I am NOT proposing that CAA band together to create a game

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I am NOT proposing that CAA band together to create a game

Postby uc pseudonym » Thu Nov 06, 2008 8:15 pm

Plenty of people have started threads proposing a game and pretty much all of them have come to nothing. This isn’t one of those threads – it’s a thread to make sure I don’t start one. I think that CAA could collaborate to produce something of interest, but I’m not about to declare a project unless there’s interest.

Let’s be clear about our scope: some of you may recall Antagonist which I created earlier. This theoretical project would be using the same engine, thus producing a turn-based roleplaying game with SNES-level graphics. You can learn more about the engine and its limitations here:
http://hamsterrepublic.com/ohrrpgce/index.php/Main_Page.html

Despite limitations, it works very well if you want to create a certain kind of game. Well enough that I don't think this proposal is wishful thinking. After Antagonist, I’m familiar with the internal workings and the scripting language that goes along with it.

The remaining difficulty of making a game is producing the graphics. Since there are hundreds of maptiles, walkabouts, and battle sprites necessary, that’s a fairly daunting task for an individual. But it occurs to me that there might be enough interested people on CAA for the work to be divided enough that no one has to do too much (and some of you actually like art). Because the work is piecemeal, even someone who makes one sprite and then quits can help.

Unfortunately, the limitations on the graphics are some of the most severe. So please, don’t go to any effort to create a masterpiece that the engine won’t be able to use. Think 20x20 pixel tiles. But more importantly, the images must be saved in 16 color format (aka 4 bit color depth). In case you’re curious about the specifics, look here.

The only bright side of this is that an MS Paint is fine too. I mean, I was able to create several grass tiles before recalling just how little my temperament is suited for art.

Other than graphics, most things are optional. If some of our composers want to write music, that would do a great deal to enhance the experience. But we shouldn’t even talk about story or level design until we know if we’re willing to put in enough effort to make this realistic. I’m not, hence this thread.

I was fairly hesitant in posting this, because I’m cynical about group projects. If people aren’t interested, this thread can die and it won’t be a big deal.
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Postby Warrior4Christ » Thu Nov 06, 2008 9:12 pm

How do you propose to manage all the different files and contributions from different people?
Having done group/collaborative work before, I'd suggest Subversion(SVN), which is a revision control system that works well. The only problem is that someone would have to set up a server for it...
Of course, this suggestion is not very helpful unless there's sufficient interest to actually get it started.
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Postby Tsukuyomi » Thu Nov 06, 2008 9:24 pm

This sounds really interesting, and I'd love to help, but I'm not sure how I could contribute O__O
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Postby Azier the Swordsman » Thu Nov 06, 2008 9:29 pm

Amateur game design is something I plan to jump full force into over the next few years once my current tasks are out of the way. Working together as a team on a single game would actually be something that would interest me.

I'm interested, should this ever kick off.
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Postby LadyRushia » Fri Nov 07, 2008 5:00 am

If it ever gets to this point, I could help with the story line, unless there's already one planned out.
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Postby Danderson » Fri Nov 07, 2008 7:00 am

LadyRushia (post: 1268973) wrote:If it ever gets to this point, I could help with the story line, unless there's already one planned out.


Ditto that...or if there's character creation that's needed in the form of a background information...
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Postby mechana2015 » Fri Nov 07, 2008 7:01 am

Please inform me if enough interest does arise, I am interested in this, as doing a 20x20 tile here and there would be well within my means of artistic assistance.
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Postby Peanut » Fri Nov 07, 2008 7:19 am

I'd be intersested...I'm not much of an artist so I would likely have to help with either the storyline/writing, testing the game, or some other random task that doesn't involve drawing but I would be willing to do anything to help.
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Postby EricTheFred » Fri Nov 07, 2008 8:18 am

Sounds cool. I'm up to my eyeballs in work at the moment, but I'm going to keep an eye on this and study up, in case I get some time.

Also, Number One Son has long mentioned wanting to work on a game project. Maybe this is an opportunity to get him interested in CAA.

Warrior4Christ (post: 1268937) wrote:How do you propose to manage all the different files and contributions from different people?
Having done group/collaborative work before, I'd suggest Subversion(SVN), which is a revision control system that works well. The only problem is that someone would have to set up a server for it...
Of course, this suggestion is not very helpful unless there's sufficient interest to actually get it started.


There has got to be a site offereing online collaboration out there. If not, someone really needs to start it.
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Postby Midori » Fri Nov 07, 2008 10:38 am

I'm guessing the music has to be in MIDI format? Cause, I've already made some I could submit, and I could make more.
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Postby uc pseudonym » Fri Nov 07, 2008 1:43 pm

It seems there is a small level of interest, at least; that's encouraging. But the project isn't going anywhere unless we have enough people to do all the graphics - until then we don't need any other kind of volunteer (music being an exception). As I see it, only a handful of people here have actually volunteered to help with those. Mechana2015 and I can't make all the tiles.

Warrior4Christ wrote:How do you propose to manage all the different files and contributions from different people?

Files can be exported as bitmaps and then imported back into the engine. This might be a little cumbersome (ideally one person would do an entire tileset or character set) but it should be workable.

Tsukuyomi wrote:This sounds really interesting, and I'd love to help, but I'm not sure how I could contribute O__O

If you wanted to try to figure out the tile-drawing system, you could do that. But if not, no worries.

Azier the Swordsman wrote:I'm interested, should this ever kick off.

Just so I don't count proverbial chickens: interested in what, specifically?

mechana2015 wrote:Please inform me if enough interest does arise, I am interested in this, as doing a 20x20 tile here and there would be well within my means of artistic assistance.

Thank you. This is the kind of post that, if we have enough of them, we might be able to create something without too much hassle.

Midori wrote:I'm guessing the music has to be in MIDI format? Cause, I've already made some I could submit, and I could make more.

Actually, MP3s are also supported as of a recent version release (they do increase the file size massively, though). I'd be pleased to have composers working with us, but don't start any work before we've actually committed to doing this.
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Postby Cognitive Gear » Fri Nov 07, 2008 1:51 pm

I'd have to spend some time figuring out how to draw tiles, I may be able to contribute.

This assumes that the stars of my life align as the project draws closer.
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Postby Kaligraphic » Fri Nov 07, 2008 3:00 pm

Before you start looking at implementation, do you have a premise for such a project? A plot? This would likely impact the sort of tiles you'd want to make.

I usually find that the basic premise/plot/campaign/narrative core is where amateur games fall down.
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Postby Tsukuyomi » Fri Nov 07, 2008 3:02 pm

uc pseudonym (post: 1269043) wrote:If you wanted to try to figure out the tile-drawing system, you could do that. But if not, no worries.

I was just about to ask you about that ^ ^ It sounds pretty simple, but I've never done this before ^ ^; Is there any tips or a site I can refer to for this?

I've actually began playing around with MS Paint recently ^ ^
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Postby Azier the Swordsman » Fri Nov 07, 2008 3:18 pm

uc pseudonym (post: 1269043) wrote:Just so I don't count proverbial chickens: interested in what, specifically?


Since you asked, gameplay concept and design are my stronger points, and storyline a second.

But I know there are a number of people who are already most interested in the latter.

Depending on the game's story, the world it's set in, the characters you use, the classes, character types, skills the characters will potentially use and the limitations of the RPG engine, I could possibly work on the gameplay centered around it and tying all these things together.

Incidentally, might it actually be more useful if we created a list of what a Game Design team might look like and the specific skills and areas that we would need in order to make it happen then go from there?
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Postby Mithrandir » Fri Nov 07, 2008 3:38 pm

Those of you posting about game play, story, plot, etc will definitely want to take a look at the limitations imposed by the game system listed in the OP. It seems like much of the laborious work will most likely involve the graphics system.

I'm not all that great with graphics, but I could probably squirt out a few here and there. At least, simple/background/texture kind of images.

If Clive is looking for ways to let other people help with stuff, he may want to look into the idea of letting other people help with making lists. For example, have someone examine the site and make a list of all the graphics that will be needed for waving grass, or whatever animation appropriate task is available. Also, documentation of progress is nearly as powerful as documentation for the program. That's another area someone else can likely help in. That being said, this is merely my $0.02 for him, so YMMV.

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PS: I have little experience with CVS, but would be willing to try and set something up, if it looked like it would be a worthwhile endeavor. I could also setup a separate collaboration site for working on it, but we'd want to be sure we have the momentum first.
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Postby Sammy Boy » Fri Nov 07, 2008 3:57 pm

I just had a read of the graphics information and checked the link to the Antagonist game.

I would like to find out what kind of maptiles / graphics you need help with (e.g. are you after a specific type, such as a forest maptile, or pretty much anything as you need heaps of them)?

And after we create one, how do you want us to get them to you (e.g. post onto a server somewhere)?

I am thinking of having a go at creating a couple of them and seeing if they will be of help. And if that works out, I can help periodically (when I find time from church and family commitments).
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Postby Tsukuyomi » Fri Nov 07, 2008 4:07 pm

What does YMMV mean?

*Is looking up stuff on game tiles now*
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Postby Warrior4Christ » Fri Nov 07, 2008 4:10 pm

EricTheFred (post: 1268999) wrote:There has got to be a site offereing online collaboration out there. If not, someone really needs to start it.

http://sourceforge.net/
:P

I'm not much of a graphics artist, but I may be able to help in some other way (I would say scripting, but I'm not sure how much/what kind there is for this game engine).

Tsukuyomi (post: 1269084) wrote:What does YMMV mean?

*Is looking up stuff on game tiles now*

Your Mileage May Vary.
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Postby Mithrandir » Fri Nov 07, 2008 5:13 pm

Tsukuyomi (post: 1269084) wrote:What does YMMV mean?


My apologies, I thought that was a more well known acronym than it apparently is. :D w4c is correct: Your Mileage may Vary.

Basically, it's a "standard disclaimer" that means "your results may not be the same as mine," or "don't sue me if it doesn't work out for you!"

:D
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Postby EricTheFred » Fri Nov 07, 2008 5:23 pm

Warrior4Christ (post: 1269085) wrote:http://sourceforge.net/
:P


That's kind of open-source programming project specific, as I understand it. I meant a place for people collaborating on whatever: a book, an arts project, a game, a secret plan to topple the Burundian government....
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Postby Mithrandir » Fri Nov 07, 2008 5:25 pm

EricTheFred (post: 1269104) wrote:a secret plan to topple the Burundian government


What's your home address again? My cabal, I mean, non-prophet organization would like you send you a box in the mail.
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Postby Mithrandir » Fri Nov 07, 2008 5:27 pm

By the way, have you seen: http://www.ning.com/ by any chance? I have not used it, but I've heard of others who did. I cannot speak for it's goodness, badness, or indifference...ish...ness. :D
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Postby Tsukuyomi » Fri Nov 07, 2008 9:40 pm

Mithrandir (post: 1269102) wrote:My apologies, I thought that was a more well known acronym than it apparently is. :D w4c is correct: Your Mileage may Vary.

Basically, it's a "standard disclaimer" that means "your results may not be the same as mine," or "don't sue me if it doesn't work out for you!"

:D


Heehee, I'm a net nOOb remember :P Soooooooo, all well known acronyms are NOT well known to me XDD

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Postby RidleyofZebes » Sat Nov 08, 2008 1:10 pm

O.o I would be interested in this project! I've been trying to do something like this for awhile, and MSpaint pixel art is one of my fortes. ^_^ I've been experimenting with MIDI music, but find I'm no composer. I might have a few witty dialog pieces and plot twists, should my ideas be accepted. Actually, I love writing. XD I hope this project picks up. Y'all know where to reach me if so. ^_^
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Postby uc pseudonym » Sat Nov 08, 2008 3:27 pm

Those of you who are wondering how to create tiles, it's relatively simple. You'd need to download the OHR engine, then there is a tutorial here. That makes it seem more complicated than it actually is - the mouse works in a fairly intuitive fashion.

Kaligraphic wrote:Before you start looking at implementation, do you have a premise for such a project? A plot? This would likely impact the sort of tiles you'd want to make.

I usually find that the basic premise/plot/campaign/narrative core is where amateur games fall down.

I'd agree with you, but I think that the vast majority of amateur games never even reach the point where their themes can fail. Thus I'm taking the slightly opposite attitude concerning this: there's no point writing The Lord of the Rings when people want to write a short story.

That having been said, I have three different ideas that I think would be suitable for this. They are each most appropriate for a different level of involvement - particularly the number of tilesets and the number of characters. I wasn't going to get into this unless it looked like the project was actually beginning.

As far as the kind of tiles... this engine is most suited for a fantasy setting, so it doesn't really matter. In most games you have your obligatory lava level, obligatory snow level, and of course we need a bunch of grass and trees. I don't really want to demand that people make a certain type of tile]Incidentally, might it actually be more useful if we created a list of what a Game Design team might look like and the specific skills and areas that we would need in order to make it happen then go from there?[/quote]
I feel like I'm hammering this point a bit too much here, but these are the positions we need filled:
Tile Makers
Character Sprite Makers
Enemy Sprite Makers
Special Effect Makers
Tile Makers (again)

Mithrandir wrote:If Clive is looking for ways to let other people help with stuff, he may want to look into the idea of letting other people help with making lists. For example, have someone examine the site and make a list of all the graphics that will be needed for waving grass, or whatever animation appropriate task is available. Also, documentation of progress is nearly as powerful as documentation for the program. That's another area someone else can likely help in. That being said, this is merely my $0.02 for him, so YMMV.

Hey, good to have you with us. Outlining what all is needed will definitely be the next step, if there is sufficient involvement. I'm hesitant to begin too soon, as I wouldn't want people to pick tasks and do work on something that won't come to exist.

Sammy Boy wrote:I would like to find out what kind of maptiles / graphics you need help with (e.g. are you after a specific type, such as a forest maptile, or pretty much anything as you need heaps of them)?

For the moment, anything is fine. I have made two grass tiles and grass with stones, which is probably enough to remove the "grid effect" for a grass area (though I guess flowers and thicker grass would be ideal). But anything else is fair game.

Beyond maptiles, there are plenty of other things with different sizes:
Heroes...........32x40
Walkabout........20x20
Small Enemies....34x34
Large Enemies....50x50
Huge Enemies.....80x80
Attacks..........50x50
Weapons..........24x24
Backdrops......320x200
Tilesets.......320x200 (individual tiles 20 x 20)

Sammy Boy wrote:And after we create one, how do you want us to get them to you (e.g. post onto a server somewhere)?

Ideally someone would create a bunch that go together (say, all the required angles for a dirt path through a grass field) - that will make things simpler for everyone and also give more consistency. If the tiles are made in the program, they can be directly exported (and thus simply emailed). Otherwise, the images need to be the right size and saved as 4-bit BMPs to be uploaded into the game.

Warrior4Christ wrote:I'm not much of a graphics artist, but I may be able to help in some other way (I would say scripting, but I'm not sure how much/what kind there is for this game engine).

I've seen some people do some fairly impressive things with the engine's language, actually, but that may be more trouble than it's worth. At the high end, we could code entirely new systems. At a minimum, every cutscene needs to be scripted - this is actually fairly simple once you get the hang of the basic commands.

THREAD SUMMARY

As far as I can tell, this is the list of people who would be willing to do a few tiles, or at least considered it:
uc pseudonym
mechana2015
Cognitive Gear
Tsukuyomi
Mithrandir
Sammy Boy
RidleyofZebes

More than I expected, but we're all pretty busy. That aside, how many of us would be willing to work on the larger graphics? Specifically: heroes, enemies, and backdrops. We need more tiles than anything else, but those are also fairly necessary.
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Postby Tsukuyomi » Tue Nov 11, 2008 11:41 am

Dumb question, but which one do I download @__@? My gut says the Windows Installer, but is the Ziped File better o.o?
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Postby Fish and Chips » Tue Nov 11, 2008 11:50 am

I find the idea interesting, but I've deliberately said nothing since graphics aren't my forte, and any game built using the Hamster Republic Engine is like 75% graphics. The rest is scripting, but there are others with a much better handle on that than I have, and I'm pretty sure UC himself if fairly capable in this area anyway, carrying over from his first game.

Unless you require additional writers (scenario, story, characters and dialogue), and I will assume you don't, I'm afraid I am limited to a fond appreciation of your efforts.
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Postby uc pseudonym » Tue Nov 11, 2008 1:58 pm

Tsukuyomi wrote:Dumb question, but which one do I download @__@? My gut says the Windows Installer, but is the Ziped File better o.o?

Go with the Windows Installer. The zipped file is just that: zipped. It's only preferable if you wanted a smaller file for transfering.

[quote="Fish and Chips"]I find the idea interesting, but I've deliberately said nothing since graphics aren't my forte, and any game built using the Hamster Republic Engine is like 75%]
I appreciate both your silence and this note. This was a test to see if there was adequate interest, so realistic responses are best.
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Postby Tsukuyomi » Tue Nov 11, 2008 3:22 pm

I just got the program installed ^ ^

Any suggestions where to start? Or, should I just play around a bit ^_^?
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