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Author Topic: SuperMelee Clone (Beta II In-Progress)  (Read 52408 times)
evktalo
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Re: I'm Creating a SuperMelee Clone
« Reply #15 on: November 15, 2006, 09:27:34 pm »

Nice to see a supermelee-style project with TGB.

As for commerciality, I think selling a four-player, single machine multiplayer game is quite difficult. You need not only a PC, but enough controllers AND three friends to test it properly before you make a buying decision.

I, too, am involved in a TGB project which aims to be commercial. We have a *great* four player single machine multiplayer game. It's buckets of fun. It's also probably impossible to make a sensible commercial game out of it, so we're now doing proper single player content for it.

Best of luck to your project!

--Eino

edit: oh yeah, the screenshots look good!
« Last Edit: November 15, 2006, 09:30:08 pm by evktalo » Logged
xenoclone
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Re: I'm Creating a SuperMelee Clone
« Reply #16 on: November 16, 2006, 09:27:56 pm »

I hear what you're saying evktalo. Part of me wants to try to do online play, and another part wants to do a real nice single player story mode. But when you're the lone programmer like me, you gotta think small.  If I had another programmer who I could just ask to go and make a kick-ass AI for me, or figure out what enabling real-time networking involves, etc., then I'd be in heaven.

I think there's a niche out there for this style of game. Gibbage and the number of people still playing SC melee I think speaks to that. But making money isn't the number 1 priority. I really just want to learn the ropes, so to speak, of making a game from start to finish, including selling it online, etc. I sold a game-extension I made once years ago, and I learned a lot from that. The lessons learned were far more valuable than the few hundred dollars I made.

I should probably note that I'm still toying with the idea of doing a straight-up remake of SC Melee with the same original ships, etc, with the new engine as a free download. I don't want to promise anything though,, because obviously focusing on my own original work should be the top priority. Smiley
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evktalo
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Re: I'm Creating a SuperMelee Clone
« Reply #17 on: November 17, 2006, 05:03:45 pm »

But when you're the lone programmer like me, you gotta think small.

Quote from: xenoclone
The lessons learned were far more valuable than the few hundred dollars I made.

Well said.. It's better to do something you have the resources for and get it done than aim for something "sensible" if it's not going to happen. Also I believe the later quote. Best of both worlds would be to find the one-man project you want to do which has the good market potential. Well, with this project you're shooting at least two birds with one stone, you want to do a Melee clone and you want to learn about selling a game - on top of that you may well right about the niche market!

--Eino
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Re: I'm Creating a SuperMelee Clone
« Reply #18 on: January 11, 2007, 09:25:10 pm »

You can now keep track of this project's status at: www.xenoclone.com

I'm still on track to get to beta sometime in March. It also has support for most ever feature seen in SC2 melee. So both my original game and a potential fan-made melee clone are alive and moving along nicely.
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evktalo
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Re: I'm Creating a SuperMelee Clone
« Reply #19 on: January 13, 2007, 12:39:13 am »

Good to hear this!
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Zzzzrrr
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Re: I'm Creating a SuperMelee Clone
« Reply #20 on: January 13, 2007, 06:29:02 am »

The screenshots look awesome!!! When will it be available? Would it be possible to release the Melee portion for demo purposes? I would be willing to help beta-test....

It will definately be a good idea to include multiplayer network play! Seems like UQM is taking off now that the developers added it...
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xenoclone
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Re: I'm Creating a SuperMelee Clone
« Reply #21 on: January 23, 2007, 06:39:48 pm »

@Zzzzrrr

The melee portion right now is the entire game.  Grin The plan is to add in an 'adventure' single-player campaign later. The melee, however, supports AI opponents, so a single player can play that as well.

Right now I'm still trying to crank out an solid Alpha that I can send to a few key individuals. I'm shooting for a Beta done in March. I'd like to get a few Beta testers who are familiar with SC, however, so it's possible I might do a closed beta for some people on this forum. Cheesy

As for networking, I'd love to do it but I just don't know if I'll head down that path. My major focus for the next couple months is content and (with some luck) developing a killer AI.  Then we'll see from there. Smiley
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Zzzzrrr
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Re: I'm Creating a SuperMelee Clone
« Reply #22 on: January 26, 2007, 08:25:42 pm »

But, quite frankly, most free projects suffer from things like multi-OS compatibility, instability on certain computers, memory leaks, etc... things that are covered by a professional engine like T2D. Plus, with hardware acceleration support, built-in particle effects, cross platform compatibility, etc... anything made on T2D I'd waiger would be higher quality than a free download.

Have you taken a look at the Allegro library? It's open source, supports multiple platforms, openGL, DirectX, and is very good quality.

I'm not sure how much money you are going to make on a $10 2D game..... You will probably have more success if you make it open source and allow other people to help you with development... i.e. network support, mods, etc...

Zzzzrrr
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Zeep-Eeep
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Re: I'm Creating a SuperMelee Clone
« Reply #23 on: January 26, 2007, 09:37:52 pm »

I can second that. Allegro is a pretty decent library. I used it on a cross-platform game
targeting Windows and Linux. The functions are fairly well thought out and the
help pages are easy to follow.
http://allegro.cc
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xenoclone
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Re: I'm Creating a SuperMelee Clone
« Reply #24 on: January 27, 2007, 09:33:55 pm »

I can't do open source because Torque isn't open-source and changing engines at this point would be a huge waste of time. I've dabbled with open-source in the past and have tended to find it more time consuming to work with, hence why I went with a commercial engine instead.

As far as making money goes, I'm not so concerned about that. If I can get it published by an indie publisher, great, if not then I am still interested in learning the whole process from development through selling. It really just depends on how it turns out. I've though about doing it a few ways, not all are charging $10 for the whole thing. If I have to self-publish, some portion of it might just be entirely free. I really don't know at this point.

I'll check out Allegro though. It never hurts to see how other people do things. Thanks! Smiley
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Re: I'm Creating a SuperMelee Clone
« Reply #25 on: February 20, 2007, 10:50:31 pm »

Here's my first video recording of the alpha version in action. There's still lots to be done in terms of visual effects, AI, GUI, et al, but I thought people might be interested in this:
http://www.youtube.com/watch?v=YKRt3z8v-04  Grin
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countchocula86
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Re: I'm Creating a SuperMelee Clone
« Reply #26 on: February 20, 2007, 11:22:33 pm »

Wow, that looks pretty awesome!
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Re: I'm Creating a SuperMelee Clone
« Reply #27 on: February 28, 2007, 10:46:08 pm »

Thanks Count.

Things are moving slow but steady. Smiley

If I decide to do a public beta, what would people be most interested in testing out?  Levels/ships/AI/etc... etc.. is all a work in progress. What interests people the most?
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Re: I'm Creating a SuperMelee Clone
« Reply #28 on: March 03, 2007, 07:53:33 am »

I was unable to tell from the video but does your game follow newtons laws?
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: I'm Creating a SuperMelee Clone
« Reply #29 on: March 07, 2007, 08:04:05 pm »

@Bio

Torque has built-in physics. So there's momentum, realistic collisions, etc working. I have the ships auto-brake when you let go of thrust though. In that sense, it fakes drag (since really there should be none in space).
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