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Topic: Wing Commander Arena (Read 9399 times)
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RTyp06
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Posts: 491

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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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RTyp06
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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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Lukipela
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The Ancient One
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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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What's up doc?
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Deus Siddis
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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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Deus Siddis
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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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