Was thinking too, as a 'second quest' kind of deal, you could go back and replay the game as the demon who has to build his armies/strength to lock away the cherub/hero, and destroy or "seal" his towns with your minions. :P On Tue, Apr 27, 2010 at 1:43 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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? >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >