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Author Topic: Wing Commander Arena  (Read 9399 times)
xenoclone
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Re: Wing Commander Arena
« Reply #15 on: June 14, 2007, 11:06:27 pm »

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Unfortunately, until someone in the star control community starts programing wing commander gets the cool melee updates

I think the problem with this is it's just soooo hard to get help. Everyone wants to be in charge, no one wants to work, and nobody keeps feature creep in check. So you end up with a plan for a massive game that no one will work on or organize, lol. It happens all the time.

I mean I'd have loved some help on Xeno Versus, which is a simpler project. But finding a person to help isn't easy. I'm hoping to convince my programmer friend to do the AI, since I'm plenty overwhelmed with all the other aspects.

I will say, speaking of Torque, that it'd be a perfect engine for a WC:A style game. Smiley
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Lukipela
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Re: Wing Commander Arena
« Reply #16 on: June 15, 2007, 05:56:21 pm »

I think the main thing is that most people who want to help have non essential skills though. Everyone has a great idea, and a cool concept, and new wacky alien races. But they don't know how to code, or write an engine, or anything that would be useful in actually bringing the vision to life.

On a different note, I do have some great ideas, so if anyone wants to program and organize my game, I'll be happy to tell you what it should be about.
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guesst
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Re: Wing Commander Arena
« Reply #17 on: June 16, 2007, 05:45:42 am »

I think the main thing is that most people who want to help have non essential skills though. Everyone has a great idea, and a cool concept, and new wacky alien races. But they don't know how to code, or write an engine, or anything that would be useful in actually bringing the vision to life.

On a different note, I do have some great ideas, so if anyone wants to program and organize my game, I'll be happy to tell you what it should be about.
Exactly. But I wonder what it is about some games that attract exactly the opposite crowd, that is to say, people that actually get things done.
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RTyp06
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Re: Wing Commander Arena
« Reply #18 on: June 19, 2007, 02:00:24 am »

WC Arena?!?! EA has hit an all time low as this looks like pure crap.. At least call it somthing different than soiling the fairly good Wing Commander name. Prediction, this game will either flop or have a marginal break-even "success". I don't see this being top dog at E3.
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xenoclone
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Re: Wing Commander Arena
« Reply #19 on: June 19, 2007, 09:13:26 pm »

WC Arena?!?! EA has hit an all time low as this looks like pure crap.. At least call it somthing different than soiling the fairly good Wing Commander name. Prediction, this game will either flop or have a marginal break-even "success". I don't see this being top dog at E3.

I doubt they'll show it much at E3. It's not a big budget title. It's just an XBLA download.
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RTyp06
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Re: Wing Commander Arena
« Reply #20 on: June 19, 2007, 11:35:22 pm »



I doubt they'll show it much at E3. It's not a big budget title. It's just an XBLA download.
[/quote]

Very true, but one might think reviving the classic Wing Commander in any capacity *should* be huge.
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xenoclone
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Re: Wing Commander Arena
« Reply #21 on: June 20, 2007, 07:32:21 am »

Very true, but one might think reviving the classic Wing Commander in any capacity *should* be huge.

Oh I totally agree with you on that one. But WC as a brand has fallen and fallen hard. Remember the horrendous movie? I hope WC:Arena is a testing of the waters, so to speak. There are so many old franchises that could be revived, and many would be good for Xbox in general. It needs familiar brands to bring people in. I think a modern Duke Nukem or Commander Keen would do a lot in appealing to old PC gamers who haven't got a 360. Maybe the same in this case, I dunno.
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guesst
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Re: Wing Commander Arena
« Reply #22 on: June 20, 2007, 05:41:38 pm »

There are so many old franchises that could be revived, and many would be good for Xbox in general.
Like StarControl.

Although personally I think Star Control would be more at home on gametap.
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Lukipela
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Re: Wing Commander Arena
« Reply #23 on: June 27, 2007, 03:04:52 pm »

I think the main thing is that most people who want to help have non essential skills though. Everyone has a great idea, and a cool concept, and new wacky alien races. But they don't know how to code, or write an engine, or anything that would be useful in actually bringing the vision to life.

On a different note, I do have some great ideas, so if anyone wants to program and organize my game, I'll be happy to tell you what it should be about.
Exactly. But I wonder what it is about some games that attract exactly the opposite crowd, that is to say, people that actually get things done.

With no offence to those involved, there's a slight difference there. Remaking Megaman, Sonic or Mario neither requires a brand new story of epic level, nor a completely new engine. But maybe that's the way to go? Making some simpler games first, and then proceeding to the big thing.
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Deus Siddis
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Re: Wing Commander Arena
« Reply #24 on: June 27, 2007, 04:29:59 pm »

Here are some pointers to keep your indy/free/open game out of many common and fatal mistakes:

Do not even bother starting a game project or working on one if you do not both love games in general and love theone in particular that you are getting involved with (either as contributor or as the one-man-band).

Have a core team of a few talented and very devoted and motivated people. For better or worse, successful small games are made by a few heroes, not an army of grunts. (No offence.) That said, the talented started out as grunts. Motivation and enjoying the work are ultimately what decides whether or not one makes the transformation.

Design the game out ahead of time, with prototyping where helpful. You can make adjustments as you go on (and will need to) but you need at least a superstructure to build off of.

Do not build the whole game at once. Concentrate on specific areas so that you do not get overwhelmed and can see and show solid progress and make adjustments and learn lessons that could spill over into other areas of the game when you get to them.

If a feature is fun and intricate, reuse it in as many ways and areas as possible. If it took a lot of time to build, don't just sample its abilities, make full use of them.

Do not go for complex features that do not get reused in many parts of the game or do not significantly add to the feel or gameplay. Distactions like these can bog down development and eventually kill a project. Remember, you can also add this stuff when everything else is finished.
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guesst
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Re: Wing Commander Arena
« Reply #25 on: June 27, 2007, 05:46:58 pm »

Here are some pointers to keep your indy/free/open game out of many common and fatal mistakes:

Blah
Wow, DS, that's great advice. I didn't know you made indy games. Can you link us examples from your own experience?
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Lukipela
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Re: Wing Commander Arena
« Reply #26 on: June 27, 2007, 08:39:12 pm »

Here are some pointers to keep your indy/free/open game out of many common and fatal mistakes:

Blah
Wow, DS, that's great advice. I didn't know you made indy games. Can you link us examples from your own experience?

Ouch. Now this I suppose could be called artistic.
« Last Edit: June 27, 2007, 08:45:48 pm by Lukipela » Logged

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Deus Siddis
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Re: Wing Commander Arena
« Reply #27 on: July 06, 2007, 02:51:22 pm »

Guesst
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Wow, DS, that's great advice. I didn't know you made indy games. Can you link us examples from your own experience?

I am just a 3D artist for them right now as my skill job (non-technical design and plot don't count in this category, imo). I will probably have to look into coding at some point though, that really is the heart of the matter. So far Starflight 3 is all I can point to, though there are about half a dozen projects in total I am very interested in contributing to. I just figure it is better to concentrate on one thing and get it done first, than spread yourself so thin over every desire that comes to you.
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Lukipela
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Re: Wing Commander Arena
« Reply #28 on: July 06, 2007, 05:35:24 pm »

So is that why we see so very little of you nowadays?
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Re: Wing Commander Arena
« Reply #29 on: July 06, 2007, 07:52:50 pm »

Not really, I have been involved in these interests since long before I registered on this forum. I just don't show up here alot anymore because uqm is still a long way from the mod-ability changes I find interesting and most of the sequel/side projects are dead or dormant. At the same time, things are looking brighter in the starflight projects and hopefully vega strike will come around soon and launch a new version with some of the massive changes since the last ancient version.

And coincidentally, if you want some free time-eaters, check out the opensource fps Nexuiz and Tremulous projects.
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