, as well as have separate categories for specific subjects and whatnot.
EDIT: I haven't had any problem with Crunk before. Expect for his awkward lack of maturity (temperamental, for the most part). Have him seeing the thread, and if he is interested, we'll know as he replies back.
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I still thought my game idea was to die for. Basically you're a cube, you have guns, shields, power generators, and whatnot. You start off with basic guns, and as you progress you get more money. You get money by damaging or killing other players, the more damage you inflict the more money you get. With more money you buy better guns and more power. With more power you have stronger shields, and with stronger shields you can inflict for damage before getting killed. And when you're killed you start all over again, you lose everything but your money and stored items. Simple, yet awesome.
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Hi,
I just got home today and read this whole thread. It seems that everyone seems to be jumping for the moderatly-big rings. Why are we starting with trying to make semi-complicated 3D FPS/RTS when most of us don't even really know the underlying basics of a game engine? Personally, I would wanna start pretty small so I could learn the basic concepts of the engine so that later I can just build over it to improve it (I would like my experience to be well rounded so I can code, design, write, draw, stylize, whatever because I know theres people who can do that, and I wanna beat them). And when I mean small, I mean we start with like a 2D game or something with classic/overused objective. Or a very simple 3D game that starts off as a simulator so we can get the world mechanics right.
I know we're all smart, but I think we may be starting a little too high.
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I've never made a 2D game, I wouldn't even know how. I started off with 3D, and my first game was a Breakout clone.
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As to where I think making our own game would be amazing. I just don't see it happening in any type of ok time frame. We are going to spend YEARS just getting a good working engine. I think we should tear AA apart and make it our own. New guns, player models, maps, game play, menu and yes some sort of story mode. AA is some thing we are all familiar with and I think we should start there.
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I think I can speak for the majority of people involved in this project when I say AA is past. Personally, I would much rather spend years and years doing this entire thing as opposed to getting the shortcut and just floating on with an easier method. Not only would it raise legal issues as it wouldn't be as funny of an experience as it can be otherwise.
Just my opinion, though.
So; what's ontrack for us?
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Just putting the thought out there ^_^ I personally don't know whats next for this project. I start coding on monday with assembly so I guess thats where I start.
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Before reading this, you should know that it's late and I'm tired.
For me, the whole AA experience was a ton of fun and I met a a lot of people and I honestly don't think I would be where I am today without it. But if there's 1 thing I've learned, it's this: No matter how much you try, you can't re-create those good times. People change and sometimes it's for the better and sometimes not but either way, things won't be the same. I can't keep trying to think that it will be like it once was, I can't keep thinking that mAAp might be successful. The consequence of this: As much as I enjoy UnrealEd, I can't and shouldn't devote time towards an AA-based modification game.
So where does this leave Spanky? The same place I was before Alex came around again. The bottom line is that I would only work on something that was built around UnrealEd 2, preferably AA. Why is this? Well, I spent around 4 years (probably more, time lengths get hazy for us old people) or so using it on and off. It took me that long to learn the things I know today which isn't everything. I also had a lot of fun with some great people that I'm lucky enough to keep in touch with today. Those classic days are gone, the engine is old and so is the game, and the troubles of maturity and being an adult are upon me. Even among friends and with the intent to rekindle the old times, starting something as complex as a game, new, from the ground up just doesn't make sense to me from a time standpoint. I honestly have other things I would rather be doing, especially if it's an unpaid job (true, as bad as it sounds).
I'll break the reasons (not excuses) down, if I'm not making my point clear, as to why I won't participate in whatever, if anything, emerges from this melting pot of ideas I see churning.
My limited knowledge - What? Yea, it's limited and generic. Some have thought I could/should get a job doing level editing. I don't have anywhere NEAR the requirements to even apply and I really have no desire to. I also have near no motivation to learn anything that has to do with game design. That's mostly because I'm a hardware guy. I clean, repair, upgrade and refurbish computers for a small living. I like to build, customize then enjoy that hardware. I'm not an artist or a creative thinker.
Time - It's not as abundant as it once was when I was fresh out of high school with nothing to do aside from nights filled with Bridge Crossing and Pipeline whoring. It's all about managing it and doing things that matter the most. Don't get me wrong, I absolutely LOVED every minute of mAAp but, come on, look at that effort/reward ratio.
Bottom line: I'd love to, but can't let myself join in (assuming I was invited into whatever idea this is, if it exists).
I'll end this with something light:
Klaasillu: That's got to be something terribly big, damn!
Spanky: thats what she said
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lol, I was going to post in here again cuz I got curious if I killed the thread or idea with my downer of a speech.
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I'm actually working on my game now with some coders if anyone wants to help ...... :) It isn't for this community or really any other community.
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Everyone's has their slacky conscience kicking in and out every once in a while. It was rewarding to see so many people have the drive to create something off from the ground, though. Even if we end up not doing anything at all, this is already great!