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Re: Let's team up and create a game together!
[Re: George]
#302118
12/16/09 19:28
12/16/09 19:28
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Joined: Jul 2009
Posts: 150
Blackchuck
Member
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Member
Joined: Jul 2009
Posts: 150
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What is with an extrem ego shooter or a realistig swordfight game or in devil may cry | Kingdom Hearts stil, or an survival island game like, loneley in a island with giant horrible monsters? Or a tombrider still game, walking throw long dark caves... What is with extrem ball racing and.....bla....bla....bla...
So I have alot Ideas, but what is realistig? Do you whant to programm in lite-c, with newton or physx? And what for game stils do you like? I like action.
What is with this;
A solider from our time falled in a big war in the dessert, in a big cave. Afert a long walk throw the cave, ähmmm, the is a portal that teleports him into the futher, let`s say the year 3000. There is everithing like "megatown" from fallout, and everithing is of course hightech. After a time walking around and playing there is a final world war against aliens or something like that. Now the chareckter must proteckt the earth from evil "what evers".
You can mak out of this; 1/4 flight 2/4 shooting 1/4 tomb rider stil
Or we can just make a action racing game with (like) 20 levels or somthing like that.
I have know Gamestudio/A7 Commercial Edition 7.84
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Re: Let's team up and create a game together!
[Re: George]
#302119
12/16/09 19:29
12/16/09 19:29
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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To give your minds a blow, do you remember these simple games? http://www.primarygames.com/seasons/summer/games/sliders/summer_slide.htmAnd, do you know that Telltale Games used this principle for a scene in the last of their row of Wallace And Gromit games? (BTW, they are as good as the initial movies with Wallace & Gromit, and worth each cent that you pay for it.) If not take a look: http://www.youtube.com/watch?v=qsYdROM9WrEWhat are the twists they add to the simple slide puzzle? Each stone becomes a person, and each rejects certain neighbours, and gives characteristic commentaries. IMO, it seems sort of unfair to grab their idea and form a complete game out of it, but it is quite tempting. And, maybe, they don't mind, if we develop it further to an origin of its own, do they?
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Re: Let's team up and create a game together!
[Re: HeelX]
#302126
12/16/09 20:43
12/16/09 20:43
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
Expert
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Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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I don't really like the idean of a 2D game... even it's going to be a casual game, please 3D I also would like to see a character clothing like in Little Big planet .
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Re: Let's team up and create a game together!
[Re: Joozey]
#302132
12/16/09 21:14
12/16/09 21:14
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
Expert
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Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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I don't say that i want to make shooter or a RPG - i'd like to make à Game like Little Big Planet or other casual Games. You are right, there aren't much Model artists... But if you give me a Picture from the Side and Front of à Model i could make it( without Animation and any Maps) - so, i'd like to code, too
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Re: Let's team up and create a game together!
[Re: Joozey]
#302136
12/16/09 21:39
12/16/09 21:39
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Joined: Mar 2006
Posts: 27
BUG
Newbie
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Newbie
Joined: Mar 2006
Posts: 27
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What about a game like "Commandos: Behind Enemy Lines" ?
- Top Down View - Make Enemy's "line of sight" visible (via model or bitmap) - Setting could be anywhere on the world (maybe during a war between two fictional lands) - Gameplay focuses on avoiding the enemy, planning safety routes, distracting the enemy with an object (like a stone or cigarrette pack or bottle) and killing him from behind (with a knife etc...) - Thus there's no gunplay, no grenades or other fancy effects - If the player comes into the "line of sight", the enemy will directly run towards the player/shoot at him until the player exits the "line of sight". If this happens, a marker will be placed and the enemy will try to reach that marker. If he reaches it, he'll stop and look around (~ 10 sec). If he can't spot the player while looking around, he'll go to his last position/patroul marker and start guarding/patrouling again. - If the enemy sees an object (like bottle with beer etc...), he'll try to reach it. When he reaches the object, it will be delete and the enemy will play an animation (like drinking ~ 20 sec). After that he'll go to his last patroul marker and starts patrouling etc... - Also it's a top-down-view, we can build buildings with multiple floors. All we have to do is to create some big, invisivle objects which check if the player collides with them. If for example the player collides with "Floor.2", then "Floor.1" and "Floor.2" will render all the meshes and entities which are also colliding with them, while "Floor.3" and "Floor.4" and "Floor.5" etc... are keept invisible
That's all I could come up with (for now ^^) If you search for a level designer, I might try to build some maps since I'm mapping for the "Thief: The Dark Project" community for nearly 5 years now. I was also one of the "beta-mappers" which worked on the "The Dark Mod". So, if you need someone who might map you some levels for your project, let me know and I'll see what I can do.
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