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Author Topic: why don't we make it ourselves?  (Read 39295 times)
Lachie Dazdarian
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Re: why don't we make it ourselves?
« Reply #105 on: January 14, 2009, 11:54:07 pm »

I actually like Tim's idea. It's similar to the path I have in mind. I'm deeply convinced that replaying SC 2 in any way is a very, very bad idea. We need a new main foe, not Ur-Quans all over again.

But I don't agree with your second post and I'm with Shiver on this. Democracy in ambitious game design projects DOES NOT WORK. Especially if this is a fan made project.

Once again, I think this will only work if someone (one, two persons) steps in with a notable amount of already done work, preferably completed melee engine and start of the actual game, interesting premise (that won't pull off the majority of fans) and some quality gfx. After that, if the project deserves it, interested parties will start to offer their work and will only feel a need to exercise their creative freedom in the preset framework. And this only works when someone comes in with a notable amount of work done and an attitude that he/she knows what he/she wants.

Anyway, I would like to see more people interested in making various smaller games in SC 2 universe. That can work.
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Cedric6014
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Re: why don't we make it ourselves?
« Reply #106 on: January 15, 2009, 12:12:25 am »

What's wrong with the melee engine?
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Tim
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Re: why don't we make it ourselves?
« Reply #107 on: January 15, 2009, 12:52:08 am »

TimeWarp turned out like it did because too many people had too much input, and too many ideas. I wasn't suggesting a democracy, except between two creative minds in each section. The overall creative direction should be decided BEFORE the project even starts, and should stick to the basic design. I suppose it could be sized down to just two people behind the primary creative processes, but I don't believe that it can be successfully done as a fan project with just one person - unless that one person is doing the majority of the work. At least, I've never had any success with just one person in control.
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Lukipela
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Re: why don't we make it ourselves?
« Reply #108 on: January 15, 2009, 03:00:12 pm »

Hmm, if you want to keep the story fairly hush hush, how are you going to attarct willing coders/artists and so forth? And if one of these artists/coders/so forth doesn't like your story, how do you ensure that they don't blabber it all over the net? I seem to recall Team Beige having enormous problems with this, new team members would often spill story detauils, which would mean having to rewrite the story once more.

The idea of small sequels/prequels seems quite good. That's kind of how the current SC:BEL game is functioning, just enriching the universe by playing out stories that are only tangentially related to in-game events.
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Elvish Pillager
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Re: why don't we make it ourselves?
« Reply #109 on: January 16, 2009, 01:57:27 am »

Yeah, you're right. Clearly this is a job for Death_999.
Naturally, I was implying that it was a job for me.

Nah. I would probably make the story too serious. Undecided

On the secrecy business, I'd say - who cares? The only people who are hurt by story details being spilled are the users, and if they don't want to hear, they don't have to listen.
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Cedric6014
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Re: why don't we make it ourselves?
« Reply #110 on: January 17, 2009, 12:58:57 am »

well, since it looks like it's really imposible to make a sequel storyline without upsetting i'll follow xenoclone's advise and make a strategy game similar to SC1 and no plot, just freeplay war.


An SC1 remake would be super-cool in it's own right but don't let the opinions of a few others put you off doing what you really want to do. The SC community has all the requisite talent and resource for creating a SC sequel. It's just a matter of organising it all somehow
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Re: why don't we make it ourselves?
« Reply #111 on: January 17, 2009, 08:43:58 pm »

On the secrecy business, I'd say - who cares? The only people who are hurt by story details being spilled are the users, and if they don't want to hear, they don't have to listen.

It would seem Cedric does, since he is worried about it. I partly agree with you, but I can certainly see his point too. I suppose it all depends on how well constructed the game is otherwise.
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general_klefenz
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Re: why don't we make it ourselves?
« Reply #112 on: January 17, 2009, 10:26:17 pm »

All right, i'm gonna make a strategy game like SC1. The battle engine is ready, now is time for the AI.
I´ve alredy posted a file with the GM source, so if you can code in that language (similar to basic) code the AIs.
There are 25 AI, and I just coded 2, the Earthling and the Vux.
The sprites are ready, I'm going to code a strategy star cluster.
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Re: why don't we make it ourselves?
« Reply #113 on: January 19, 2009, 03:28:54 am »

...(similar to basic)...

Isn't GML a lot more like C than BASIC?
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general_klefenz
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Re: why don't we make it ourselves?
« Reply #114 on: January 20, 2009, 04:25:30 am »

actually it has elements of both of them
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jaychant
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Re: why don't we make it ourselves?
« Reply #115 on: January 20, 2009, 05:39:32 pm »

actually it has elements of both of them

I haven't noticed any BASIC elements. What are they?
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Re: why don't we make it ourselves?
« Reply #116 on: January 26, 2009, 11:16:58 pm »

Hello!

Well, i was at old team that released last official release Smiley ver. 0.5
In 2000 i left probject, because of diploma. And i didn't come back, due to the only reason - no project leader.
The story of project was simple: There was a lider and one of the founders - theFly. While he was near - project moved forward..slowly, but forward. After 0.5 version he left project "for some time" and never came back. That was real start of the end. Team Biege and etc - all these things were formed after that. After that project never had real project leader. There were few people that tried to work/mind together. Engine of 0.5 version of melee was enough to start work on full game. Basic AI was implemented, so the last task - bugs fixing. I'm sure that problem was - no real progress on game, but improvment / tuning / featuring of melee. It can be endless story actualy. But melee is only part of game.

BTW, at theFly times.....there was not democracy. And that's the only way to success. Democracy is the way to anarchy and chaos. Especially at IT projects. There must be person, who can finalize all thoughts and create the vision of next things. Or you will get few "almost imdependent" groups Smiley

If i would like to start from zero:
1) downloaded v0.5 of timewrap (or first unofficial update with basic AI), but not any other later releases - it was wrong way. it was way of Melee-Game, but not the game that has melee.

2) ported it to SDL (simple direct media), because allegro is "toy". Btw, there was a man who almost ported to SDL, "kboom", if i didn't miss something.

3) started to work on game part, because melee is enought.


Or as other variant - used graphics from TimeWrap. You will not be able to collect all 3D models, but all graphics - bitmaps with transparent mask. Quite easy task to convert for any favorite format. Of course with credits to TimeWarps and peoples who drew it - Tsing and others. Why that graphics? I think it's still good quality....for current days too.


- There is a previous fan-based effort to create a sequel, which is called TimeWarp. The project stalled years ago, but you might be able to scrounge up some helpers over on their forum, if there's still anyone left. Timewarp demonstrates some of the difficulties inherent in creating a sequel this way. They managed to get the melee off the ground, but the actual game mechanics and story dragged on for years and pretty much never amounted to anything. Different opinions on story and gameplay issues eventually led to the project splitting off into several directions, none of which amounted to more than several melee engines.
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Re: why don't we make it ourselves?
« Reply #117 on: January 26, 2009, 11:24:54 pm »

actually it has elements of both of them

I haven't noticed any BASIC elements. What are they?

No GML isn't like BASIC. It's syntax is more of a hybrid between Delphi and C++.
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Re: why don't we make it ourselves?
« Reply #118 on: January 26, 2009, 11:50:59 pm »

actually it has elements of both of them

I haven't noticed any BASIC elements. What are they?

No GML isn't like BASIC. It's syntax is more of a hybrid between Delphi and C++.

I didn't think so.
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general_klefenz
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Re: why don't we make it ourselves?
« Reply #119 on: January 29, 2009, 02:26:23 am »

well whatever
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