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Topic: SuperMelee Clone (Beta II In-Progress) (Read 52408 times)
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evktalo
Frungy champion
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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!
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« Last Edit: November 15, 2006, 09:30:08 pm by evktalo »
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xenoclone
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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.
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xenoclone
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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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Good to hear this!
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Zzzzrrr
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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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@Zzzzrrr
The melee portion right now is the entire game. 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.
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.
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Zzzzrrr
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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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xenoclone
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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!
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xenoclone
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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
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xenoclone
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Thanks Count.
Things are moving slow but steady.
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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JonoPorter
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Don't mess with the US.
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I was unable to tell from the video but does your game follow newtons laws?
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xenoclone
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@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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