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My very first completed game! Best newbie game ever!

#1 User is offline   Koji 

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Post icon  Posted 08 December 2002 - 02:39 AM

Yeah, that's right. I'm going to put a little effort toward a game... I hope to slap something together over the holiday.

I'm pushing for an RPG. I'm thinking about using some of Artith's ideas from his vaporware game "Randland" (If you don't know what I'm talking about don't worry) The game will probably be a comedy since I am incapable of doing a serious plotted game.

Expect lots of interesting engines! (You know the kind)

My brother also wants to help with at least the graphics, so that?s a plus. I'm not sure what I'm going to do for music, I'll probably try my hand at mod'ing myself, and download what I can't do from modarchive.com (They're still up right?). Or if someone is interested... (Probably not but it's worth a shot)

The game will be mostly a satire of the cliches in most RPG's. You know the things of which I speak. Character dies half way through, love ensues, save the world, ultimate evil, light VS dark, and of course the notorious airship... (Don?t worry Exophase, I wont use that old gag^^).

Um... yeah that's all I guess...

Gimme some feed back, would anyone like to see something like this released? If not, I'll drop it now!
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#2 User is offline   NoRemorse 

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Posted 08 December 2002 - 02:49 AM

Sounds.....Interesting
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#3 User is offline   zombieguy 

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Posted 08 December 2002 - 03:07 AM

Koji, on Dec 8 2002, 12:39 PM, said:

Gimme some feed back, would anyone like to see something like this released? If not, I'll drop it now!

Go for it!

More games = good.
No games = bad.

Heh.
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#4 User is offline   Revvy 

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Posted 08 December 2002 - 02:59 PM

Koji, on Dec 7 2002, 10:39 PM, said:

I'm pushing for an RPG. I'm thinking about using some of Artith's ideas from his vaporware game "Randland" (If you don't know what I'm talking about don't worry)

Heh, I still have that game around on my computer. There's the version I was adding to, and the most recent one.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#5 User is offline   Crusader 

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Posted 08 December 2002 - 05:47 PM

I remember Random Land. It was all like, "Helo I need caemos fur my gaim!"..."Tahnx 4 da ceamos but I lost them LOLZ!"

... Sort of.
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#6 User is offline   Koji 

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Posted 09 December 2002 - 09:04 PM

Um... he didn't loose the cameo's they were all documented in the status engine when I last saw them... Anyway...

Okay since I got some positive statements, I think I work on it...

right now I'm working on the character Bio's and plot and basic engines (Mainly on the plot)...
The game is now %0 complete. ^^

No, there will be no cameos! So don't even ask. I never liked the idea of cameo games plus I'm not good impersonations so...

The setting is English renaissance like, with RPG satire up to wazoo. The theme will be that of the balance of the elemental forces(Cliche!). Of course there will be a cheesy love circle(triangle square whatever) and (in accordance to the Homer theory) a planet shaped like a doughnut (like in EVERY Square game).

Um... I'll update this thread whenever I hit a milestone in the game, and thats all
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#7 User is offline   Koji 

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Posted 10 December 2002 - 02:40 AM

Which inventory do you prefer?

- Several spaces for single items of any type

- Several spaces for multiple items of a single type


The pros and cons :

The first one can let me give stats and strengths to certain single items while limiting the amount of items you can carry at one moment to a single number. IE : 100 items, no more!

The second makes an item the same strength all the time with the same stats but allows you to hold MUCH more of each item! IE the maximum ammount of any single item is 99.


Why am I asking you :

Because thats what these journals are for... input!


What it comes down too :

Do you want quality or quantity? Do you want to be able to make a super powerful healing potion or do you not care about using up like 3 turns to use several potions?
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#8 User is offline   Dr Lancer-X 

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Posted 10 December 2002 - 02:45 AM

The latter.

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#9 User is offline   Revvy 

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Posted 10 December 2002 - 05:13 AM

BOTH! or do I have to choose?

3 potions for 3 turns.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#10 User is offline   Koji 

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Posted 10 December 2002 - 10:19 PM

Right! Square-style inventory

How about that battle engine?
Active, wait or selectable?

-Active means when a menu pops up everyone continues doing stuff while you select your next attack.

-Wait means that when a menu pops up everyon pauses in anticiation of what you're going to do next.

-Selectable means... well selectable but choosing this might push the release date back a few days or so. I have an idea on how to implement this but it may be buggy...


What should I do about graphics?

- Go all out! (btb quality or better)

- Start small this is your first release. (What I'd usually do)

- Forget graphics just make the thing! (noob graphics)


and finally, plot... should it be linear or semilinear

-Linear is linear, speaks for itself

-Semilinear is kind of like Btb.


Feed back please. (Still working on plot)
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#11 User is offline   weasel 

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Posted 10 December 2002 - 11:13 PM

For battle engine, I would prefer that it's set to WAIT mode. I have a hard time making decisions in RPG battles, especially in ATB style.

For graphics, do what you can, but don't go all-out or newbie. Look for a happy medium, and if you need some artistic help, ask me. (Don't count on me making your boards for you, though.)

For plotline, I don't care whether it's linear or not. I'll still play it.
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#12 User is offline   Fungahhh 

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Posted 11 December 2002 - 12:50 AM

I think a semilinear plot would be better, because then it encourages you to play the game more than once to try and get through every way.
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#13 User is offline   Koji 

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Posted 11 December 2002 - 09:16 PM

I concur!

Semilinear plot! And medium graphics.

EDIT :
Anyone else want to tack on there say on the battle engine?
I found an easy way to make it configurable so I might end up doing that!

This post has been edited by Koji: 11 December 2002 - 09:18 PM

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#14 User is offline   Revvy 

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Posted 12 December 2002 - 07:20 PM

Well, you could make so the user decides, but that would get annoying to program, probably. I'd say go for wait.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#15 User is offline   Koji 

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Posted 12 December 2002 - 08:37 PM

To late, I got bored last night and made it selectable! ^^

And, hey, it even works, but it uses old 2.63 code. I'll have to fancy it up later.

EDIT :Typo

This post has been edited by Koji: 12 December 2002 - 08:39 PM

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#16 User is offline   Revvy 

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Posted 16 December 2002 - 03:32 PM

2.63? What's that? :ninja1:
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#17 User is offline   Koji 

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Posted 16 December 2002 - 10:11 PM

I really think I should hold on release till 2.68b... There are some features I'd really like to use there...

EDIT : DUR! Yeah 3.79!! Lets wait for that!

This post has been edited by Koji: 16 December 2002 - 10:16 PM

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#18 User is offline   Exophase 

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Posted 16 December 2002 - 10:30 PM

Gfah.. uses "2.63 code".. that's cute.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

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Exophase can what Rubi-cant.
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#19 User is offline   Koji 

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Posted 17 December 2002 - 06:34 PM

Well what I meant is that it doesn't take advantage of the newer features that'd make the engine alot better and faster... But now I've recoded it so that it will.

So neh!
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#20 User is offline   Koji 

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Posted 20 December 2002 - 10:25 PM

Okay, seeing as it's already the end of the week and my plot remains to be done, I'm going to extend the estimated release dates/deadlines... Someone E-mail me about these dead lines... and if I don't say that It's done Chew me out!!!

Anyway here they are.

Plot completion (Christmas, Merry Christmas! alittle more than half a week)
Engine completion (January 7th, a week and a half)
Game completion (February 1st, a month!)

This, I hope, will stick. I want to release this project asap.

If you see me on IRC ask me if I've worked on the project lately, if I haven't... Kick me. ^^

EDIT : typo

This post has been edited by Koji: 20 December 2002 - 10:27 PM

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#21 User is offline   Dr Lancer-X 

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Posted 21 December 2002 - 07:03 AM

Best Newbie Game Ever? With the timing you are setting..... I doubt it....

Still, if you really are a fast worker.......

~ Lancer-X
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#22 User is offline   Koji 

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Posted 21 December 2002 - 03:37 PM

Well, A week and a half for engines should be enough, and if the plot is already written with in a few days I doubt it'll even take the full month to complete the game because after that it's just programming thats all repetitive.

Anyway, if I need to slow down I'll push the dates back (as I've said before) I just want to keep on working on this project till it's done! I'm not going to quit this one just to start another project, which I'll quit to start another, etc.

You know what I mean?

EDIT : Even if it isn't as great as I'd want it to be I'm only aiming for it to be the best newbie game, which shouldn't be to hard to top.

This post has been edited by Koji: 21 December 2002 - 03:39 PM

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#23 User is offline   LostOne 

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Posted 21 December 2002 - 11:28 PM

Wow, that's fast...How big do you reckon' this game of yours a gonna be? AND is only a measly 400kb after about a 3 months of development...

This post has been edited by LostOne: 21 December 2002 - 11:28 PM

Je vous écris à présent que la porte claque à jamais derrière nous.
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#24 User is offline   Koji 

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Posted 22 December 2002 - 01:07 AM

I'm only putting these due dates where they are to make myself work harder on a project, If I find that it isn't enough time... I'll extend them a week or two.

I mean, Febuary I MIGHT get done with the engine ^^.

But I don't know that yet, so I'll keep busy!
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#25 User is offline   Dr Lancer-X 

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Posted 22 December 2002 - 02:47 AM

My first newbie game was Pandora and that was not a simple cakewalk to make.
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#26 User is offline   Koji 

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Posted 22 December 2002 - 04:57 AM

Was it ever released? Cause I can't find it in the downloads anywhere...
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#27 User is offline   Oneiros 

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Posted 22 December 2002 - 05:44 AM

Yeah, it's been released. I think it's on zeuxworld if not on this site. If you can't find it, I can send it. By the way, awesome game for being your first release, Lancer.
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#28 User is offline   Koji 

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Posted 22 December 2002 - 02:41 PM

Okay, I think I'm just going too finish this game up to the point where I have plot. And when I reach that point I'll release a demo for playtesting (feedback wanted). Then I'll finish the game based on the playtesting feedback.

And this is one game I hope wont be caught by the demo curse...

BTW : Playtesting is kind of like bug testing... only you're not finding bugs you're just giving feedback on how to make the game better.
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#29 User is offline   Oneiros 

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Posted 22 December 2002 - 05:53 PM

I'd be happy to playtest for you when the time comes. Just let me know if you need it.
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#30 User is offline   Dr Lancer-X 

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Posted 23 December 2002 - 02:47 AM

Koji, on Dec 22 2002, 04:57 AM, said:

Was it ever released? Cause I can't find it in the downloads anywhere...

Try either the downloads from http://mwinds.chipx86.com/ or scroll a while back on the New Game Announcements forum..... or try Zeuxworld...
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