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  • File : 1305760254.jpg-(432 KB, 1755x2481, Cthulhette.jpg)
    432 KB B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:10 No.14972739  
    I'm still trying to find a suitable video game project designed by and for the good people of /tg/.

    What kind of stuff would you appreciate ?
    >> Anonymous 05/18/11(Wed)19:14 No.14972767
    I'd be tempted to say Server Crash, but really playing in any of the settings /tg/ came up with would be neat.
    >> Anonymous 05/18/11(Wed)19:14 No.14972769
    I think you mean, find and/or develop, not just find.

    ... I like beautiful people in my vidya games.
    >> Anonymous 05/18/11(Wed)19:16 No.14972786
    We have a Space Station 13 server coded and run by /tg/
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:17 No.14972799
    >>14972769
    Nah, I mean find. I'm skilled as a game designer and graphic designer. It's enough to start a project, although indeed, I'd need a couple programmers to get it through.
    >> Anonymous 05/18/11(Wed)19:18 No.14972813
    >>14972799
    I have some programming skills, tell me exactly what you need and what you plan to do I may be interested
    >> Anonymous 05/18/11(Wed)19:19 No.14972823
    Dwarf fortress version, but with Space pirates from Metroids.

    TUUUUUUUUUUUBES!
    >> Anonymous 05/18/11(Wed)19:21 No.14972846
    How about you turn one of the quest threads into a game?

    Alternatively, I wouldn't mind a Dungeons The Dragoning video game.
    >> Anonymous 05/18/11(Wed)19:22 No.14972853
    >>14972739
    Translate Attack Vector Tactical into something like Megamek.

    Or perhaps work on a campaign system for Battletech/Megamek/Mekwars but more detailed and superior to the current mekwars stuff.
    >> Anonymous 05/18/11(Wed)19:23 No.14972854
    >>14972846
    Well text based games are easy as fuck to do, you just need some basic programming skills.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:24 No.14972869
    >>14972786
    I'd like something with more flash, 3d and so on

    >>14972813
    Good to know ! Ever tinkered into a game engine ?
    >> Anonymous 05/18/11(Wed)19:24 No.14972870
    >>14972823

    >dorf fortress anything

    most people are not toady1.
    >> Anonymous 05/18/11(Wed)19:28 No.14972905
    >>14972869
    Not really. Most of the shit I have done was done from scratch by me. I know Java, C++, some C(though I hate), knew Scheme but I haven't touched in ages and some assembly though I completely hated that shit and don't want to touch it again.
    >> Anonymous 05/18/11(Wed)19:29 No.14972918
    >>14972870
    God damn it why can't autistic people be more like Toady1?
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:29 No.14972919
    >>14972905
    starting from there, what's your favorite genre of game ?
    >> Anonymous 05/18/11(Wed)19:33 No.14972937
    >>14972919
    Tbh anything evolving Grand Strategy love games like Civ and EU3. Then I guess it would be rpg's
    >> Anonymous 05/18/11(Wed)19:34 No.14972947
    Do a Master of Magic remake
    >> Anonymous 05/18/11(Wed)19:36 No.14972971
    Why dont we try at least once to get shit done? We failed in the /tg/silo thing(a logical fail), but we can try a fucking /tg/ videogame. As we do with quest, or we did with those settings we created(rush, or something like that), we could get some ppl creating the plot, and everyone who know how to do things to do the rest.

    First of all, what kind of game are we actually able to do?
    >> Anonymous 05/18/11(Wed)19:39 No.14972998
    you could always do a dating game lolololol
    >> Anonymous 05/18/11(Wed)19:40 No.14973003
    It would probably be easiest to reskin an existing game if we wanted to do a Civ style game.

    Honestly, a game where I can wield dorfs and sergals to kill the kenders and dragonborn would amuse me.

    actually, just make the kenders halflings.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:47 No.14973049
    Okay, let's make a giga strategy game. Sounds good to me.

    Maybe something along the line of fall from heaven ?

    Or a cross breed with heroes of might and magic ?
    >> Anonymous 05/18/11(Wed)19:49 No.14973061
    >>14973049

    That sounds like a great idea!

    ...

    ...

    Now can you please draw me a picture?
    >> RandomProgrammingFa/tg/uy 05/18/11(Wed)19:57 No.14973128
    >>14973049
    Well those are my favourite games genres honestly I doubt I could make one of those games.
    I have some programming skills but I am still mostly learning, most of the I programmed could be considered management programs, and the only games I programmed so far were scrabble and one basic dungeon crawler, also working on a bubblebreaker game atm.

    Oh I also programmed pong once but I honestly hated that since it was a really low level programming using windows 98 and manually configuring the PS/2 ports, I only managed to do it because I borrowed half of the code from a senior student(I am studying computer engineering)
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)19:59 No.14973150
    >>14973061
    What kind of picture ?

    Anyway, let me think.

    Town, territories, units, researches. But also races, heroes.

    Should we re-wire a civ game for that or shoot for our own system ?
    >> Anonymous 05/18/11(Wed)20:01 No.14973167
    if it's a strategy game, may I have the option to challenge
    opposing generals/lieutenants to 1v1 combat for battlefield honor and perks?
    *holds out his wooden plate anxiously like one Oliver Twist*
    >> Anonymous 05/18/11(Wed)20:01 No.14973169
    >>14973150

    Well I was going to ask for a picture of Fuegan shooting something out of the sky with his lance, like a Venom or a landspeeder...

    But why dont you draw some races for this thingie?
    >> Anonymous 05/18/11(Wed)20:07 No.14973214
         File1305763633.jpg-(203 KB, 700x906, Soldiers_Duty_02_by_Mr_Culexus.jpg)
    203 KB
    >>14973150
    As much as I'd love for y'all to develop your own system, I think starting with Civ would be more efficient in the long run (and less stress-inducing than option B? I'd like for you guys to not shoot yourselves in the face down the road... i-it's not like I-I care about you guys or anything... jeez...)
    >> Anonymous 05/18/11(Wed)20:08 No.14973226
    I was making a dwarf fortress clone starring myconids instead of dwarves, but it eventually petered out.

    I don't think "/tg/ gets stuff done" applies a much to software projects.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:09 No.14973231
    >>14973169
    well, What I was thinking was to start with humans and build from there, until we reach a predictable unbalansable clusterfuck :3

    >>14973167
    That might work

    >>14973128
    I see. What would you be comfortable with then ?
    >> Anonymous 05/18/11(Wed)20:12 No.14973256
         File1305763955.jpg-(155 KB, 900x695, 1292452998256.jpg)
    155 KB
    hey OP! In my opinion there are basically two main ways you can go. The first one is porn related. There were a few tries to make a /tg/ related porn game and if you do it right with good pics I guarantee you that half of /tg/ will pray for you. You doesn't even need a good story.
    Well thats the easier and cheaper way...
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:14 No.14973270
    >>14973256
    Well, I found a very nifty software that allows you to make interactive novels... That I can do alone.

    I also started a datesim quest some time ago...
    >> Anonymous 05/18/11(Wed)20:16 No.14973285
         File1305764200.png-(30 KB, 803x442, 1305708838212.png)
    30 KB
    >>14973256

    the other way is make something like dwarf fortress. No, no, no. I don't mean that another fantasy simulator game or such. I meant the way that dworf fortress was is made.
    First of all it's constantly upgraded. When there is always something new in the game in every few months then there will be a lot of permanent player. If the players can mod it easily than thats another score.
    And in dwarf fortress there are a lot of things that was programed into the game because of the players wanted those things, like new animals and such.
    So it's more like an approach.
    >> RandomProgrammingFa/tg/uy 05/18/11(Wed)20:17 No.14973293
    >>14973231
    Well personally would prefer something not in real time. Maybe in a square/hexe grid map?

    But honestly don't be limited for what I can do, I am only proving the waters to see if I have the knowledge to help in anything. I still don't know if can fully commit to this project
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:18 No.14973303
    >>14973285
    I would totally back this idea.
    >> RandomProgrammingFa/tg/uy 05/18/11(Wed)20:20 No.14973324
    >>14973256
    Visual Novels are easy to program, at least using java gui library I think I can even create an engine from scratch, although I still don't know how to put sound but I doubt it is hard
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:21 No.14973329
    >>14973293
    Real time ? Who said real time ? Let's do a turn by turn strategy, it should be fine.

    By the way, do you know Battle for Wesnoth ? It has the philosophy I'd like to reach for.
    >> Anonymous 05/18/11(Wed)20:21 No.14973332
    >>14973285
    now one thing hat you will need for a good /tg/ game is complexity. But that doesn't mean hard to use interface or dwarf fortress level mindfuck.
    What I mean by that you need something that can be played in a thousands of way .
    Also it doesn't have to be complex at first. It will be better to start in small with a basic thing. You make a game which is stable, running and fun to play. Then you later wait for the response, patch it up, repair some things. Then you upgrade it.
    >> Anonymous 05/18/11(Wed)20:27 No.14973368
    If someone could take Dwarf Fortress and make it look as good as even The Sims (original) it would be awesome.
    >> Anonymous 05/18/11(Wed)20:31 No.14973395
    >>14973329

    But with lvls and stuff, please. I have being looking for something like FFII for a very long time(even if it's strategy).
    >> Anonymous 05/18/11(Wed)20:32 No.14973408
    >>14973332

    now as for my specific suggestion.
    A zombie or game or some other kind post apocalyptic game.
    You have a village with a few survivor and you have to scavenge, scout, loot, preserve and make food, fight the zombies/mutants/whatever.
    heres some game in that genre:
    http://www.kongregate.com/games/sarahnorthway/rebuild
    http://www.kongregate.com/games/ConArtists/the-last-stand-2
    http://www.kongregate.com/games/duerig/shattered-colony-the-survivors
    http://www.kongregate.com/games/Spirem/village-of-nightmares

    If you make something like those combined and you put a massive scavenge engine under this so you can make really make a fuckton of things and survive in very different ways then you will make an awesome game.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:34 No.14973420
    >>14973332
    'xactly.

    So, here we are : you are the ruler of a kingdom. I'm thinking that, instead of having multiple kind of troops, you could make their equipment vary.

    for instance :
    You could train conscripts, soldiers or elite soldiers (the first costing less but the last being stronger), and affect certain type of equipment upon creation that would change their attributes, equipment you could upgrade. These equipments would have a "craft" ring to them, meaning however ressources would be harvested à la Civ V, the equipment would work like in RPGs, only the would be applied to the whole platoons.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:36 No.14973442
    >>14973408
    ...

    ...

    ...

    Post apocalyptic massive strategy ?

    ...

    ...

    ...

    This has potential...

    Yay or nay ?
    >> Anonymous 05/18/11(Wed)20:40 No.14973482
    Something like Ultima 1, but with party members and plot. That would be fun. Ultima meets Baldur's Gate meets Morrowind.
    >> RandomProgrammingFa/tg/uy 05/18/11(Wed)20:41 No.14973488
    >>14973329
    I am not familiar with it unfortunately, but if you want something like this >>4973420
    I think is certainly possible, actually my two major problems I can think right is that I have no clue how to due an enemy "ai" and what kind of user interface would be used since I doubt anyone want to play the game in a console
    >> Anonymous 05/18/11(Wed)20:41 No.14973489
    >>14973442

    also if you want to you can place this in a fantasy setting, after an ork invasion or something like that. The main element here is that you are massively outnumbered, at first you have to hide and you have maybe just a few men besides you or just a small village and then you slowly but steadily you have to grow. Depends on what setting you use for the game this could be even decades or hundred of years in game
    >> Anonymous 05/18/11(Wed)20:47 No.14973534
    >>14973442
    I can dig it, but will it dictate the entirety of the game's setting? What if there was a part of the world or some nation that experienced a fallout but was contained in that area alone?
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)20:50 No.14973563
    >>14973534
    you're right... Thought cleverly, it could be a game mode.

    This is getting intresting.
    >> Anonymous 05/18/11(Wed)20:50 No.14973564
    >>14973534

    that an be added later on the game if it's worth the effort
    >> Anonymous 05/18/11(Wed)20:52 No.14973595
    >>14973564

    I mean think it like it's 28 days later. Everyone thinks that the whole word is doomed. Then BAM! just them. And there is a "NOT A SINGLE FUCKING SOUL IN OR OUT" policy in effect.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)21:11 No.14973790
    >>14973595
    in effect, the very same game, only no opponent, just a growing number of undeads, fewer ressources.

    You start with a small village.

    Final destination.
    >> Anonymous 05/18/11(Wed)21:16 No.14973846
         File1305767795.jpg-(153 KB, 544x400, 1305349303604.jpg)
    153 KB
    >>14973790
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)21:20 No.14973886
    Even better !

    If the village cannot recruit, but only turn villagers into conscripts, it introduces the need to rescue survivors. Towns occupied by undead troops will hold the possibility to find such survivors once liberated.
    >> B&Hammer40Kun !o/uaSYM4lU 05/18/11(Wed)21:23 No.14973918
    and I'm in great need to hit the haye.

    Leave messages here and archive if you need to, I'll be open to suggestions

    I'll try to come back tomorrow with ideas for mechanics.
    >> RandomProgrammingFa/tg/uy 05/18/11(Wed)21:36 No.14974071
    Well even if this game doesn't go forward, this thread put me in the mood to make an Fire Emblem like game. I think I know pretty much how to do it, the only problem would be getting sprites for characters and terrain.

    Hmmm perhaps in a few weeks once I have more free timeI will consider this seriously
    >> Anonymous 05/18/11(Wed)21:55 No.14974274
    >>14973886

    don't forget the births if it's a long term game. Also I wouldn't recommend that the player capture other towns at the start. If it's a city then the player should capture buildings, build barricades to connect the buildings and clear out his "fortress". And there should be other survivors in the buildings based on how safe is the building and how well equipped were the survivors before the big crisis.
    For example bank has a safe which is pretty much invincible, but there is not much food in a bank. So the player could found corpses in a banks safe, those who tried to hide in the safe but starved to death. Or if the player is fast enough and the bank is close to the starting location then he can find them alive.
    Things like this.
    Or you need to consider how much of the infrastructure will be destroyed or in working condition.
    Like, a nuclear powerplant is pretty much safe, those have even armed guards so there is a good chance if that the powerplant could produce power and it has the staff alive. If the power lines are intact.



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