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Liquid Metal King Slime
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 PostWed Aug 14, 2013 4:49 pm
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Chronoboy wrote:

I am thinking of trying to use bitbucket or a similar service to host the .rpgdir during development. I am curious how usable it would be for a collaboration OHR project. I heard from Bob that some things might be tricky, since the GEN file stores the record counts. I'll do a few tests and see what works and doesn't. I would like everybody involved to have their own local copy of the game.


Fortunately, beelzebufo is good about detecting changes to record counts and updating .gen accordingly.

However, this does still mean that you will have lots of conflicts in the .gen lump, and you will still have to keep track of who's version of .gen should be trusted-- autodetection of correct record counts just makes conflict resolution easier, it does not free you from having to worry about it.
Metal King Slime
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 PostWed Aug 14, 2013 10:45 pm
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Chronoboy wrote:

I am thinking of trying to use bitbucket or a similar service to host the .rpgdir during development. I am curious how usable it would be for a collaboration OHR project. I heard from Bob that some things might be tricky, since the GEN file stores the record counts. I'll do a few tests and see what works and doesn't. I would like everybody involved to have their own local copy of the game.


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Slime Knight
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 PostThu Aug 15, 2013 1:54 am
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Okay, if we are going with this story, then we will need map tiles for starters and a hero walkabout/battle sprite.

I can create the initial data this weekend and do some initial work. If no map tiles are available this weekend, even some basic ones just for this intro, I can make some super basic placeholder tiles and begin mapping out the initial scenes and build some sort of interesting world which the player can explore. These placeholder tiles I made will be just a color fill of what should be there, such as grass, water, sand, cave, town, etc... It won't be anything fancy, and a map tiler should create a new set to replace the horrid ones I will make.
Liquid Metal King Slime
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 PostThu Aug 15, 2013 2:52 am
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I feel like this sort of needs a colab usergroup
Metal Slime
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 PostThu Aug 15, 2013 5:20 am
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It would be nice to have a usergroupe and a place where we can keep track of development and have a backup. Grin

I may have some tiles we could use for the city, and while I think it's good that you focus on how the get the graphics together, I'd suggest we work on the story and gameplay first, before we start mapping.
Or at least set up how many maps we'll make before we start mapping...
Also I would suggest making the maps outline in a drawing program before we start placing tiles in the editor. This might save time as it's easier to adjust the map to everyone's liking afterwards.

Up to know I think, we have following locations, the ? are suggestions:
Quote:

City
- In front of Movietheater
- some other place (where the heros discuss what happend and are told to leave the city)?
- maybe City entrance, where they set of for the fartm in a nice cutscene?

Farm
- House
- Field for fruits?
- Field with goats

Outside the Farm
- Cave
- way to the cave?
- Monster's place in cave?

- Backdrop for Battel inside City
- Backbrop for Battle on Farm?
- Backdrop for Battel in Cave?


And what should be the game play like? What will the player be able to do on the farm?
Will s/he have to solve little quests besides figthing monsters off?
Metal King Slime
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 PostThu Aug 15, 2013 5:26 am
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IDeally the player wouldn't stay on the farm for too long, eventually wandering the countryside in search of the truth of existence or something "deep" like that. Not really sure what the hell I was talking about last night or where I was building up with this. Is it too late to do the fart thing instead?
Metal King Slime
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 PostThu Aug 15, 2013 5:30 am
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I kinda like the farm thing. Has potential to be a good serious (well, relatively serious) game. Though a silly game could work too if people want to go in that direction.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostThu Aug 15, 2013 11:12 am
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I'm also not sure how I feel about the zombie angle. That is a parallel, and there's some juicy stuff you can get to with it, but I think it's important that any taint be a perceived taint as opposed to a real one. I suppose you could play into certain metaphors with it, kinda like the X-Men do, but I always thought they were a little stupid with it.
Metal Slime
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 PostSat Aug 17, 2013 1:59 pm
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Seems like we did not finish the discussion how the story will continue after the goat went missing, if there are zombies or monster or other things living/(in not living in case of zombies) in that cave.

Mabe we should just vote for one of that options and then decide how we progess from there.
I think it would be sad, if this project wouldn't come to take place because we fail to get started at all.
So, let's keep the discussion and progress up! Grin
Blubber Bloat
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 PostSat Aug 17, 2013 2:50 pm
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The quickest way to kill a collab project is to not speak of it, so I agree.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostSat Aug 17, 2013 3:16 pm
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According to our theme of alienation, the next step would be rejection by the "monsters". After all, you only got bit by a monster. That doesn't really make you a monster. I would say step one is to go back to the farm and try to get an explanation from the farmers, possibly get knocked on your ass for letting them the "bad guys" get away. Then the monsters, who'd snuck up to watch would at least get the feeling you're sort of on the level. They should respect you because you're also rejects, not because one of them bit you. That would be retarded.

At some point, it's imperative that rich kid sell you and the monsters out to try to return to his previous status as King of the Cool Kids. Preferably in time for a monster to join the party. Later on, the monster can betray you and Cool Kid can come back and then at the end they can have reconciled and both be in the party, possibly because the main character is dead (Christ Parallels!). Essentially, we're at the "What should actually happen in the game" part of design now and the only way this phase moves forward is when people have ideas that they want to see made.

Maybe there's gender issues. The humans look at women as second-class but the monsters see them as equals. Boy hero wants to "protect" chick hero but she's all about the independence.

Maybe there's political issues. The humans live in a mass-produced, minimum-wage world where money is power and nobody's got as much as they deserve, where the monsters are living easy off the land (Someone else's land technically, but nobody complained about Woodstock and those dudes were trespasser as fuck) in a socialist wonderland where everyone chips in and nobody is left hanging. The kind of waiting for the world to change, ours is the best generation, parents just don't understand kind of bullshit that kids eat up 'cause it makes 'em feel like they're not gonna end up the same sell outs their parents were, or in the case of our older sadder dudes, the sell outs that they actually are.

I really don't have the desire to keep this whole awful thing rolling by myself so feel free to chip in ideas instead of just saying "We should vote!" and "This thread is dead!". Give us something to vote on! Revive the thread with discussion, don't just BUMP it. King Slime on his slimy flamin' pogo stick!
Metal King Slime
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 PostSat Aug 17, 2013 3:53 pm
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You know what, no. Double-posting here because I think we're totally on the wrong track. I don't care about the ideas I'm saying and I doubt anyone else does either. I started out deliberately trying to make the least interesting and most generic RPG of all time, a literal cash grab and I think I did a good job of it because I hate my fuckin guts for it.

For a project like this to succeed, which in all fairness is a long shot anyway, it has to be something that everyone involved has a reason to care about. For that reason, I'd like to talk to you all about the greatest game ever made, Final Fantasy 6.

One of the decisions they made early on was that they didn't want to have a "main character", they wanted to have a bunch of interesting characters and let the players choose who they liked the most. Let's notice how they didn't return to a Final Fantasy 1 "Pick Four Classes" system. They kept actual characters with motivations, relationships, goals and doubts who also had compelling gameplay variances. Sabin's Blitz techniques were a throwback to fighting games. Gogo the Mimic, and semi-reference to a boss from Final Fantasy 5. Setzer who literally had a slot machine of techniques. I mean hell, in the original Japanese each character was even assigned a class, just you could take the Thief, the Mage, the Machinist and the Monk if you were still that anal about classes.

I digress! The way they came up with these different but equally compelling characters was to outsource it across the team. No one person sat down and said "There should be a thief in love with a rune knight, and there's also a gambler who has an airship! Twin successors to a deadman's throne!" each of them was the brain child of a certain guy on the staff and then the rest of the staff worked and tweaked and ran with the ideas until they had something really good, then they figured out who needed to be where and what excuses they could use to get people to different places. You don't realize just how railroaded you were.

So, in the spirits of following in the footsteps of the greatest game ever made, maybe we should all try to suggest characters. By this I mean a general character archetype, some idea of personality and what their combat gimmick would be. Once we get a few characters we can start working out how they'd feel about each other and once we've worked that out we can figure out in roughly what order they need to run into each other to tell the most compelling story.

Everyone should draw their own suggestion to the best of their ability and if need be, later on better artists can work with the original dude to pretty it up while keeping it true to the original vision.

Now, this would give everyone a reason to care about the project and chip-in going forward. That isn't enough to guarantee success. To guarantee success, we need what's called a "Producer". Someone who has a vision they want to see completed and who needs help completing it. Vision is more than "Let's work together to make a game, guys! Like a bunch of hippies!".

I don't know whether or not Final Fantasy 6 had a visionary. It's amazing what you can do when you're trying to turn a profit. But I can tell you, the end result was an amazing game about the nature of loyalty, friendship, or on a more macro-scale, love. If that wasn't by design it was the greatest accident of all time.

I've been in the Random Collab Contest twice, okay? Some of you guys were there too. What makes or breaks a collaboration isn't the sum of the collaborators talents, it's someone having a vision that he feels strongly about, strong enough to convince other people to chip-in. I see a lot of people who want to chip-in, I see no one who wants to take charge. I'm not suggesting a dictatorship of course, there would still be suggestions, discussions, etc., but I am suggesting there be someone who is the final arbiter of all discussion, the guy who keeps us all on topic, who makes sure that every god damned pixel in the game is to express the sentiments that he feels are important. That's gonna be tough.

We need someone who has an idea for a game. Not a bunch of guidelines, but an actual fucking idea. Someone whose opinion we all respect, so when he lays down the law on something we can all listen and not be spiteful about it. Someone, who like Spoonweaver suggested in IRC last night, can finish the whole game by themselves if they needed to, but wants to get it done in less than ten years. This someone should not be Spoonweaver, even though he was right on that point. This someone should be able to answer questions regarding ANY detail in the game. No "Lets vote guys: What color should Locke's pants be?" bullshit here.

If we can find someone like that, and if we can get some good ideas for characters and get them both working towards the same end, and if we're smart enough to realize we're a bunch of fucking amateurs who're gonna put in about ten minutes a day and think we're working our asses off, and we keep it pretty short, we might have a chance. If we keep going like we currently are, we're inevitably doomed to failure.
Metal Slime
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 PostSat Aug 17, 2013 4:04 pm
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Okay, I'll throw in some ideas and thoughts, some I discussed with BMR already, some came while writing (and maybe I also forgot some) :

First couses a bit on game play:
The player has to pay taxes, if it's about rich and poor this underline the idea and it can create gameplay:
By working on the farm, you earn products to sell, so yu can pay the taxes, but then monster can show up and steal your fruits.
You can give food to the monsters so they don't attack you, but then you have to work more to be able to pay the taxes.

Also how about two factions within the monsters, friendly one and not friendly ones? So we don't have THE monsters, as there as not THE humans.

I like ther idea of the rich guy betraying the player, that's an interesting plot twist.
I also like later having a monster in the team.

I'd also be okay with discussing gender stuff, but I'd prefere a diffrent way.
I'd choose making the rich guy have more trouble to adjust to the farm live than the girl has, so he'd be the one complaing all the time or hiding from bugs ect., while the girl adopts and maybe even comes to like gardening and turns out to be the better fighter.

Or we make some sort of running gag out of the idea, and the girl always tries to protect the boys but fails because she's to clumsy. The background could be that she once lost a relative/friend to a monster and now feels like she wants to protect those around her.Then she would be very mistrusting toward any friendly monster.

What shall the end of the Story be? Will there be a happy end? Somehow I think there's no room for a real happy end in the story.
And what are those monsters anyway? A second life form as intelligent (or more intelligent than) as humans? Where did they come from? Where they once human?

I think that matters, for making up an ending, but maybe I'm wrong.
What do you think?
King Slime
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 PostSat Aug 17, 2013 8:02 pm
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I'm always up to help.
Slime Knight
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 PostMon Aug 19, 2013 2:02 am
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Sorry for not being here for a couple days. I just read everything, and perhaps Gizmog is right. The idea he originally conceived shouldn't be pursued any further. There needs to be someone here with a Vision on how the story/gameplay should proceed.

I do like the idea of each team member creating their own playable character which will be included in the game, and we can all determine how each of these characters will react with one another. Before we can get to character development, we first need to decide on a more concrete storyline. Something which almost anyone can relate to, something almost everyone can enjoy. Most of all, we as a team must actual enjoy creating this collaboration game or interest will eventually be lost.

I am going to take a deep look at some popular RPG storylines and characters and see if I can think of something. An interesting RPG which is very popular, other than FF6 is Earthbound and of course Chrono Trigger. All three of these games are highly praised for their story and character depth and are still rated as some of the best RPGs of all time.
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