The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
November 12, 2024, 04:50:39 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  Starbase Café (Moderator: Death 999)
| | |-+  why don't we make it ourselves?
« previous next »
Pages: 1 ... 4 5 [6] 7 8 Print
Author Topic: why don't we make it ourselves?  (Read 39165 times)
grayfox777
Frungy champion
**
Offline Offline

Posts: 92



View Profile
Re: why don't we make it ourselves?
« Reply #75 on: December 18, 2008, 03:48:45 am »

well, i still have work to do, but here is an update of what am i doing

http://www.megaupload.com/?d=93B192TR
http://www.megaupload.com/?d=P1A17F0R

the second link is the source code

Just curious, why are you using "MegaUpload"? It is quite annoying to wait for 45 seconds before I can download (because I don't want to pay them <_<). I use RSU Upload. It doesn't have that crap, and it works well in my experience.

Also, why can't you just use a plain zip file instead of RAR files? (I also don't feel like buying Winzip, or downloading an alternative cluttered with Adware. <_<)

Megaupload offers happy hour from 9pm to 3am here. Unlimited downloads with no wait. They like you to install their toolbar though, but there are firefox extensions and such that bypass that. Your idea of using another site doesn't sound bad though either. Surprised there are still some that don't make you wait!
Logged

"If you have 'Peace', you simply haven't yet seen the thing that's trying to kill you." -Spathi
zarren3
Zebranky food
*
Offline Offline

Gender: Male
Posts: 42


As I said, I never repeat myself


View Profile WWW
Re: why don't we make it ourselves?
« Reply #76 on: December 27, 2008, 04:16:48 pm »

well, if you say RSU upload is better i take your word, also with the zip thing

oh, one thing i forgot to say, if you're gonna try the game remember that the only ships currently working are the cruiser and the intruder, the others sit there and do nothing

I could host your files if you want. I think that server I'm using is not fastest, but it wouldn't have 45 sec waiting time  Tongue
I have now about 1300Mb space

And by the way I'm making *juicy* again! Happiness and jubilation!
Couple days ago I came here to read whats new here, and again I got inspiration to make *juicy*.
I could say (hoping that it doesnt happen to this project) that almost ALL sc-projects DIE during they're first year. Mine did too.
(yeah I know  that *juicy*s forum is dead also and I havent done nothing to get people there)

< some SC related project
Logged



juicy.net63.net/ - My homepage and Ur-Quan Masters fansite
Lachie Dazdarian
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35



View Profile WWW
Re: why don't we make it ourselves?
« Reply #77 on: January 05, 2009, 11:24:35 pm »

I never had faith in “democratic” game dev projects. Worked in several semi-team projects, and when one person (or maybe two thinking very similarly) doesn’t have the last word in creative aspect that is blindly obeyed (might sound drastic, but that’s how it has to be), it all falls apart.

What I would suggest to any SC sequel developer is to construct as much content possible, especially story wise, and then find people willing dedicate to that project with already laid out features. Of course it’s difficult, but there are people out there only interested in raw programming, music or graphics. Worked with two persons on my Barren project. Can’t explain how refreshing is to have people doing graphics and music for you without any interest to trample into your creative decisions. Not sure if there are writers out there willing to write dialogue for your creations in preset situations, but that’s the only way I can see it being done. A leader and a lot of grunts who love their role. Of course, your project must be well constructed and interesting for this to have a chance in the first place.

Let’s write a story for the new SC game together is a doomed idea.
Logged
general_klefenz
Zebranky food
*
Offline Offline

Posts: 29



View Profile
Re: why don't we make it ourselves?
« Reply #78 on: January 10, 2009, 08:02:48 am »

ahh, coding is hard.
weeks have passed and i only coded half a guadian
but i'll go on.
here are some storyline ideas i made up:
-the androsynth, there will be an isolated outpost far from their homeworld, earthlings don't fly in guardians.
-the keel-verezy would be a race of pure energy beings that live in stars photosphere.
-after the lost of the sa-matra the ur-quan realized that they  should had never thrusted in alien technology, and that they still have a LOT of dreadnoughts and marauders to fight back the alliance.
-the spathi will be de-shielded by the ur-quan and recruited once again
-all other thralls except the yehat and androsynth will be recruited again
-the druuge will be recruited as well (they say that they are fighting under contract for the ur-quan)
-the player start in contact with the other species, but then they all get blocked by hierarchy  fleet, they divide the alliance so they can`t fight together. then you must break the blockages and free your allies. since you can't  kill such number of ship that surrounds them you have to find creative ways of doing it, like supernovas, or throwing a fleet pof something nasty to them (worse than illwrath)
-then when you get all your allies back you must coordinate a final all-or-nothing assault against he ur-quan!
Logged
Lachie Dazdarian
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35



View Profile WWW
Re: why don't we make it ourselves?
« Reply #79 on: January 10, 2009, 03:50:23 pm »

Bah! Star Control 2 Redux is all you came up with?

As much as I don't like SC3, making Ur-Quan your allies seemed like a very good idea.

Anyway, good luck with this. I definitely don't agree with the story from the get go.

Logged
general_klefenz
Zebranky food
*
Offline Offline

Posts: 29



View Profile
Re: why don't we make it ourselves?
« Reply #80 on: January 10, 2009, 05:27:10 pm »

i don't know what is SC redux.
and the ur quan alies? IMO the worst idea ever. they are the bad guys. and then who or what would be the new enemy? something that destroyed thousands of galaxies through the universe and will be stopped in this particular one? that is the sort of enemy that is made without creativity, we have a good foe already.
and why should the ur quan ally? they hate everything thats not ur quan, AFS destroyed their  main battleship, and they are immune to reason. no matter if something is going to destroy the antire galaxy they wont ally.
Logged
Lachie Dazdarian
Zebranky food
*
Offline Offline

Gender: Male
Posts: 35



View Profile WWW
Re: why don't we make it ourselves?
« Reply #81 on: January 10, 2009, 09:36:30 pm »

I'm saying, you basically want SC 2 all over again, with some new events and races thrown in. We need a new approach for the start.

What's the point of playing a game that's basically repeats the story from SC 2?
Logged
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: why don't we make it ourselves?
« Reply #82 on: January 10, 2009, 09:59:36 pm »

i don't know what is SC redux.
and the ur quan alies? IMO the worst idea ever. they are the bad guys. and then who or what would be the new enemy? something that destroyed thousands of galaxies through the universe and will be stopped in this particular one? that is the sort of enemy that is made without creativity, we have a good foe already.
and why should the ur quan ally? they hate everything thats not ur quan, AFS destroyed their  main battleship, and they are immune to reason. no matter if something is going to destroy the antire galaxy they wont ally.

Heh... I never played SC3, but it seems that it goes by the least evident details from SC2, like the Spathi's so-called "Ultimate Evil". SC3 = Worst sequel ever. Roll Eyes
Logged

Please visit my homepage.
Draxas
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1044



View Profile
Re: why don't we make it ourselves?
« Reply #83 on: January 10, 2009, 10:09:27 pm »

Impressive. Within the last half-dozen posts, you guys have perfectly illustrated why there will never be a fan sequel to SC2. Nobody can agree on what makes a worthy follow-up plot. I think this says more about the quality of TFB's storytelling than anything else; with any luck, Alex's map stunt has generated some attention.
Logged
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: why don't we make it ourselves?
« Reply #84 on: January 13, 2009, 12:28:57 am »

Impressive. Within the last half-dozen posts, you guys have perfectly illustrated why there will never be a fan sequel to SC2. Nobody can agree on what makes a worthy follow-up plot. I think this says more about the quality of TFB's storytelling than anything else; with any luck, Alex's map stunt has generated some attention.

Haha. I suppose with the benefit of instant interest comes the liability of everyone having their own ideas. I suppose if I were to do a SC fan-game, I'd do something similar to how I'm implementing Xeno Versus. That is, a real short plot directly integrated into the melee game and no RPG adventure. Small side plots have less risk of upsetting people.
Logged

general_klefenz
Zebranky food
*
Offline Offline

Posts: 29



View Profile
Re: why don't we make it ourselves?
« Reply #85 on: January 13, 2009, 06:31:57 pm »

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.
Logged
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: why don't we make it ourselves?
« Reply #86 on: January 13, 2009, 07:17:36 pm »

Impressive. Within the last half-dozen posts, you guys have perfectly illustrated why there will never be a fan sequel to SC2. Nobody can agree on what makes a worthy follow-up plot. I think this says more about the quality of TFB's storytelling than anything else; with any luck, Alex's map stunt has generated some attention.

I think the really depressing part is how set everyone is in their ideas. I could easily play a well scripted game with Ur-Quans as main antagonists, allies or shattered fractions (i.e both). But  everyone seems to feel that theirs is the only possible way the game could be any good. I guess that is why Team Beige eventually fell apart.
Logged

What's up doc?
xenoclone
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 104



View Profile WWW
Re: why don't we make it ourselves?
« Reply #87 on: January 13, 2009, 08:32:57 pm »

I think the really depressing part is how set everyone is in their ideas. I could easily play a well scripted game with Ur-Quans as main antagonists, allies or shattered fractions (i.e both). But  everyone seems to feel that theirs is the only possible way the game could be any good. I guess that is why Team Beige eventually fell apart.

I think this is why I like the "side plot" idea. You can avoid general trends (Ur-Quan as allies) and instead can do an isolated event. Rogue fleets that must join up to fight a common threat. Or a local wrong must be righted, etc. If a story was more on the scale of a "terrorist attack" instead of "Galactic War 3", then I'd presume *fewer* people would be offended.
Logged

Shiver
Guest


Email
Re: why don't we make it ourselves?
« Reply #88 on: January 13, 2009, 09:00:49 pm »

Quote from: Lukipela
I think the really depressing part is how set everyone is in their ideas. I could easily play a well scripted game with Ur-Quans as main antagonists, allies or shattered fractions (i.e both). But  everyone seems to feel that theirs is the only possible way the game could be any good. I guess that is why Team Beige eventually fell apart.

I would like to repeat my idea of using every able programmer who's willing to contribute as slave labor underneath one very talented writer that happens to like Star Control 2. Put up a "WE'RE LOOKING FOR WRITERS, CAN YOU WRITE?" sign on UQM's main page and I bet we'd catch one eventually.
Logged
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: why don't we make it ourselves?
« Reply #89 on: January 13, 2009, 09:21:22 pm »

I would like to repeat my idea of using every able programmer who's willing to contribute as slave labor underneath one very talented writer that happens to like Star Control 2. Put up a "WE'RE LOOKING FOR WRITERS, CAN YOU WRITE?" sign on UQM's main page and I bet we'd catch one eventually.

You don't need to look, I'm right here. Fancy doing some coding, drone?
Logged

What's up doc?
Pages: 1 ... 4 5 [6] 7 8 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!