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Old 03-11-2005, 08:12 PM   #1
Nikson
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I'm the main advocate for "simple graphics". Pigggy, you misunderstand what simple graphics is.
It is not poorly made graphics, unpleasing to the eye, or the lack of detail. Simple graphics does not involve complex real-time lighting/shading calculations, bump/environment/light/planar/normal mapping, reflections, refractions, ray tracing, and all the other high-tech graphical tools.

Simple graphics is hand-drawn and colored, animated frame-by-frame, just like the all the oldschool (note: NOT necessarily old, but old-style) 2d games.
For examples of very good simple graphics, have a look at Monkey Island 3, or Notrium (which I think is on AR).

And pigggy, somehow I get the feeling that you're almost AGAINST programming of any kind, as you seem to think code takes away from what people with other skills can do. This is, after all, a community project that will (if it gets started) be worked on by people who want to do so, by their own free will. Nobody gets anything out of this other than satisfaction. That said, this game project is not meant to be an employment opportunity for anyone that wants to do something. Just because 30 people offer to write code or make game models, doesn't mean that TheChosen or anyone else is bound to actually give them something to work on.
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Old 03-11-2005, 08:26 PM   #2
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I'm not AGAINST programming, I'm against C++, that said, it's not a very easy thing to work with, especially if it's with other people.

And you even hand me my own point, if this is a community project, it needs to be simple, not a company effort. I really think that we should just stick to the basic for a FIRST game, and not get out of hand with already crafting a RPG of sorts.

ALL teams first make a prototype game, especially community teams like these who just want to make games, we first have to see who's comfortable with what, and we can leave the ambitious projects for later.
You guys are focusing on a picture that is far too large, we need to start off slowly, not just leap into the pool and bonk our heads on the cement.

P.S. - This is up to TheChosen because he is the lead designer, we all give him credit for starting this in the first place, and the only way we can actually pull of a good project is by relying on TheChosen to choose a straight course of action so that everyone is certain that we're doing a certain thing.

P.P.S. - You seem to think that I'm assuming that there'll be assignments "handed-out" but that's not the case. But we DO ABSOLUTLY need to give someone instructions on what we need help on, if everyone who wants to help just runs around and donates random stuff to a single few who are actually creating the game, it'd be senseless. Everyone needs something to do, and if we all don't decide on a "style" or certain ambigous flavor, there'll be so much unrelated and ugly meshes that this would all be pointless, and everyone's efforts to actual be "satisfied" would lead to dissapointment.
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Old 03-11-2005, 08:32 PM   #3
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Yep. True.
C'mooooon, Chosen!
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Old 03-11-2005, 08:36 PM   #4
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He's starting to act like Stebbi, .
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Old 04-11-2005, 02:45 AM   #5
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A Rogue like game sound like a good first choice. Lots of depth - you could make random levels like Diablo 1, limitng it to say 15 or 20 deep or some random number therein.

It would present a nice amount of work for the programmers - a tile engine, animation classes (sprites), etc. Some tools for building data files (if needed)

Artist have to animate the character, however, simply or complex it needs to be.

A database person (or maybe a non-techincal person) could enter the data about the sprites (ie. frames of animation, stats, attributes, etc. via a tool.

You could get some one to create some original music (MODs, MID, WAV, whatever).

If there is an AVI/BINK, etc talent available some intro/cut scenes...

The point is the idea is fairly simple. Most people are familiar with this oldie. The world is 2D, maybe even top down like the original, so the complexity is manageable.

There is certainly plenty room for scope. Phase one could be one tile set, and few monsters, etc. That could eaily be enlarged if the team works well and the artist have capacity, etc.

I'm looking forward to the game already...

:Titan:
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Old 04-11-2005, 12:50 PM   #6
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Er, it hasn't even been decided yet.
I really think we should leave the RPG till later, make a little game to brush ourselves up, then start on the actual masterpiece.
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Old 05-11-2005, 06:10 AM   #7
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Quote:
Originally posted by Blood-Pigggy@Nov 3 2005, 09:36 PM
He's starting to act like Stebbi, .
??? :blink:

Anyway, even if im the boss, i still cant force you to do something that you dont want. Otherwise it would become an Uber-crap game.

@Rogue-likes-There is one rogue-like that isnt based on fantasy: Doom rogue-like.
There are already two great fantasy rogue-likes(Nethack & ADOM), so im against making a basic rl.

@Space invaders 3D- Just tell me how many Space invaders, Tetris or Pong clones there are. If were going to make SI 3D, we need a....gimmick.

@Adventure games-Im with this idea. Making adventure games require work for everyone.

Maybe we should plan a "real-time meeting".

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Old 05-11-2005, 06:19 AM   #8
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Here's an idea: there is a 2D remake of CounterStrike, which is like the original in every aspect, except from a top-down GTA1-style view. And it's fun!

Maybe we can pick a different successful 3D game (perhaps an abandoned one available on the site?) and create a 2D remake?
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Old 05-11-2005, 06:32 AM   #9
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Turok, Heretic or Doom perhaps?

We could also make a four-player hot-seat multiplayer option.
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Old 05-11-2005, 06:35 AM   #10
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Doom would be the easiest of the bunch, since the levels are flat and simple. We could try doing the first level and see how it goes.
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