Idea: Lets make a game

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Albino Boo

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I was playing Apotheon, a great game by the way, and it occurred to me that something similar should not be that hard to develop. I thought rather than fight the culture war on the forums, we could do something collaborative that includes as much of the Escapist community as possible. We have lots of budding artists, programmers, musicians and more than a few professionals. The development process could also be a source of a few articles about the reality of small scale development.


Now what I propose is that we aim for something achievable. Apotheon is set in ancient Greece and its art style is based on classical Greek pottery. This allows a highly stylised but simple graphics that reinforces the story. You could easily do something similar with ancient Egyptian art or willow pattern pottery. Both are highly stylised and associated with a particular setting.

I dont think we should aim for 30 hour epic but something short, maybe 2-3 hours in length. Perhaps using episodic development if there is a will to keep going.


I have said my piece, what does everyone else think?
 

BloatedGuppy

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It's a nice idea but a collaboration involving tens if not hundreds of disparate people, all with wildly differing skillsets (if they offer anything practical at all) isn't going to be anything but a howling mess. Might be interesting as a cautionary example, but I can't imagine much else coming of it.
 

Elfgore

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Fucking Total War: Elder Scrolls. Set the main story during the unification of the Empire. Two expansion packs could be the Akavir invasion and Aldermi/Empire War. Roving bands of goblins, necromancers, and vampires would act as the rebels. I could go much more in-depth, yeah I've thought about this a lot, but I'm too lazy right now.
 

senordesol

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I could see recruiting a team from the Escapist, but for a title to gain any traction; you need a team with specific skills.

You need a producer to guide the project, including it's parameters and design goals
A game designer to handle more minute details of gameplay
Artist(s) to realize your vision aesthetic vision and visual design (including UI)
Engineer(s) to tie everything together, and testers to work out the bugs.

...And that's just making the damn thing; to say nothing of marketing and distribution.
 

RhombusHatesYou

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Between There and There.
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The Wide, Brown One.
BloatedGuppy said:
(if they offer anything practical at all)
Ugh... Yeah not to sound like a dick but a project like this sounds like it'd end up with 50 people wanting to be the "ideas guy" for every person with usable skills.
 

Haerthan

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Elfgore said:
Fucking Total War: Elder Scrolls. Set the main story during the unification of the Empire. Two expansion packs could be the Akavir invasion and Aldermi/Empire War. Roving bands of goblins, necromancers, and vampires would act as the rebels. I could go much more in-depth, yeah I've thought about this a lot, but I'm too lazy right now.
YEEEESSSSSSSS. We totally gotta get in on that. But a dfferent name then Total War. But we gotta get Bethesda in on that and something tells me they might be receptive to it. Also we gotta get some of the mechanics from the King Arthur: The Role-Playing Wargame series. I mean come on. The first game was GREAT> I FUCKING LOVED ITTTTTTTTTT. 'nerdgasm'

Captcha: souffle girl. Elfgore you might wanna shoot Captcha, it might be spying into your life, like it did earlier this morning for me.
 

Zhukov

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BloatedGuppy said:
It's a nice idea but a collaboration involving tens if not hundreds of disparate people, all with wildly differing skillsets (if they offer anything practical at all) isn't going to be anything but a howling mess. Might be interesting as a cautionary example, but I can't imagine much else coming of it.
Believe it or not, it can work.

Once upon a time I was tangentially involved in a little open-source game called Battle For Wesnoth. (I contributed the odd bit of pixel art and animation.)

It was hex-based, turn-based strategy game with pixel art graphics. It was developed by a bunch of strangers who'd never met each other coordinating on a forum and IRC channel.

There was no real timetable and only the most basic of organisation. There was a project lead (although he was pretty hands-off) and several directors of the various areas (art, programming, map design, gameplay design). Contributions were done on a sort of, "You do it, we'll take it" kind of way. Some people would put in steady, dedicated work for years while others would show up, throw in a few art assets and then never be heard from again. Others would beaver away on their own related projects, custom factions, campaigns, maps and so forth.

And, well... be damned if they didn't turn out a perfectly functional and actually quite fun little game. It had online multiplayer and everything.

The major factor that probably allowed it to get off the ground was that it was originally a two-man show. One programmer, one artist. Between the two of them they got a solid base down on which everyone else could expand.
 

Albino Boo

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BloatedGuppy said:

It's a nice idea but a collaboration involving tens if not hundreds of disparate people, all with wildly differing skillsets (if they offer anything practical at all) isn't going to be anything but a howling mess. Might be interesting as a cautionary example, but I can't imagine much else coming of it.
I have been involved with various voluntary organisations and I am more than familiar with the problems. When you don't have the ability to say do it this way or you're fired, then things do become like herding cats. I envisaged a team of no more than 50 but preferably closer to 40. I thought 5-10 people max on each area, hopefully with someone with real world experience in that area.
 

SnakeTrousers

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albino boo said:
Now what I propose is that we aim for something achievable. Apotheon is set in ancient Greece and its art style is based on classical Greek pottery. This allows a highly stylised but simple graphics that reinforces the story. You could easily do something similar with ancient Egyptian art or willow pattern pottery. Both are highly stylised and associated with a particular setting.

I dont think we should aim for 30 hour epic but something short, maybe 2-3 hours in length. Perhaps using episodic development if there is a will to keep going.
I've been thinking about something like this for a while, though my idea was based in a different culture and genre - a top-down ninja stealth game. I'd be willing to draw up some concepts if anyone was interested.

I've also been looking to branch off into animation, so this seems like as good a reason as any to dip into it.
 

Prince of Ales

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Have you any rough idea of a genre? I can't offer you much, but I've theory crafted a bunch of games from MMOs to MOBAs to dungeon crawlers. If you need combat formulas based on some sort of stat system, I can do that.
 
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I might be interested in contributing to this. ;)

It is doable but...

Here are some ideas and tips from having worked on a few small amateur things by myself or in small groups with timelines from a weekend to a month to a year.

1) Instead of one mega project, maybe several smaller teams?
2) Have teams do smaller proof of concept demos first?
3) More experienced volunteers might be able to roughly integrate the concepts? e.g. a team making a three-card draw game can have their work appear as a mini-game within an action/adventure/rpg setting

In my experience time is against you if you don't set small manageable goals first to gauge what's realistic. Without a clear idea of deliverables there is too much opportunity for feature-creep and burn-out.
 

Danny Dowling

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I had an idea for a video game (actually I've had 2 main ones, but EarthNight took the gameplay aspect of two button platforming for one not long after I thought of it).

You play an explorer in a cave armed with a flash light. The aim is o get out alive. You can climb, run and jump, but you can't do anything to hurt the enemies that one shot you. Your only defense is your ability to run and hide.

Side scrolling, but with the option to sink into background caves to hide (kind of like Lone Survivor).

The actual game could have multiple exits which have varying levels of difficulty to reach, but there are different artifacts placed throughout the game world that can be collected, making it near impossible to get every single one in a single play through because that would require constant back tracking etc. that would be shut off by enemies or high drops/climbs.

Multiple exits, multiple playthroughs, a nice looking shadowing system for the torch... would make a fun little game.
 

Danny Dowling

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albino boo said:
BloatedGuppy said:

It's a nice idea but a collaboration involving tens if not hundreds of disparate people, all with wildly differing skillsets (if they offer anything practical at all) isn't going to be anything but a howling mess. Might be interesting as a cautionary example, but I can't imagine much else coming of it.
I have been involved with various voluntary organisations and I am more than familiar with the problems. When you don't have the ability to say do it this way or you're fired, then things do become like herding cats. I envisaged a team of no more than 50 but preferably closer to 40. I thought 5-10 people max on each area, hopefully with someone with real world experience in that area.
I believe that if we have a few people dreaming the ideas up and one or two people coordinating to the artists to make those things happen we could have something.

providing the artists are willing to do as the dreamers dream with minimal issue and the dreamers are willing to take what the artists perceive through description... bish bash bosh
 

ArcaneGamer

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I like the idea. Tell me more about the story. What's the setting? Is the captain a cool captain like Aveline or Cullen?
 

TheArcaneThinker

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You guys really dont need to worry about funding , engine , etc . Just do what the rest of the world does... Get RPG maker... If your making a rpg game or a adventure game..... Rpg maker is quite a famous engine.... Even the upcoming MGQ Paradox is using it.... Hundreds of people make their game using it . All assets , sounds , etc are present and even a single person can do it....
 

DanteRL

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Well, I kind of liked the idea of small groups trying to work with different ideas presented here. The first step for the OP would probably be to choose people to be responsible for each departaments (when the voluntaries arrive), so they will also be responsible to filter some of the ideas that show up from the others, and keep things conected with the main theme, thus controlling a possible "too many cooks" situation.

Since I'm more into writing, world building, and trying to think of rules, I think that's covered already, so I'm just going to throw an idea I had too, that was for a turn based strategy game, involving miniatures that the players would collect, and use in the battlefield. There's the MP component, but also single player missions so people can practice, and get bits of the story.
It would happen in a cyberpunk setting, on a isolated city controled by an AI (transportation, energy and water distribuition). After years of keeping everything running, the computer announces that overpopulation is becoming a risk, and it needs to take measures to control it, or eventually the AI will turn of, leaving everybody in a resourceless city in the middle of a desert. (This leads to fights between many groups, including police forces, rebels that want to either turn the AI off, or simply kill enough people to appease the situation.)
 

TheArcaneThinker

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Dr. McD said:
TheArcaneThinker said:
You guys really dont need to worry about funding , engine , etc . Just do what the rest of the world does... Get RPG maker... If your making a rpg game or a adventure game..... Rpg maker is quite a famous engine.... Even the upcoming MGQ Paradox is using it.... Hundreds of people make their game using it . All assets , sounds , etc are present and even a single person can do it....
Okay, first off, your grammar is absolutely terrible, you have spaces before every comma, inconsistent and bad use of capitalization (Spelling RPG (which is an acronym) as rpg/Rpg etc) and for some reason end every sentence with four or five periods instead of just one. It makes sentences much longer than they need to or should be.

Assets in RPG Maker will most likely be geared for 16 bit retro JRPGs set in a medievil world. Not only that, but this assumes that if I want to create a unique monster, like say, a cigarette smoking arsewipe jackalope that insults people, or a giant space hamster there is assets for it. More likely than not I will need an artist to create enemies and characters even if I do use RPG maker.
English is not the first language of every person in this planet...
I like my sentences to have a long pause when I end them . Get rid of your narrow minded attitude..........................
Rpg maker is a great choice . There is nothing vad in making a medieval game . There are plenty of futuristic and modern resources packs which are really very good. Even though you cannot make a make a creature like you mentioned without a professional artist , there are plenty of assets on aliens , monsters , etc on the internet. Just google them right now......................
 

Bad Jim

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PreDefined [deprecated said:
]1) Instead of one mega project, maybe several smaller teams?
DanteRL said:
Well, I kind of liked the idea of small groups trying to work with different ideas presented here.
Not that I want to be negative or anything, but I think we'll be lucky to have ONE competent programmer and ONE competent artist willing to put serious effort into this. Having enough willing and useful people to assemble multiple teams would be nice, but more than we should hope for. Also, I think it would be better for morale to have half a dozen people doing one small game quickly than three teams of two taking forever to do anything and getting burned out. Unless people are getting paid, morale is the #1 concern.

I also have a suggestion for a game. Something like Floor 13


This game puts you in control of shady government department charged with keeping the present administation in power. You have a variety of tools at your disposal, such as disinformation, surveillance, ransacking homes, even torture and assassination. The catch is that you are in a democracy, and you have to keep a very low profile, so overusing the more severe options will cause you to leave your office via the 13th floor window. You receive reports every day regarding new situations, and each situation will develop depending on how you handle it, affecting public opinion either negatively or positively.

Why do I suggest this? Because the art requirements are minimal, and I do not believe it would be terribly hard to program either. Most of the work would be writing the scenarios, and there seems to be a plentiful supply of people willing to write stuff on these boards.
 

Disthron

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Besides RPG Maker, there is also Click Team Fusion 2.5. Though it's pretty much limited to 2D it's still a pretty robust authorware package. You might also consider Game Maker or Construct, and if you decide to make a point & click adventure game there is Adventure Game Studio.

@albino boo: If you are serious about starting something I think you should start an "interview" prosses and decide of some lead positions. Like art lead, programming lead, ect. Some one to organize those arias of the project.

You should probably go for an art style that is common and popular, Like anime or pixel art, as you will be more likely to find people who can do art for you.

Just some suggestions.
 

TheArcaneThinker

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Dr. McD said:
TheArcaneThinker said:
English is not the first language of every person in this planet.
I like my sentences to have a long pause when I end them. Get rid of your narrow minded attitude.
Rpg maker is a great choic . There is nothing vad in making a medieval game. There are plenty of futuristic and modern resources packs which are really very good. Even though you cannot make a make a creature like you mentioned without a professional artist , there are plenty of assets on aliens, monsters, etc on the internet. Just google them right now.
And I have use for exactly zero of those assets. The enemies in my game consist of rioting escaped criminals, mercenaries and pirates in league with said criminals, undead risen by a necromancer who is the leader of said criminals, and escaped animals from a zoo.

This is all because while I came up with this idea long before now, even back then it was always meant to be short and simple while allowing a diverse set of enemies and challenges while providing a glimpse into a less cliché than usual fantasy setting. I'm telling you RPG maker is bad because it provides none of those things, especially since the game's story and gameplay depend on a certain specific level of technology.

And while English might not be your first language, you're not speaking your first language, you're speaking English, and all I'm asking is that you don't talk down to others who correct your mistakes of pointless wanton cruelty to the common comma. You have a fucking spellcheck, at least use it and try to keep some level of consistency.
Well...
Changes can always be made...

As for the English part...
I know what language I am speaking...
If you think I talked down to you then I apologize... The thing is that you don't give much significance to the fact that when English isnt someones first language , errors are bound to take place . As for the level of consistency... I think its quite well.........................