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#ActualJeremy Williams

Posted 06 July 2013 - 02:54 AM

Recently, while reading through a tabletop RPG ruleset I devised, a friend of mine suggested making a 2D single-player/cooperative turn-based RPG out of it with 32-bit graphics. (Early Fallout titles and ToEE are good single-player only examples of this genre.) I've been thinking about it for a while, and I see no reason why we couldn't do it if we had one or two more people. All we'd need is an artist for the 32-bit sprites and possibly a concept artist to help them out. Since the graphical requirements are so low, this isn't asking much. Steven knows javascript, and if the game engine we end up going with doesn't use it he can learn another programming language. (I can as well, but it's *all* he can do, so I think I'll let him do it.) I'm good with rulesets, I can write, I can worldbuild (I've done a lot of it in other 2D, 32-bit games) and although I admit it's been a couple years (actually, it's been more than half a decade) I used to make music with a digital sound studio, so I can score the game myself. (I'll use 16-bit audio. Fits the retro graphics and it's also easier to do.)

 

I haven't gotten very far into this concept yet, but the ruleset it uses is a tabletop ruleset I've been working on, and I can post that if anybody cares. What I want to know now is how big of a demographic we would have. We want to turn a profit, after all, and even though our expenses more or less amount to a couple programs, energy drinks and pizza, I want to make sure that it will pay out more than the couple hundred we'd be putting into it. Especially since unlike the "Wounded Gaia" pipe dream, this is something that I could actually do at any time without needing many extra resources or any extra training.


#3Jeremy Williams

Posted 06 July 2013 - 02:52 AM

Recently, while reading through a tabletop RPG ruleset I devised, a friend of mine suggested making a 2D single-player/cooperative turn-based RPG out of it with 32-bit graphics. I've been thinking about it for a while, and I see no reason why we couldn't do it if we had one or two more people. All we'd need is an artist for the 32-bit sprites and possibly a concept artist to help them out. Since the graphical requirements are so low, this isn't asking much. Steven knows javascript, and if the game engine we end up going with doesn't use it he can learn another programming language. (I can as well, but it's *all* he can do, so I think I'll let him do it.) I'm good with rulesets, I can write, I can worldbuild (I've done a lot of it in other 2D, 32-bit games) and although I admit it's been a couple years (actually, it's been more than half a decade) I used to make music with a digital sound studio, so I can score the game myself. (I'll use 16-bit audio. Fits the retro graphics and it's also easier to do.)

 

I haven't gotten very far into this concept yet, but the ruleset it uses is a tabletop ruleset I've been working on, and I can post that if anybody cares. What I want to know now is how big of a demographic we would have. We want to turn a profit, after all, and even though our expenses more or less amount to a couple programs, energy drinks and pizza, I want to make sure that it will pay out more than the couple hundred we'd be putting into it. Especially since unlike the "Wounded Gaia" pipe dream, this is something that I could actually do at any time without needing many extra resources or any extra training.


#2Jeremy Williams

Posted 06 July 2013 - 02:52 AM

Recently, while reading through a tabletop RPG ruleset I devised, a friend of mine suggested making a single-player/cooperative turn-based RPG out of it with 32-bit graphics. I've been thinking about it for a while, and I see no reason why we couldn't do it if we had one or two more people. All we'd need is an artist for the 32-bit sprites and possibly a concept artist to help them out. Since the graphical requirements are so low, this isn't asking much. Steven knows javascript, and if the game engine we end up going with doesn't use it he can learn another programming language. (I can as well, but it's *all* he can do, so I think I'll let him do it.) I'm good with rulesets, I can write, I can worldbuild (I've done a lot of it in other 2D, 32-bit games) and although I admit it's been a couple years (actually, it's been more than half a decade) I used to make music with a digital sound studio, so I can score the game myself. (I'll use 16-bit audio. Fits the retro graphics and it's also easier to do.)

 

I haven't gotten very far into this concept yet, but the ruleset it uses is a tabletop ruleset I've been working on, and I can post that if anybody cares. What I want to know now is how big of a demographic we would have. We want to turn a profit, after all, and even though our expenses more or less amount to a couple programs, energy drinks and pizza, I want to make sure that it will pay out more than the couple hundred we'd be putting into it. Especially since unlike the "Wounded Gaia" pipe dream, this is something that I could actually do at any time without needing many extra resources or any extra training.


#1Jeremy Williams

Posted 06 July 2013 - 02:51 AM

Recently, while reading through a tabletop RPG ruleset I devised, a friend of mine suggested making a turn-based RPG (think "Fallout 1&2" or "Temple of Elemental Evil") out of it with 32-bit graphics. I've been thinking about it for a while, and I see no reason why we couldn't do it if we had one or two more people. All we'd need is an artist for the 32-bit sprites and possibly a concept artist to help them out. Since the graphical requirements are so low, this isn't asking much. Steven knows javascript, and if the game engine we end up going with doesn't use it he can learn another programming language. (I can as well, but it's *all* he can do, so I think I'll let him do it.) I'm good with rulesets, I can write, I can worldbuild (I've done a lot of it in other 2D, 32-bit games) and although I admit it's been a couple years (actually, it's been more than half a decade) I used to make music with a digital sound studio, so I can score the game myself. (I'll use 16-bit audio. Fits the retro graphics and it's also easier to do.)

 

I haven't gotten very far into this concept yet, but the ruleset it uses is a tabletop ruleset I've been working on, and I can post that if anybody cares. What I want to know now is how big of a demographic we would have. We want to turn a profit, after all, and even though our expenses more or less amount to a couple programs, energy drinks and pizza, I want to make sure that it will pay out more than the couple hundred we'd be putting into it. Especially since unlike the "Wounded Gaia" pipe dream, this is something that I could actually do at any time without needing many extra resources or any extra training.


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