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| Graphic Artist Looking for a Coder Buddy! |
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Marco Radaelli
Member #3,028
December 2002
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Nice drawings Good luck with you searching
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Marcello
Member #1,860
January 2002
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onewing: but the game looks crappy. it's one thing to be 29MB and look awesome, and another to be 29MB and look no better than most couple mb games? I don't mind up to 100MB if the game looks good, and people say so. Marcello |
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Zaphos
Member #1,468
August 2001
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Quote: Any ideas? That's a rather extreme change -- I would not jump to it so quickly. There are costs and benefits to either approach, but in my view the art is very important, and you'd be losing a lot by moving to a low res. Quote: The tile based is a tried and tested method As far as the technical challenges go, a non-tile-based method would not be terribly hard. Given the interest in this thread alone, I assume you can recruit a reasonably skilled programmer, so this shouldn't be a huge concern. As far as gaining some of the other advantages of a tile-based engine, without sacrificing the resolution or the unique qualities of the art, Carrus had a nice suggestion: Carrus said: If you could get a programmer that could support arbitrary placement of arbitrarily sized tiles, you probably achieve everything you could with a huge bitmap and more (for example, you could do proper layering without having to create a completely new bitmap over the top of the map (so you character can walk behind stuff...), you could reuse elements to save disk space, etc.)
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Onewing
Member #6,152
August 2005
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Quote: onewing: but the game looks crappy. it's one thing to be 29MB and look awesome, and another to be 29MB and look no better than most couple mb games? It is crappy. However, nobody said anything about that, they just said 29MB was too big. Of course, a finished product that does look good has more of a chance of being downloaded, but the problem with that is it has to be finished. Who is going to download a 50MB+, 50%-done product to test out? ------------ |
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Marcello
Member #1,860
January 2002
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You can know early on how good it's going to be... so I think if the 50MB demo looks like it'll be great, you'll try it. Marcello |
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neil dwyer
Member #7,237
May 2006
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I am more or less a noob but I have an idea. You should handdraw all of the backgrounds and use it as a buffer and put a tile-based map on top of it to determine where the character can go or not. Of course the backgrounds would not be generic throughout the game. |
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Zaphos
Member #1,468
August 2001
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Quote: Who is going to download a 50MB+, 50%-done product to test out? With impressive art, coming from a good coder? I would. Though there are many people concerned about download size, there are also many with a nice connection and some spare time ... and for purposes of testing, you don't need such a large audience.
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Onewing
Member #6,152
August 2005
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Well, I'm skeptical. I'll congratulate anyone who gets to 50% done with their project. ------------ |
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KingLith
Member #7,358
June 2006
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Thank you all so far you have all been really great help... Zaphos - You are incredibly helpful. Thank you. It is hard to be surrounded by so many people you admire and not know who to listen to. Here is all I know... + I want to make a game (Not necessarily my own) Q: Other questions I haven't answered. Would I want the game to be for fun or for commercial use? A: I am solely in it for fun but who knows... at the very least I think we could have a cult following. My thoughts so far...
I want to ride this one out a bit and give some more people time to see my post. Lith |
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Carrus85
Member #2,633
August 2002
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If we could get a proper team, I wouldn't mind going along for the ride either (if you need another programmer)...
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Trezker
Member #1,739
December 2001
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While you're waiting for the prefect match, could you just make me one animated character in this perspective? I just want walk, run and punch. That's all I ask. |
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Simon Parzer
Member #3,330
March 2003
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Quote:
While speaking of a team, I would "hire" two coders at most, if I were you. If you have too many people working simultaneously at the same code (especially when they don't know each other personally), they only get in their way. About your concept (hand-drawn pictures, no tiles): It sounds like a great idea, but there are a few major disadvantages: Quote: After a lot of thinking here are the new proposed specs. tile based ... etc. That makes no good impression. A person that claims to work years on one project just cannot throw away a concept after one day, because some people are nagging. |
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KingLith
Member #7,358
June 2006
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Simon good point, but I only stated my original idea as a building block. I am still unsure of what game to make. If someone thinks they can do my idea that would be great, but I am keeping all possibilities open at this point. I take what each coder says very literally, so I guess I can be persuaded easily. I'll check back later. Lith |
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Matthew Leverton
Supreme Loser
January 1999
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Quote: While speaking of a team, I would "hire" two coders at most, if I were you. If you have too many people working simultaneously at the same code (especially when they don't know each other personally), they only get in their way. He beat me to it. To me, the best approach of going forward is letting each programmer work on his own game. Just supply him with simple placeholder graphics (which would be far better than he can do) and serve as a beta tester / motivator. When a project starts to look promising, then you can start to seriously work on the graphics. (And maybe then tasks could be given out to other programmers.) Of course, these programmers could work together by sharing some modules (input handling, etc) and by helping each other with bug fixes and ideas. But generally speaking, if you get two random programmers on the internet working together on a game, nothing good will happen. |
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Paul whoknows
Member #5,081
September 2004
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Your art is great! ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
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Richard Phipps
Member #1,632
November 2001
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That's a good idea about the placeholder gfx Matthew. |
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Jakub Wasilewski
Member #3,653
June 2003
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I must side with Simon and Matthew on the issue of having multiple coders. Generally the thing with internet projects is that they tend to fail when one of the links in your development chain fails. So, try to make your team as small as it can possibly be. If the game is a task that can be handled by only one programmer, by all means, have only one. Two programmers are not likely to do the work twice as fast, but it is likely that one will leave the team, and the other will be left with gobs of code that he isn't familar with. Only if the task is too big for one person, consider getting two persons working on it. Even then, preferably get two persons with different fields of expertise and different views on what they like coding. Ideally, you would like one/two coders and someone taking care of the audio side of things (while you're here, I think that Mark Oates could help you, if you ask him nicely). However, I must say that you didn't make an overly good impression with your description of the project. The thing you posted first was a good sketch, but you backed out of it way too fast when you got opposition. And the critique wasn't all that well-founded - a 3200x2400 bitmap can be packed with JPEG2000 33% down to about 2MB and still not look half-bad. Of course, loading time could be a small issue on slower computers, but it could be helped (for instance, by loading the level by chunks in a separate thread). Never mind the technicals, just don't get too easily convinced that your project isn't feasible. If you want to really get one of us on board, you have to provide way more details about the game. Your graphics are awesome, I must say that, but you must understand that most coders are pretty creative people and very much like working on their own (brilliant, in their/our heads) ideas. So, in order to get somebody to help you, you have to convince him that the project of yours is right up his alley. The thing has some promise for originality - there are not many games that use non-tiled hand-drawn levels. But it is not really interesting if you don't fill in the details (story, background, mood, type of gameplay (fast, reckless running with jumping on enemies, or a slower paced game with ranged weapons, or one where you stealthily sneak at the monsters from the back and stab them?)). Throwing Mario or Sonic as an example won't give us much of a picture of what you have in mind - especially when you give us both of them as the example APPEND: --------------------------- |
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Myrdos
Member #1,772
December 2001
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I think this is very doable. I did something very similar years ago with Age of Invasion, except that my maps were 7200x1200. And each pixel on the image included 3 extra bytes for terrain property information - no separate mask for collision detection. Of course, my maps were very simple things with large solid areas of the same color, and so compressed very nicely. However, I wouldn't do things that way again - pathfinding was almost impossible. At the very least I'd split it up into very small tiles, say 2x2 or 3x3, where each collection of pixels has the same property. Saves on RAM and makes collision detection/pathfinding much easier. If you use a similar scheme, you can have hand-drawn terrain that the player can alter. Say if you shoot a gun and it leaves a crater, or if you have a sonic-like character you could spin and dig through dirt. That sort of thing. Of course, Age of Invasion is a piece of junk for a variety of good reasons; it was developed under DOS using no drawing program whatsoever, I had no idea how to program whatsoever, I had no idea how to design a GUI whatsoever, etc. Quote: Generally the thing with internet projects is that they tend to fail when one of the links in your development chain fails. In my experience, it goes like this: 1) Coder has lots of interest, lots of motivation, big plans are made and agreed upon. 2) Some small amount of work is done. 3) Coder stops sending email/making new forum posts. Replies to your emails only after a considerable delay. 4) No work is done, the coder gives very reasonable excuses. Still promises to have it done though. 5) Weeks pass. No work is done, more promises. 6) Coder admits that he isn't interested, or has other obligations that prevent him from working on this. It's often apparent that he knew this weeks ago, but said nothing. Anyways, I'm interested in throwing my name in, but after I know more details. Whoever you select for lead programmer should have some existing projects. I'd like to look at the source code and talk to them for a while via instant messenger to see if I would enjoy working with them, and get the details of the game. __________________________________________________ |
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Zaphos
Member #1,468
August 2001
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Quote: However, I wouldn't do things that way again - pathfinding was almost impossible. At the very least I'd split it up into very small tiles, say 2x2 or 3x3, where each collection of pixels has the same property. Er. What? If you really want the map in a tile-based form for your pathfinding algorithm, you can do a post-process step to generate it. There's no need to let this kind of technical detail affect the way art is done on a high level. Quote: Saves on RAM Yes ... but I think it is reasonable to assume that essentially anyone downloading a 50-100 MB game of this variety has sufficient ram for it, even given a relatively inefficient implementation. After all, older games have used similarly large bitmaps for backgrounds, before. Baldur's Gate and its follow-ups come to mind. Quote: Say if you shoot a gun and it leaves a crater, or if you have a sonic-like character you could spin and dig through dirt. That sort of thing. You can do this given any system for annotating the terrain. Again, this should not affect art direction.
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OICW
Member #4,069
November 2003
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Or you could use somthing that's used in HL2 for glass breaking etc. (IIRC). Leave terrain for collisions at the biggest chuncks as you can. For example some big squares, and if you want to destroy some part split it - some kind of Tunneler. Btw: really cool graphics, I like your style. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
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KingLith
Member #7,358
June 2006
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Here is my game idea in greater detail since I finally have some time to sit down and explain myself. GAME NAME Luna : Assent from Evian BACKSTORY In the world I am envisioning there are different types of elves. Dark Elves – Live underground - White Hair There was an Ice Age know as the Rizdenfall Epoch and all of the surface dwelling elves that were on the surface joined together in the Lark Grotto. A beautiful grotto with access to the surface, roughly half a mile bellow ground. Fire Elves, Night Elves, and Sky elves dwelt here together out of necessity. It was there only option. They were all waiting for the Ice age to pass. One simple rule was made and obeyed by all. None of the elven races were to interbreed. The great separation happened 40,000 years ago when the elves separated to follow different beliefs. Most to follow different elemental spirits. The Night Moon separated to follow the God of man and is highly disregarded among other elfin tribes. STORY / PLOT: The story evolves around two elves (Lithien, and Luna) Luna is a Fire Elf. She inherently has red hair, grey glowing eyes, and is obviously very beautiful. Lithien is a young Night Elf Ranger with purple hair and he is our hero The two fall in love. Luna even gets pregnant The elders find out and a trial is held. They give him a fate worse than death. Banishment to Evian. (see bellow) They Put Luna in prison and vow to burn the baby once it is born and make her watch. In the Lark Grotto there is a slab of rock with chiseled runes called the Hearth Stone. When anyone stands inside the runes the are teleported to Evian. The History of Evian. Evian is a pit deeper than hell. It is rumored to be deeper than the pits of hell and tunnels around hell. That is where out hero starts out. There of course are others already down there and a small civilization has been built there. Before an elf is banished he is fed some special bread that gives him a state of deep amnesia. As the game progresses the hero remembers key elements of the story I have described and fuels him even more the find a way back to the Lark Grotto. So. Basically it is a love story. The hero has to get topside before his “wife's” unborn child is born, only to be killed. Throughout the game there will be beautiful backgrounds and different environments underground. There will be enemies, puzzles, and bosses to defeat. I also know how to make music too and have already made some amazing music for the game. Enemies – Rivirin Elves – A ruthless and brutal band of elves will stand in our hero’s way EVENT SYSTEM: The event system wouldn’t need to be too advanced. We would need the ability to show cut scenes, change conditions, and use switches to trigger changes in the environment. That’s really it for the event system. I want to keep it pretty simple. GAME WORLD: I want the game to be epic in scale and this is why in the end we might have to go for tile sets. This is going to come down to time. How long the coder can put into the project. If the coder can put years into the project then I would probably hand draw all of the environments. INVENTORY: We would defiantly need and inventory system to manage item and heal etc. Not too advanced but still functional. MOOD: The game is going to be dark, gothic, bloody, and have a lot of Elf Ranger action. I can’t think of an example because it has never really been done before. The characters will be slightly cartoony and cutesy but have some bad-A$$ qualities to them. I want to constantly remind the player of the gloom he is experiencing to get back to the one he loves. COMBAT SYSTEM: Live hack and slash. The hero would use are Scimitars and bows. That’s it. PUZZLE SOLVING: The game would need puzzles and the fact that the game is moving upwards for the most part helps this. PERSPECTIVE: Side-view Plat former. Think Mario or a better example would be XEXYZ for NES or Ys Wanders for SNES. IMAGE TYPE: This is still up for debate. Either Hand Drawn or Tile set based. Both have plusses and both have minuses. CODERS: Bases on popular demand I would at least start with only one coder. FINAL THOUGHTS: The game sounds complicated but in truth I think it’s doable. IF it was completed to this point then we could decide whether to add co-opp elements MMO elements etc. But in the short term I envision it only as a single player game. Thanks for reading and for all you support/intrest on this project: Sincerely, Kinglith |
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hazul
Member #4,338
February 2004
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Banishment to Evian, eh? http://www.larrysmarkets.com/catering/ProdImages/bev_evian3.jpg
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OICW
Member #4,069
November 2003
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Heh, sounds far more deeper than Mario/Sonic games. I like the idea, and I'd definately play the game (at least for the graphics). Unfortunately I always get lack of motivation after some time of working on a project -> I don't have any projects completed, it's sad, because I have so many ideas. Well to speak frankly, I have one. The game I've made for Christmashack in 8 days. In my opinion it's a crap, but at least I was happy to finish something. Edit: hazul, I was thinking the same [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
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Marcello
Member #1,860
January 2002
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Quote: The game sounds complicated but in truth I think it’s doable. I think I would have to disagree with you. Not to discourage you, but from what you've written there, the game will be extremely complex. A decent cut-scene engine alone is a lengthy project in of itself, especially if you're sticking with C++. Then add on an inventory system and puzzles and you're in for a treat. My recommendation would be to take your design spec to the next step. Do an outline of the number and specifics of actual areas in the game, the types of puzzles, instead of 'etc' write an actual list of enemies (after all, you'll have to draw all of them), specify the type and number of bosses, look at the inventory system and perhaps the actual items that you'll be able to hold and what they'll do. Your description actually makes me think of cave story, as it sounds like the magnitude of the game will be similar. To the best of my knowledge, cave story wasn't a particularly quickly made game, though there was only one person who did everything. The only point other I think should be clear is that the larger scale the game is, the longer it will take, and the more difficult it is to stay motivated the whole way through, especially for a freeware game. You might consider scaling down the idea a bit, or even figuring out an episodic way of developing the game, so you can release it in pieces rather than one "epic" game. Marcello |
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Bernardo Lopes
Member #7,318
June 2006
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KingLith said: If you are interested please let me know so I can contact you. Yes. I'm very interested. I've read all your ideas and it is doable.
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