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Xanthier

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  1. First, to those who took time the to post long responses, thank you. I appreciate the guidance, this is the most helpful forum I have been on in a while. The FAQ did not really answer any of the questions I had. This has given me a lot to work on. I already have a GDD in process and I just secured my own website address. I have some direction to take now. Can anyone tell me if there are any game tools capable of making an RTS or is finding a programmer the best bet? I've heard of Stratagus but that's just an engine. Could be a good engine for a programmer to work with though. <br><br>Tom - thanks for responding, you're somewhat of a legend in GD.&nbsp; I've read a lot of your articles on game design and they were very helpful.<br><br>Does anyone recommend starting a development journal?<br><br>Ian
  2. Hi, I know there are quite a few topics with similar titles, but I wanted some guidance for my particular situation. I'm interested in creating and/or being a part of a team creating a game. Programming is not my line of expertise, however. I'm more of a designer/ artist when it comes to games. I have an idea for a 2d iso rts that I'd like to get made into a game but I'm not sure how to go about finding the right people to pitch it to. I have some graphics made so people can get a feel for the game's look because I know people are very visual. I would also like to help with a 3d game project at some point and I'm wondering what skills teams would be looking for to help with something like that. I would also be open to making my own games to start if it's recommended. I have multimedia fusion which can make 2d games. In terms of commitment. I would work on the side of my job, but I would really like to develop games for a living and have wanted to since I was a child. I'm in my late 20's now and I figure it's never too late to start. Thanks for the help, Ian
  3. Just my two cents but it would probably be easier to have someone make them then find someone who had them already made.
  4. Quote:Original post by QuantifyFun Before you ask me or any other employed game designer to "break the mold", I'll ask you to lead by example and do that first. When a game gets released and the Metacritic average is 60, go buy it, and tell all your friends its wonderful. When the next 95+ rated game hits shelves, take the hype goggles off and explain to your friends that its fun, but not the best thing EVAR! When announcement trailers show up on GameTrailers and there are pages and pages and pages of bastard hardcore gamers talking shit and saying things like "this game looks like crap, it's not MGS4!!!" tell them to eat a dick. Because unless you do all of the above and more... ...games will trend based on the marketplace and there are no two ways about it. If people want sequels, we will make sequels, period. And BTW, sequels are not intrinsically bad. Fable 2 is better than Fable 1, and Fallout 3 is pretty damn amazing, Call of Duty 4 was better than Call of Duty 3, and just to throw a curve ball in there, I enjoyed GTA4 -LESS- than San Andreas, even though everybody else thought it was mindblowing. You're she sheep. Not us. We break our brains and our backs to bring quality and innovation to the demand that -YOU - THE CONSUMERS- create. The sad truth is that you really don't want the kind of artistic expression and art that you say you do. This is why Ico sold for shit and why Shadow of the Colossus struggled as well. Oh, and don't forget the studio that Okami broke. Hell, people even pulled their eyeballs out because Zelda: Windwaker -DARED- to try something new. So please... take your so-called wake-up call and shove it up your ass. Hardcore gamers are a bitter bunch of proper jaded morons that shit the bed any time the next game they play isn't the best game ever made. You approach every single box you open with the expectation that it will be better than the last, and you actively look for things to hate. You refuse to open your tiny little mind and simply have fun. You're basically useless. The gaming industry is expected to grow to a $69 Billion dollar business by the year 2012. That's based on more people buying games. More people playing games. Different people with different tastes, interests, backgrounds, living in different parts of the world. People other than you. Don't fight it. Accept it. Because the more diversity we have in the business and the economic landscape, the more risks we can take, the more things we can try, the more you might actually see the kind of games you like. But until then, -YOU- are actually part of the problem. So please. Grow up. I have to disagree here. You are judging this person without knowing them. YOU in general is the problem but not him specifically. I think what we really mean by "dumbed down by the masses" has been mentioned in yet another trend that has been mentioned in posts I'm sure. It is this.. the gaming audience has expanded tremendously, this is both good and bad and, it is due largely in part to the increasing popularity of console gaming. People who aren't gamers are playing games. It's sort of like the movie industry, people who are not movie enthusiasts demand less from their movies but more in terms of action, violence and all the stimulators. Whereas a movie enthusiast looks to foreign and independent films for a source of more fresh, innovative, and intellectual material. The same is true for games. Perhaps there is a connection to the dumbing down of society as a whole but is it me or are games becoming more like action movies with tired old plots and constant remake retreads. This is not to say that all games and movies are this way. However I believe it is because of the staleness of the industry that creative games will work in our favor. An original idea is really set to stand out as a gem amongst rocks for those companies that really care about quality. Back to the movie examples, take a look at the Dark Knight...it was a great film that dared to be different in so many ways and it was mainstream. Looking closer though you will see director Christopher Nolan began as an independent with films like Memento. He did not make the typical movie and what could have been seen as an enormous risk in my opinion. But people, really took notice. Here many were thinking that the masses would not appreciate something good if they saw it, even those who are satisfied with less notice when you give them MORE. It's disillusionment with the industry and the audiences that is our enemy. Game companies go for what they know will sell when crafting most of their products, it's just like pop music - mostly formula. So it may take somebody standing outside the mainstream to create innovation. This is good news for independent game developers...as such we are poised to potentially take the industry by storm. Just as long as we hold fast commitments to quality. The difficult part here is money and resources. This is where we are now, another selling point of games is modern graphics. People love beautiful visuals, sometimes at the expense of story and gameplay, or often as seems to be the case. When was the last time you watched a non-stop action flick ridden with special effects but intellectually vacant in terms of story and character development? They make them all the time. I think many of these games are out there now but we still need to be convinced as a society that graphics don't make a game, and I think we are heading in the right direction. We can thank cell phones and handhelds for that in fact, because they force people to play games with graphics that are outdated in relation to their console counterparts. I have noticed that certain gaming companies in general are concerned with a fun gaming experience in general as opposed to just making a buck, I'm talking to you EA. This is beginning to sound like a speech. Sorry about that fellow gamers. But in conclusion, I'd like to state than in the gaming industry there is a lot of diversity and also a lot of stagnation. But there is ample opportunity both now and in the future invigorate the industry. Some old games need to be reworked, even if they were classic. The best musicians need to "reinvent" themselves in order to continue to be successful. Madonna is a good example here, I think Spielberg is not. Most of his more memorable work is in the past, Indiana Jones, Jaws, Schindler's List, etc. Adaptation is the name of the game. Even if Deus Ex 3 turns out to be a dud. We need to stop looking to the past and moving with the tide of the future. Go out and play more games, big and small. If you don't like the direction games are heading - go out and change it. That's what I plan to do.
  5. No offense, but you sound like you are already in the mode where you are seeing only problems and not solutions. Like you are asking for answers just so you can explain why they won't work. I agree with Captain P, you need to assess why you wanted to do this project in the first place. I'm no programmer but I'm not sure why isometric would be more difficult than 3d, Starcraft used Isometric 2D. But many games have successfully used top-down as well. I too was a little overwhelmed by the RTS titles and how I could possibly compete, but then I remembered on thing... For me, the game doesn't need to be advanced, or have state-of-the-art graphics, or revolutionary AI even. It doesn't even need to be long, the most important goal for me is that people have fun playing it. And I think I can design a game that is fun, with help. I actually care more about clean nice looking graphics than advanced ones. Beautiful old skool graphics to me are better than bland looking 3d models. So I've decided to go this route, and as for content...I'm going to make a shareware version first so the game can actually get released sooner and possibly garner more support along the way. I'm an artist so I'm seeking a way to make 2d graphics that look nice, you could do something like this:
  6. on the past thing, we're talking like hundreds of years in the past, if water was wiped out by a nuclear holocaust or similar event, forcing people to dig for it in the desert, then taking water before this catastrophic event for one military base, is so insignificant. Besides who knows how much water was ruined, any water taken before would have been dried up later anyway, no waste there.
  7. Quote:Original post by space warp Quote:Original post by Edtharan Actually, if you could target Enemy troops, this would be advantageous. You could target an an enemy squad and transport them to a point in the future. You could then bring your units into position for when they re-entered the time line (and wipe them out). Nice idea. Never thought of that. One could expand on this in various evil ways. Say for example that the enemy launches a rocket. What you want to do then is to target that rocket and transport it to the enemy camp using the SpaceTime Conductor. I'm not sure that would be exactly a good idea, it could create an unfair advantage. For one, the computer opponent would always zap away your rockets and rockets would basically become obsolete for both parties. I've got another idea. There should be restraints to both time and space. Both conductors should use some expendable resource. I also think that the space conductor should have limitations, namely you should have to teleport from within a radius near the building, or maybe only teleport friendly units, also every use of the teleporter could drain it a fixed amount, or it could be based on the mass of matter transported, distance, or both. The time could work like this, you target the incoming rocket with the time conductor, and it would freeze with a little box where you hold down a button and watch the seconds fly by on the ticker (seconds would turn to minutes pretty quickly, like pumping gas) all the while this is draining your time/space fuel. The idea being that if you can buy some time on that rocket reappearing you can move your troops away from the target and minimize damage, put up a shield etc. But, if you had sqaundered your time fuel, you'll top out at like 2 min, and may not have enough time to get your people out of there. I believe this would do a lot to balance gameplay. You also mentioned water is scarce in this dystopia like environment. perhaps you could enable the machines to bring in water from the past at a tradeoff of time fuel. Since this would be like a hundred years you could make make past travel cost way less fuel, which is plausible, besides you could use past-travel in limited practical ways. Since time-travel is the main theme here, you should utilize this technology elsewhere. maybe units could have miniconductors on them and make it like an upgrade. for example, instead of casting speed on a unit, it would be similar but more like starcraft stimpaks, activated on each unit. It could be effectively work like speed, but be a small jump into the future. So as your units attack you group them and activate this temporal-skip, and yout armies will suddenly appear twice as close to attacking the enemy as before. You could also do the opposite by having defensive towers near your base(using a weaker form of the technology, possibly one that draws on a nearby time conductor) that cause a temporal-stutter upon the enemy's approach. Effectively setting them back several marching strides and possibly buying valuable time for your guys. Just some ideas. Imagine this, in a multiplayer setting the enemy is charging to meet your ranks halfway between your bases. they suddenly disappear. They know they are in the future, but...where? did they retreat? or are they behind them now, waiting to attack from behind. Or did they go on to attack their base while it is vulnerable. Of course to do this you'd have to use teleportation somehow. Hope that gives you some more ideas.
  8. Quote:Original post by Glak There was an incredibly awesome indy game called Strifeshadow. It was made by a top Starcraft player (Zileas) who after designing Strifeshadow got a job working on World of Warcraft. I think that the other guys (including the owner/programmer) went back to their day jobs. This game and website is still around, just do a Google seach. You can even buy it still, far as I can tell. http://www.ethermoon.com/darkelves/index.phtml
  9. Quote:Original post by GrumpyAndTired Well, your ideas sound good, implementing them will be a challenge. But try to stick to some of the standard formulas for RTS games like rock-paper-scissors, or like WC3, they have more of an RPG like battle engine. And try to stick to 'normal' keymap bindings. These are the kind of things that gamers will *really* complain about. Alot of games that try to go to far outside the genre just don't get picked up by the gamers because it's just too far out there. Rock-paper-scissors basically, this is a counter system for combat. If you don't know what it is, it means that every unit has a strength and weakness to some other unit. Also, how are you going to balance your units? How will you calculate the costs for them? Balance is crucial for an RTS. With bad balance the game will be set aside by the gamers. Many games fail because of bad balance and the company won't patch it. You need a good data scripting system to make tweaking the balance easy. Yes it won't stretch the boundaries too much, just enough to hopefully spice things up. I'm familiar with r-p-s, it will still have a lot of that. I assume by your last statement you mean that unit stats can be easily modified for fine tunings and stat overhauls. I think balance is something that is hard to achieve in concept, it takes extensive testing before you really know how it's all going to work. I hope to do a lot of testing myself. I want it to actually be fun for people! I've played too many games that simply weren't.
  10. thanks, that is good advice. I thought that maybe it was something I should know regardless. Now I see it's a question of the programmer assuming too much on the part of the designer. I get the same happening at work with web design, lapsing into tech lingo that we forget to put in laymen's terms.
  11. I'm doing design work and art for a game idea that I recently got accepted by a small commercial company and the guy makes some programming references that I'm not up on concerning my design doc. Is this the right forum for answering those questions? I didn't know if this goes in programming or design. Please forgive my ignorance This is what he said: "I need all the information regarding Data, for the game I am working on the Data Engine..." He also said: "Ian I need all you Data Structure Info asap so I can build the Load and Save Functions" I think I know what he is talking about, but I'm not quite sure how much this covers Additionally he mentioned an existing system that he has, it seems to have all the functionality that I require. "For instance in the new NovA using a Fast loop method I can Change A Units Stats on the fly and save it or load it during realtime It helps in NovA Cause I can Level Up units during Gameplay" Thanks for the help, and your patience.
  12. Quote:Original post by Calin Quote:Original post by Instruo You might consider looking at the Torque with the RTS Starter Kit. By nature its 3d and not 2d, but it might give you a leg up in the right direction. Torque RTS StarterKit is not the best candidate if you want a full blown RTS: It has no pathfinding, collision detection and worst of all it doesn't have RTS networking. It's best thing is to either build a RTS from scratch using an existing rendering engine or use an existing open source RTS (there is few of them) such as Stratagus? i believe that is one.
  13. I actually found someone, a small company that helps create commercial games using MMF (Multimedia Fusion) those familiar with it may be able to give me tips on how to get the most out of the MMF engine for what I want to do.
  14. thanks, I'm hoping someone will want my artwork as much as i need their programming skills.
  15. This should be the right link: http://img228.imageshack.us/my.php?image=newterrainxq8.png A few others as well http://img224.imageshack.us/my.php?image=unitsom0.png http://img182.imageshack.us/my.php?image=jungtilesgi6.png I'll look into those engines, are they popular enough that I can relatively find help/collaborators to work with me? Can anyone recommend any others that are, or forums to find them. Also curious if anyone is familiar with Stratagus. Is it usually advisable to solicit help while you are still a one-person team? I want to add that I do have much of the units and storyline worked out but everything is flexible at this point. thanks for the patience, and the answers!