Heya Gabriel Thanks for the feedback! I know about the UDK but when you use that, you dont have access to the source code at all so basically there's nothing for a coder to do :P There are other engines but I have lots of stuff i wanna program and some ideas i've taken from unreal and the fear engine that i either want to re-implement or improve on. I think you are right about it being safe to make an act raiser clone, I just kind of worry if our main character was a cherub and our storyline was the same that it might get kind of dicey legally hehe. I wasnt even thinking of bio shock, thanks for that! Maybe there is some hope for that idea yet hehe On Mon, Apr 26, 2010 at 9:18 PM, Gabriel Taylor <aidyn66@xxxxxxxxx> wrote: > Hi all, > > I know I've just been ghosting for a long while now, but I have a few > thoughts I'd like to add, if you're okay with that. If not, tell me to > shove off, it's all right. > > First off, I think the current-tech Actraiser clone idea is great for a > number of reasons. One being that I think a clone-type project is a better > way for the team to start off, providing a clearer sense of direction while > finding out the strengths and weaknesses of the team overall. Also, while > setting and story will need to be original, I don't think there's any fear > of lawsuits, after all, Chair has had no problems regarding their creation > of Shadow Complex, which not only has made a tremendous profit for them, but > has been fully acknowledged by them through all stages of development as an > unabashed Super Metroid clone. In the same way that they said "You know > what we love? Super Metroid. Let's make our own version.", there should be > no reason why you can't say the same, replacing Metroid with Actraiser. > (Though, Squeenix being a bit more protective, who knows what they'd have to > say of it.) Cloning gameplay styles shouldn't be a problem, though, it's > not like there's a whole lot of originality inside of any given genre, > anyway. (An FPS is still an FPS, regardless of the team behind it and their > unique bells and whistles.) A current-gen top-down Actraiser-esque game > would be lots of fun, and I'm certain there's a market for it. > > Second, I know Alan and others have put a lot of work into the engine, and > have done a fantastic job building it from scratch, and I mean no offense > with this comment, just trying to throw out options. At least for a first > project, to get everyone's feet wet and to enable maximum potential > distribution from the get-go, why not use the UDK? (UDK<http://www.udk.com/>) > It is completely free to use now, and while there'd be eventual costs for > using it, they wouldn't be terribly great, and it would allow a bevy of > tools and options, as well as output to PC, X360, and PS3 formats right away > for digital distribution of anything made. > > As far as magic-type attacks in an FPS, as others have said, there are > countless examples of it working. One that was looked over and I'd like to > add, though, is Bioshock - I know, those games don't have magic so much as > psionic and other mental-based attacks, but it's essentially the same thing > with a different color paint. So, magic in an FPS - completely doable. > > Also, and this is more of a digression, regarding League of Legends, it's > actually made by the people who created DotA. They eventually felt too > limited by what they could and couldn't do in the WC3 engine and multiplayer > modes, so they spun off their own creation, which is essentially DotA > distilled and optimized. It's pretty sweet, if you're in to that sort of > thing. > > All right, I'm going now...pardon my surprise commentary. I like the new > direction, though. And keeping Pirate Dice as it's own entity is a very > good idea. A lot of the minigame ideas you guys came up with would be a lot > of fun as stand alone titles anyway. > > Anyway, there's m'thoughts. Enjoy. Or not. > > ~gabriel > > > > On 4/26/2010 2:56 PM, Kent Petersen wrote: > > I bet SC2 will be. I am excited for it. I hope my comp is good enough to > run it > > Well, basically it's like DotA but your account can gain levels. When you > account gains levels you can get really minor bonuses. Such as +0.1% evade > per level. Then there is a little tech tree similar to Diablo 2 or WoW so if > I were to put 5 points into evade I would get +.5% on my character and I > would be able to unlock defense which is worth 1 armor. So, it's a > customizable tech tree that will give you the edge but it wont change the > game. > > On Mon, Apr 26, 2010 at 2:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> nope i havent, whats it like? >> >> man i wonder if sc2 is going to be the new wc3 for these kinda games >> >> >> On Mon, Apr 26, 2010 at 2:31 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> I agree, I was thinking something small. >>> >>> Have you played League of Legends the DotA clone? It's like HoN but >>> different >>> >>> >>> On Mon, Apr 26, 2010 at 2:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> that sounds good... it sounds fun but shouldn't explode the >>>> possibilities too much and make it a big insurmountable thing (: >>>> >>>> >>>> On Mon, Apr 26, 2010 at 2:18 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> I think some form of a tech tree would be a good idea. Plus additional >>>>> side skills given as bonuses and rewards >>>>> >>>>> >>>>> On Mon, Apr 26, 2010 at 1:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> yeah we can do some crazy stuff with the spells if we want to. We'll >>>>>> have to play around with different ideas and see how we like them >>>>>> >>>>>> Hopefully weapons can be controlled by script so it's easy and quick >>>>>> to prototype stuff! (: >>>>>> >>>>>> Good question on how you get the spells >>>>>> >>>>>> i like your options, and another option would be to have a skill tree >>>>>> that the player could put points in to get diff spells. >>>>>> >>>>>> That could add some re-playability maybe :P >>>>>> >>>>>> We could also make some of the levels a little platformy, like have >>>>>> moving platforms, and you have to use magic to solve puzzles and stuff >>>>>> >>>>>> >>>>>> On Mon, Apr 26, 2010 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> Just trying to shape my ideas. >>>>>>> >>>>>>> I could see defensive spells working great as well. Armor, healing, >>>>>>> etc >>>>>>> >>>>>>> If you were going to just duplicate common weapons and do it that way >>>>>>> that would be fine. That's probably the best way to do it. I could even >>>>>>> see >>>>>>> massive nuking like spells work like the BFG 9000 or something similar. >>>>>>> >>>>>>> I could also see minor support spells. Perhaps a spell like levitate >>>>>>> where you could float off the ground for a moment. >>>>>>> >>>>>>> How would you earn these spells? Start with em? Unlock em? Get them >>>>>>> as gifts? >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Mon, Apr 26, 2010 at 1:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> I was thinking the basic spells would be weaponlike, like a typical >>>>>>>> FPS game (like quake or doom etc!) >>>>>>>> >>>>>>>> but if you have some ideas for going beyond that or a different >>>>>>>> route to go im all ears (: >>>>>>>> >>>>>>>> >>>>>>>> On Mon, Apr 26, 2010 at 1:10 PM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> If we are sticking with fantasy I like the Dragon Ride idea myself. >>>>>>>>> >>>>>>>>> Alan, what kind of spells did you want to try to recreate in first >>>>>>>>> person mode? >>>>>>>>> >>>>>>>>> >>>>>>>>> On Sun, Apr 25, 2010 at 4:17 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> i think there are a ton of story ideas that could work with your >>>>>>>>>> plan for the game in the fantasy genre >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Sun, Apr 25, 2010 at 7:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>>> That sounds pretty awesome too. >>>>>>>>>>> >>>>>>>>>>> I am really gun shy about opening this game up too much and >>>>>>>>>>> making it another impossible task so i'm thinking for the most part >>>>>>>>>>> keep it >>>>>>>>>>> linear, but have a couple choices the player can make off the >>>>>>>>>>> beaten path >>>>>>>>>>> like the original act raiser. >>>>>>>>>>> >>>>>>>>>>> Like letting them choose where they want to go to next and maybe >>>>>>>>>>> a map or 2 that take a little work to find, but other than that, >>>>>>>>>>> it'd be the >>>>>>>>>>> same game every time. >>>>>>>>>>> >>>>>>>>>>> Its weird... even though act raiser is the same game every time, >>>>>>>>>>> something about it makes me want to replay it every now and then. >>>>>>>>>>> >>>>>>>>>>> Anyways, multiple races would make for an awesome game but im >>>>>>>>>>> thinkin that may be too big of scope to start out with. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Sun, Apr 25, 2010 at 4:07 PM, eric drewes >>>>>>>>>>> <figarus@xxxxxxxxx>wrote: >>>>>>>>>>> >>>>>>>>>>>> or hey if you were going to make this a replayable skermish type >>>>>>>>>>>> game maybe its a world where there's 3 different types, so its >>>>>>>>>>>> like a tech >>>>>>>>>>>> based civ vs. a magic based civ vs steam punk, with different >>>>>>>>>>>> strengths and >>>>>>>>>>>> weaknesses for each ot balance em out (like starcraft) >>>>>>>>>>>> >>>>>>>>>>>> i dunno if you're thinking of doing a linear campaign like >>>>>>>>>>>> actraiser or if you wanted to do a scenario based game... i dunno >>>>>>>>>>>> if you've >>>>>>>>>>>> played it but peter and i have been playing this game called >>>>>>>>>>>> "Demigods" >>>>>>>>>>>> which is a really sweet game, you should check it out, but >>>>>>>>>>>> basically there's >>>>>>>>>>>> 5 demigod assassins and 5 demigod generals and you pick one and >>>>>>>>>>>> you can set >>>>>>>>>>>> up allies and enemies you face against and then its a lot like >>>>>>>>>>>> tower D and >>>>>>>>>>>> there's 5-6 different "boards" you can play on but its like a >>>>>>>>>>>> sport where >>>>>>>>>>>> even though the basic rules and layout of the maps are the same, >>>>>>>>>>>> the >>>>>>>>>>>> execution is different every time so its always fresh. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Sun, Apr 25, 2010 at 7:02 PM, eric drewes <figarus@xxxxxxxxx >>>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> well, i would say you have a ton of options as far as designing >>>>>>>>>>>>> a completely different game while using the same gameplay style >>>>>>>>>>>>> as act >>>>>>>>>>>>> raiser... >>>>>>>>>>>>> >>>>>>>>>>>>> some examples: >>>>>>>>>>>>> >>>>>>>>>>>>> you can be an intergalactic version of Genghis Kahn where >>>>>>>>>>>>> your mech army or whatnot is taking over a planet, the cherub >>>>>>>>>>>>> could be some >>>>>>>>>>>>> sort of upgradeable flying unit that you can purchase new >>>>>>>>>>>>> weapons/armor/propulsion for... and maybe you don't "level up" by >>>>>>>>>>>>> population >>>>>>>>>>>>> directly, but rather as your population grows, you make more >>>>>>>>>>>>> money via taxes >>>>>>>>>>>>> from supporters of your leadership, and then you buy >>>>>>>>>>>>> upgrades/levels with >>>>>>>>>>>>> the gold. This would work in the first person view also because >>>>>>>>>>>>> it'd make >>>>>>>>>>>>> sense you had guns, etc. also magic spells could just be >>>>>>>>>>>>> supertech or like >>>>>>>>>>>>> magitech :) >>>>>>>>>>>>> >>>>>>>>>>>>> keeping along the steam punk theme the cherub could be >>>>>>>>>>>>> a dirigible type thing and yeah, the "magic" could be tesla style >>>>>>>>>>>>> super >>>>>>>>>>>>> weapons like a tesla coil, tesla's earth quake machine, etc. >>>>>>>>>>>>> >>>>>>>>>>>>> if you wanted to keep magic/fantasy as the main theme, you >>>>>>>>>>>>> could just make the main character a powerful sorcerer, the >>>>>>>>>>>>> cherub could be >>>>>>>>>>>>> a dragon rider or something.... >>>>>>>>>>>>> >>>>>>>>>>>>> just some thoughts :) >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> On Sun, Apr 25, 2010 at 6:54 PM, Alan Wolfe < >>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> So in the original act raiser game, you the player were >>>>>>>>>>>>>> basically the christian god (more or less) >>>>>>>>>>>>>> >>>>>>>>>>>>>> You controlled a cherub to do your will when in the overworld >>>>>>>>>>>>>> map. >>>>>>>>>>>>>> >>>>>>>>>>>>>> When going down to fight the bosses, your soul would descend >>>>>>>>>>>>>> from the heavens into a statue that would animate into a fleshy >>>>>>>>>>>>>> warrior and >>>>>>>>>>>>>> you would kick some ass with your own hands. >>>>>>>>>>>>>> >>>>>>>>>>>>>> You leveled up from increased population supposedly due to >>>>>>>>>>>>>> their increased faith in you. >>>>>>>>>>>>>> >>>>>>>>>>>>>> It all kind of fit together and made sense and the people >>>>>>>>>>>>>> worshiped you. >>>>>>>>>>>>>> >>>>>>>>>>>>>> So how do we make a game like this where we aren't too much >>>>>>>>>>>>>> like the original. >>>>>>>>>>>>>> >>>>>>>>>>>>>> The original game was made by Enix, so basically if we screw >>>>>>>>>>>>>> this up we'll get squashed by the squeenix monster!!! >>>>>>>>>>>>>> >>>>>>>>>>>>>> Some things i've been thinkin about... >>>>>>>>>>>>>> >>>>>>>>>>>>>> #1 - if we change it from being a cherub to something else, >>>>>>>>>>>>>> does that something else fly or walk? If they walk, it kinda >>>>>>>>>>>>>> changes the >>>>>>>>>>>>>> gameplay cause you get stopped by barriers and rivers and stuff >>>>>>>>>>>>>> like that. >>>>>>>>>>>>>> While that might make a good game, it kinda diverges from the >>>>>>>>>>>>>> origional game >>>>>>>>>>>>>> quite a bit and may not be enough like the original game play. >>>>>>>>>>>>>> >>>>>>>>>>>>>> #2 - if we change you from being a god to something else, why >>>>>>>>>>>>>> does population cause you to level up? Why do you have magic >>>>>>>>>>>>>> spells? etc. >>>>>>>>>>>>>> >>>>>>>>>>>>>> So... brainstorm time! what do you guys think, what's your >>>>>>>>>>>>>> thoughts? >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >