Community Project Mark 562

Something like this http://www.youtube.com/watch?v=DCzDKj3hjOE :smiley: (just kidding)

I am impressed, even if it has no moving objects. would be fun to make something similar :stuck_out_tongue:

Check out Venture the Void

Cas :slight_smile:

Maybe it’s a bit late to be making new suggestions, but what about making a loosely-connected family of games rather than concentrating on a single, big project? This might improve the eggs-to-baskets ratio, if you know what I mean.

For example, Slick (say) could be used to make ten games covering ten genres (a platformer, a scrolling shooter, a small-scale RPG, a racing game, and so on) with the same graphics, technology, style, characters and story linking all of the games together. The overall project would be big enough to attract outside attention, would show off Java technology, and would let a lot of people work together simultaneously (migrating between ten loose groups).

Just a thought,
Simon

port freespace 2 to java and you get 2) and 4) for free… we need another jake :wink:

and of course add elite physics to the ships ;D

[edit]
http://scp.indiegames.us/

It looks like we are heading towards a space sim so i want to suggest something like freelancer, instead of a planet per dev or whatever, do it by zones. Then within the zones could be planets, mission assignments/quests, weak planets, pirate planets, etc…and per zone is how that programmer/dev wants it, also in freelancer a way to travel fast is by using something like a highway system, you go in these big circles and it boosts you unless pirates break one of the circles and stops you to try and kill you, but that’s an idea. Planets is easier but zones might be cooler.

I see your point, but here is my case. I know how to program and I’ve done quite a few games on my own, but I’m still rather a beginner just getting into the upper level CS classes at college. I’d love to help if there was something I could contribute (like with a mini-game scheme), but very likely won’t be able to do much, and additionally I’ve yet to actually get OpenGL (or other libraries) working. Despite this, being able to see a intricate program beyond my own abilities as it is developed is a great opportunity.

I couldn’t be sure, but I believe the community is mature enough to avoid petty criticisms and work together.

Just my thoughts

I can contribute in any way I will. Regardless of what setup we go for.

That being said, I kinda dislike the idea of a rpg as it’s very hard to not make something that blends into what’s already out there.

I’m all for online component ala spore just allow ppl to make up content (enemies being created by players that adhere a set of rules so one isn’t necessary more powerful then the other) that stored somewhere on-line and ppl play there games with a random selection from that on-line database.

Also is there a reason why fps like games where discarded off the idea list? I see a lot of advantages one is that it’s hard to stick to/tell a storyline and fps generally don’t really require one, etc… though considering jake2 exist you might want to go a different route anyway.

Online RTS would be cool we can add all sorts of AI in there perhaps the goal would not be to actually control/order the units directly as in typical RTS-es but rather to come up with the right combination of AI blocks/automated command units/… to make your side win perhaps allow the players to program their own AI bits.

Different idea consider Warcraft 3 and it’s custom game scene have a look at DOTA Herowars (and variants) Towerwars etc - providing a free not so restricted sandbox version of what warcraft3 provides might make for a pretty sweet showcase.

//edit Oh dear I forgot about hero line wars - kinda like puzzle bubble 2P but then with each person controlling hero killing monsters as you kill monsters you gain money allowing you to send monsters to the other player.

//edit2 seems I missed some pages in this thread before I replied.

As for organisation absolute minimum to go by is having the occasional phone call/video conference + a hudson server

if however you want to get fancy have a look at jazz.net - fee for opensource projects.

I agree that Elite is a great idea, although I don’t like the 3D controls/view in it, I think they’re too hard. I’d vote for keeping the perspective top-down 2D. That’s easier on us in terms of art resources required as well (we would only need one sprite per ship that could be rotated). Similarly we don’t need to worry about a lot of complicated collision and rendering algorithms, either.

I feel I also have alot to offer in this department, but the only problem with an RTS is the resources (if 3D).

Something to note, Iv been watching alot of startcraft 2 videos and it looks like the only added engine ability aside from cool looking attacks, is the ability for specific units to walk up walls thats height would stop others from doing so (Im sure this was done in DOW). So other than graphics as far as engines go I dont think there bringing anything new to the table.

Also the console market has dominated most other types of games, But one strong point the PC is strategies. I think Atari decided not to develop for PC anymore and is focusing on the console market.

So “sales” wise i think an RTS is a good idea.

that said an RTS engine can be turned into many other sorts of games (like Diablo).

Just a FWIW, as a measure of interest, I count 26 users that have responded to this thread. That’s including some that probably will not be able to contribute (I know Riven and a couple others mentioned they likely won’t have time), but it’s still a reasonable amount of interest - I imagine that once everything settles out that means at least 10 people will be up for at least some level of involvement in this, and if we recruit elsewhere for things like art and music, we can probably bump that up a little bit more.

How about core code contributors, though? Does anyone care to come forward and tentatively step up to take one some level of responsibility in this, as in, you’ll give out your phone number (at least to Kevin), put several hours a week into this, and take charge of some piece of the development rather than merely being an occasional contributor? (I’ll assume that competency is a given, of course)

From my experience, usually what happens is that a smallish group of people will do 90% of the actual work, so the scope of the project should really be tuned to the size (and skills!) of that group.

I can offer to contribute to and help direct any physics integration if that’s part of this, especially if it’s in 2d (I’m happy to help with 3d, too, but I don’t have quite as much expertise there). Also if there’s any statistical or trading/market stuff, that’s close to my real work, so I could probably offer something there. Apart from that, I will help out whenever possible, but I’m not sure I could realistically lead a significant portion of the project due to time and expertise constraints…that said, I’d be up to contribute a few hours a week starting around the beginning of February.

I could consistently commit a few hours a week up through May, at which point I would probably become one of the more intermittent developers. But in the mean time I could be one of the major contributers probably.

If I end up deciding to commit to the project I will definately be spending alot of time in front(and away :P) of the computer, focusing on it.

I like!
Only thing that would really be needed is X2’s command system (i.e. autopilot me to dock at xyz).
I am a typical trader so my focus would be more in that direction then on combat.

what kind?

I’d have to agree here, rts has seen the least revolutionary pieces apparantly having water/ground/air combat + different ground conditions (height) is all something already seen in total annihilation(97). One could argue that the super-super unit concept was introduced in warcraft3 but that was pretty much also in totala with the commander and al. even the whole promotion-on-x-kills was already in totala.

which should allow different developers to work on different parts.

As in resources?
Then I ment in the way of models and keyframe animations, including there UV map/s

Moving towards two ideas now then:

  • Elite style game, shared online experience but maybe not typical real time interaction. Can probably add much of the modular RPG (indepedent development of sectors/zones) into this.

  • RTS - again with some sort of online experience, maybe some sort of persistent world where the individual battles you have effect the overall game war.

Neither of these games prevent us from providing both 2D, 3D and mobile clients. Is it time for the vote?

Kev

Cool, As well as voting can people also share: how much time there willing to put in, the areas they would like to focus on.
It would be unfortunate to have alot of people vote for something that there not going to develop.

I vote to start voting.

I would throw one more idea on the table:

Harvest Moon -style MMO with a persisted world. It would have a practically unlimited world map (procedurally created and fine tuned by artists) with many different kinds of environments (seaside, fields, forests, mountains, deserts etc.) where you can do different kinds of activities (fishing, farming, hunting, chopping trees, building houses and towns with practitioners of different trades, gathering mushrooms, digging for gold, making maps of the unlimited world, exploring the world as an archaeologist etc.). The world would be shardless, persisted and evolving (maybe using Project Darkstar). If you cut down a tree, the tree will stay cut down until slowly new trees grow up there. If you cut down all threes, you might end up with a desert. If you hunt too many foxes for their fur, then later you might have a rabbit infestation eating your crop.

From a developer point of view, it would make it possible for multiple developers to work on different areas: engine, generating world maps, generating forests, animal behavior, different activities (fishing, farming etc.), different kinds of buildings and trades in a town etc. Some challenges are for example balancing the economy and different activities, and creating lots of art with consistent style and diverse content.

How fitting your signature is ;D