General Information for Community Game

Started by Emperor Wilbers, July 27, 2012, 04:30:10 AM

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Emperor Wilbers

So, I think that we have reached the conclusion that we are starting the Community Game. I don't understand all of the programming stuff and the stuff used to make the game so you guys can handle that. We need to figure out the general information of the game, ie. title, overall storyline, etc. So, I think we should figure out the basic overall storyline. I don't want to make a storyline that is complex and riveting and have it be something that no one likes, so, we'll start with that. Any ideas?


EDIT: The VERY first thing we need to figure out is the world. What cities will there be, religion, countries, races, etc. Once we get the world set up we can then set up the storyline and everything else.

Emperor Wilbers

I actually would like to start off with an idea. If there is a government or governments in countries then I think that their should be some sort of corruption going on. Whenever you start, the countries should be falling into anarchy and civil unrest is emerging. I have a general idea of a storyline right now. There would be a secret clan that would be called the Puppet Masters or something, and they would be the ones responsible for causing the world to go to hell. They would be basically a satanic group that wants to destroy the world by turning people on eachother. Obviously I would incorporate alot more complexity into this and there would be a long quest line.

We should obviously add smaller quest lines. Just wanted to point that out. Another cool thing would be to make quests that intertwine. Because we have multiple people working on this I believe that we should make the world HUGE and there should be a lot of stuff to do.

lightspeed15

It could work. But how does the player get caught up in all of this??

Weshould just use one race, human.


Emperor Wilbers

I would work that out, it was just an idea, lol. I'll try not to make the main character be "destined" to save the world, although it's hard to avoid fate, lol. I think I've played enough games and read plenty books to understnad the fantasy world and how to keep it balanced. If we have too much of one thing in the world it will just get annoying and it would not be good. I guess we should start out with a basic shape of the world. Does anyone want to photoshop up a quick map?

lightspeed15

I have a little twist. The hero in the game isn't actually trying to stop the gang or whatever, he has more of a personal vendetta with the leader of the gang and begins building a team of specialists in order to help take down the gang leader. The player finds out that the gang leader works for someone higher up thesis that person has a personal connection with the player. He is able to capture the hero and his party and he brainwashes (or something) his friends and the player is kept captive and has to escape and save them, but then they turn on him so he unbrainwahses them, but one of them continues to attack claiming their plans are good and you have to kill him.....



Just...Nevermind...disregard that

Emperor Wilbers

Okay, lol. It seems a little too sci-fi for Fantasy, lol.

lightspeed15

Which genre are we doing? Are we doing medieval, modern day, or sci-fi? Those can all be fantasy type things. Sci-fi would be really unique and challenging! But since it's future we don't have to follow ANY guidelines for how things will be

Emperor Wilbers

I was thinking medieval, but whatever floats your boat. I would like to do sci-fi, because it is SO unique, but I thin since it's MY first time developing anything for a game I think that I would be most comfortable in medieval. But I can make a killer story for sci-fi too. Speaking of which, I love the new show Falling Skies. I just love it. There, got it out.

Hasabushi

I think that we should consider having the game world open ended, with a central main quest, but its not crucial for the player/players to complete the main quest, this would allow several storylines to develop. We should discuss the structure of the game first, before we even get into the story/world/etc. Will it be a RPG, RTS, Action RPG MMO/Single Player? Or a combination of all the above? Will it be point and click? Keyboard/gamepad driven. How will the player(s) interact with the game? Just a few things we need to ask.

mrlemke

I think an open end game world is the way to go too. If we go with Eclipse, it will be largely keyboard driven with mouse clicks mostly for spell casting. I think technically it would be an action MMORPG.

Hasabushi

I think Eclipse is probably the best engine to start out with for our first project. Did you have any other potential game engines we should be considering?

lightspeed15

I was considering RPG VX. I think it's flawed to choose Eclipse, all it is is a bad knock-off of RPG VX that traded online for all the things that make RPG VX good. You can't make good maps in Eclipse, can't make cool scenes, can't do anything that's cool. You can't even add scripts so what's the point of the programmer? We need to be able to make scripts so our game can be unique.

lightspeed15

THis is what I had said:

Quote
Okay I'm going to keep it straight with you. I used the Eclipse thing and I think it is a horrible program. I find it hard to create good looking maps and the maps i could make would be wayy to basic. Also the fact that you apparently can't add scripts to it makes it horrible choice for us, since we want to make our game unique. You can't make a unique game with just different graphics. It's like Call of Duty with cartoon graphics. WHo wants that?You also cannot edit very many things. With the events in eclipse there's only 30 options. In RPG VX there's over 80! I think my count was 84, but I may be off. I'm really doubting the capapbilities of Eclipse and am starting to fall towards using RPG VX with an online script
[\quote]

mrlemke

Quote from: lightspeed15
You can't make good maps in Eclipse, can't make cool scenes, can't do anything that's cool.
You played with the map editor briefly, there will obviously be a learning curve. These maps don't look bad at all.

Quote from: lightspeed15You can't even add scripts so what's the point of the programmer? We need to be able to make scripts so our game can be unique.
You edit the engine source code. Not only is it more flexible, source edits are faster than scripts. Unless it's something basic, scripting sucks compared to editing the source code.

Quote from: lightspeed15With the events in eclipse there's only 30 options. In RPG VX there's over 80! I think my count was 84, but I may be off.
Events can be added when needed.

Eclipse isn't going to limit us. If there's something we need, we can just add it via the source code.

Hasabushi

#14
Actually Eclipse is very flexible, thats why we have mrlemke to do the coding, if you prefer we can go with eclipse origins. What you are missing is that the EO is all about about base coding, no scripting, coding. Which means we can create a feature in the game in VB6 rather than depending on scripts. If you compare it to RPG VX, your talking about two different types of customization all together. For example we could create a plugin that lets you import any type of graphic, including PSD files. Now just think what you could do with that.  RPG VX is all about customization within the game itself, not external to the game. Even so its customization is very limited, plus RPG VX has no mulitplayer engine (yes you can add a script, but talking about limited). If Dan has any of the original code he did for Milk's game based in EO, maybe he could setup the server to demonstrate it.