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what do you think about this idea


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#41 cecelski   Members   -  Reputation: 160

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Posted 14 May 2003 - 02:24 PM

An entire 5 pages!?

Sponsor:

#42 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 14 May 2003 - 02:37 PM

1369 words, 186 lines, barely 5 pages , but for a project that ambitious i''d expect at least 50k pages of information.

#43 kingpinzs   Members   -  Reputation: 109

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Posted 14 May 2003 - 04:01 PM

So know one has any sugtions how I can make a demo first of this game.

#44 Plasmadog   Members   -  Reputation: 205

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Posted 14 May 2003 - 06:12 PM

quote:
Original posts by kingpinzs
So know one has any sugtions how I can make a demo first of this game.
...
well so far I have a 5 page deisghn doc for my idea and it is still growing
this is what i have so far. pleas leav any sugstions and ideas to improve the game any.
...
Another thing When you die you have an option to be reborn as some one elsa start a new game or continue in the wrold as some one elsa but not as a child like a body snacher type thing. there also is going to be a fantsy world if the player so desiers.

...and many more such gems.



It is hard to imagine that someone who has so much difficulty typing simple sentences could have the attention to detail that such a large project would require of its implementors. If you want people to take you and your idea seriously, you should perhaps try to sound a bit more credible.

#45 kingpinzs   Members   -  Reputation: 109

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Posted 14 May 2003 - 06:52 PM

I just have problem typing that is about it and I cant spell but that dont mean I dont know what I am doing. I dont belive this is a spelling contest is it.

[edited by - kingpinzs on May 15, 2003 1:55:08 AM]

#46 ToohrVyk   Members   -  Reputation: 1591

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Posted 14 May 2003 - 06:53 PM

First of all, you should build a demo not to show how it will be like, but how your programming paradigms work : so my first advice would be to show off some of your code designs. This would include :

- The ability to load 3d objects, textures, and sounds.
- Even better : do it at runtime without a loading time.
- A heightmapped terrain with interseting textures and collision detection, and computer-generated (and generated as fast as possible).
- Trees (in fast-forward so you can see them grow and die).
- Even better if trees are built in fractal fashion at render time, and not loaded from a model.
- Realistic repartition of ground textures : even if sand is plain yellow, grass plain green, and snow plain white (unless you can texture well), we want to see sand near the water, grass under the trees, and snow on top of mountains.
- The ability to save/load the world.

Also, if you have a bit more time on your hands, I would like you to put a picnic table (wooden, preferably) in this demo, slightly tiltes. I would like you to allow the user to put any number of small balls on this table, and let them roll, bounce, bounce off each other, float on the water, etc. :-) that'd be cool!

Now, for your second demo, what about:
- Basic animals? Fetch a free model somewhere on the net without animation, and show off flocking behavior, hunter/prey behavior, and evolution.
- Allow the throwing of small objects (the balls again) by the player. Make them bounce/roll off the terrain, trees, and scare off the birds if it bounces too close.
- Make sure the birds can also land on trees and anything similar.
- Allow someone to see a mountain that is miles away, because that's how it happens in real life.
- Allow the user to make a ball explode, actually setting things on fire and destroying trees and making holes in the ground and killing critters or scaring them.
- Allow the user to pick up stone blocks, carve them into bricks, and stack them to build, say, a 2m high, 10m wide wall.
- Make sure the water evaporates when you set it on fire.
- Allow the player to dig a hole and fill it up again (you want to bury the dead, don't you?)
- Bees pollinizing a patch of flowers. Cute :-)

Anyway, I wish you good lyck with your project! Keep in touch and pull out a demo asap!

EDIT : also make the demo easy to run. If it's anything harder than an unzip, a setup and a few clickes, noone is going to pay some time. Also make it easy to uninstall, especially for an OS type program!

ToohrVyk



[edited by - ToohrVyk on May 15, 2003 1:57:15 AM]

#47 kingpinzs   Members   -  Reputation: 109

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Posted 14 May 2003 - 07:03 PM

thank you ToohrVyk for taking me serous. I am very thankful to you and your suggestions. I will do what you suggest.

#48 Evil Bachus   Members   -  Reputation: 214

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Posted 14 May 2003 - 07:06 PM

quote:
I just have problem typing that is about it and I cant spell but that dont mean I dont know what I am doing. I dont belive this is a spelling contest is it.


It''s hard to take someone seriously when they can''t even take the time to write a proper post.

The idea''s great, but you''re no Molyneux. Even he wouldn''t be able to implement a game this complex within the next 20 years.

#49 kingpinzs   Members   -  Reputation: 109

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Posted 14 May 2003 - 07:10 PM

I dont see why you gues think it is so complex.

#50 m_wherrett   Members   -  Reputation: 122

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Posted 14 May 2003 - 09:11 PM

Okay, I was a little harsh with my last post so I''ll try and be a bit more diplomatic. However, my opinion still stands that the idea is not only ludicrous, but merely an idea and nothing more.

I will start by praising you on at least attempting a design document. You''d be surprised how many people think they can get a game made just by shouting about how great they are. Having said that it needs a lot more detail on the actual implementation. Have a look at...

http://www.gamasutra.com/features/19991019/ryan_01.htm

Thats a nice starting place. You can also find a design document outline here...

http://www.cogsci.rpi.edu/index.pl?lastnode_id=776&node_id=811

Thats will help you see how the mjority of people will lay it out. It will also take you some way to realising just how grand a project the design document is.

I believe you have every faith in your idea because you don''t see any game that betters it right now, and that is very true. Yet it is exactly the reason people baulk at your suggestion. If a team of 100+ professionals have''nt made it yet, there may be a good reason.


thelurch made a lovely heart-rending speech about "nothin is impossible". In response to that, although it is an admirable opinion, I would say "wake-up and smell the coffee". No offense lurch. There are impossibilities and the prospect of you creating this game is probably one of them.

However, the prospect of you prototyping it is not an imposibility.

"I dont see why you guys think it is so complex. "

If you can''t see the complexity, then I''m guessing you have''nt been programming very long (if at all). If you have, then I would say get cracking on a small scale simulation of your ideas. Show people the concept works and that will inspire people to consider tackling the technical challenge.


Once again, I apologise for being a little harsh earlier but I hope this helps in some way.

Best of luck buddy (I mean it this time)




#51 YodaTheCoda   Banned   -  Reputation: 100

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Posted 14 May 2003 - 09:27 PM

hahahahaha ok contatcme and i will considre doing the ai for yuo poppet however i will expect sopme royaltys

#52 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 14 May 2003 - 11:38 PM

Do you expect anyone to believe that you have the dedication to carry such a project to it''s completion when you can''t even be bothered to proof-read and spell-check your design document. Additionally, it appears that you have not even done the research necessary to undertake such a task. I can tell you right now that, for example, the level of speech recognition that you''d like simply does not exist. In addition, the headings in your "design doc" focus on technology. Someone reading it is not going to want to know about your neural networks and particle systems, they''re going to want to know if you have any idea how you''re actually going to model a world.

BTW, Eliza was pathetically outdated when I was born (1979). Mentioning it just proves to the reader how uninformed you are.

My advice is to spend a lot of time in libraries doing research, and incorporate some of that information into your design document. Maybe after that, people would be more inclined to take you seriously. And if you can''t spell, for the love of God, find someone who can, and let THEM write you''re design document.

You''d also be wise to severely limit the scope of your game if you want it to be completed in your lifetime.

Anthony Serrano


#53 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 14 May 2003 - 11:45 PM

On the subject of proof-reading, that first period in my previous post should be a question mark.

Anthony Serrano


#54 Iron Chef Carnage   Crossbones+   -  Reputation: 1840

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Posted 15 May 2003 - 04:42 AM

Man, if a demo comes out and is awesome, I think there will be some suicides around here.

#55 M3d10n   Members   -  Reputation: 170

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Posted 15 May 2003 - 05:55 AM

This kind of stuff *do* exist. It has been done for ages, but they are NOT games. They are called simulators, have ugly graphics, are used only for research purposes and usually cover a few aspects of the whole reality (like animal population growth).

This is by far, not an original idea. Everyone and their momma tought at least once of doing a game like this. But the ones who didn''t have skills to gamebuild forgot the idea, and the ones who do work with games usually toned their ideas down until it was possible to turn them into possible commercial projects.

This project will cost loads of cash. There are hundreds of thousands of different 3D models to be modelled and animated, gibagytes of textures to be drawn, god-knows-much sound effects to be recorded, several different AI patterns to be programmed and extensively tested, several kinds of gameplays would need to be programmed, and an ultra-complex database system so everything can be feasible on computers other than NASA clusters. A huge team of skilled people working on this project exclusively would be required. And they would need to be paid.

And there''s no guarantee it''ll be fun, after all, it hardly sounds like a game. It''s a mini-Matrix, a simulator.

"Make a game that want to play and never get bored and never have to buy another game."

But people WILL get bored. Even if the game world changes unpredicatbly, and there are thousands of places to visit and millions of NPCs to talk to, the player will STILL be playing the same game, doing the same things.
There''ll be no storyline, no sense of goal, no sense of acomplishment. Just a super ant-farm, where the player gets in and modify the envronment, and watch their human and animal NPCs evolve. This is not the kind of thing that make a publisher jump in excitement about a game.

Slowly evolve, I guess. How fast will time pass in this "game"? For one to perceive changes, you''d need to allow them to fast foward years in a few minutes. But then they wouldn''t be controlling their character, and it would get old or die. And if you keep the time speed low enough for the game to be played properly, no changes will be perceived.

If you want a proper game, get a 1% of this idea of yours, evolve it into a *fun* gameplay, and make a game out of it. If you want to do the whole thing, I honestly think you should get in touch with some research center or university and try to get them to make your project, as a scientific software, like the space simulator Celestia. Someone in such area might be far more interested than a game publisher.

#56 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 15 May 2003 - 06:12 AM

quote:
Original post by kingpinzs thank you ToohrVyk for taking me serous.


This is my favorite post in this thread.


#57 Panzooka   Members   -  Reputation: 138

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Posted 16 May 2003 - 03:02 AM

well kingpinz.

first, have accurate grammer and spelling is important. if u speaks like primary school kid, then why should someone treat u seriously?

second, never think that everything is easy to create, things always alot complex than what u think.

ok, anything below this line is either flaming or criticising, skip my post if u dont want to read.

no game can be 100% interactive, 100% interactive will calculate and simulate up to every electron or "quarks", and thats not possible by today''s computer, and computer in next few hundred years, maybe there are particles smaller than "quarks".
comparing with today''s computer with "quarks".
ok lets say we have a 3 gighertz cpu. that means it can switch between 1 and 0 or on and off 10 000 000 000 per second.
no ne knows how many quarks makes an electron, but a simplest object will go beyond novemdecillion (novemdecillion = 1000000000000000000000000000000000000000000000000000000000000 or 60 zeros after 1)

ok im letting u compare these 2 values. and tell me if u change ur mind to not have 100% interactive.



ok AI.
how many kinds animals/pests/bacteria/virus exist in ur game? do u have it in ur game design doc? doesnt each kind of them requires a unique AI?
what about human? dont u need to have different AI for everyone? otherwise they will acts the same. and how many human lives on this planet? 5.6 billion. say u want a small town, how about 10k people? so 10K unique AI sounds easy to make eh?

well since u are creating a world. the real world is shaped like a ball.(i hope u know) if its not, then u can see as far as u like, so u thank today''s video card can handle it?
and have game or anyone done curved surface yet?

creating an OS is not a simple task. xbox uses dx, because dx is one of microsoft greatest creation, they runs an operating system that supports dx. if u are making an OS that uses dx, u must buy license. it is very unlikly that microsft will sell the licence to u, or it cost billion.

people here all against or laugh at u, some have praise comments because its ironic.
reasons? lots:
u said something then u say completly opposite thing. such as first u say u will create it for fun, then u say u create for money, and lastly u said u create this not for money but for fun.
u criticises people or ur word implies that we are lower level than u.
such as u said we dont think, and we never thought of it.
or u said to that guy and thank him for taking u serious, which implies others doesn not take u serious.

think before u even say a thing will help u alot. check before u click the post button will also help.

for now, get what ever u think u can done. and show us. or everything else u post here is eiher a flame, critisism or "serious" suggestion.

and dont think we dont treat u serious.

#58 Cestps   Members   -  Reputation: 122

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Posted 16 May 2003 - 04:26 AM

quote:
AI: Fuzzy Logic, ...

Hahahhhhhahaaahhahahhhahahhha!!!111!!!1!!

Sorry.. had to.

#59 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 16 May 2003 - 11:37 AM

ok Panzooka a game has nothing to do with atomes I have proper grammer but i just miss spell so to bad for you. Making a game has to do with only things you can see to make it intractive it would have to be what you can see and if you dont like that then tell me how you can interact with something you can''t see like the invisable man.

#60 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 16 May 2003 - 12:08 PM

quote:
Original post by Panzooka
first, have accurate grammer and spelling is important. if u speaks like primary school kid, then why should someone treat u seriously?

The blind leading the blind...






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