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So, what if we were to make a game together?

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Author Topic: So, what if we were to make a game together?  (Read 776 times)
Turboweasle
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« on: July 28, 2013, 03:58:18 pm »

Obviously it wouldn't be a great game, but what if we did?

A simple RPG probably wouldn't be too hard to program, and surely we have enough decent writers to create a compelling narrative.

I can handle programming the game, most likely, though I'd probably want to do it in Java.  What do you guys think?  Should we give it a go?
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« Reply #1 on: July 28, 2013, 04:29:38 pm »

I can help out with some of the artwork. What kind of thing did you have in mind? I'm better at 2d work than 3d.
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« Reply #2 on: July 28, 2013, 04:35:57 pm »

Definitely 2D artwork, I'm thinking probably a top-down adventure RPG or something.  I can't do any seriously impressive stuff graphically, but I think I might be able to handle sprites and low-res terrain.
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« Reply #3 on: July 28, 2013, 05:13:07 pm »

That sounds like a really cool idea! I wouldn't be any help though :(
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« Reply #4 on: July 28, 2013, 05:19:55 pm »

I'll add a Cameo of myself, or of MoH_Ashley_Z, your pick  Afro
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« Reply #5 on: July 28, 2013, 07:05:45 pm »

Rulep is big into role playing. He would probably love to work on the story and fill it with Legacy of Kain references lol.

Personally, I've always wanted to see a game that was like a rogue like but with Fire Emblems combat/strategy.

Though, if you were going to do something like this with us, we should take it slow and discuss gameplay concepts and ideas before thinking about balance or big picture stuff.

"Story should always be written around the gameplay, gameplay should not be designed around the story" -Extra Creditz
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« Reply #6 on: July 28, 2013, 07:21:02 pm »

Though, if you were going to do something like this with us, we should take it slow and discuss gameplay concepts and ideas before thinking about balance or big picture stuff.

I agree.  I'm still not sure what genre the game would be.


So let's get started, I guess.  Get Rulep here too if he wants to give input.



What kind of game should it be, first of all?
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« Reply #7 on: July 28, 2013, 07:24:26 pm »

Adventure game! Or something like that Pokemon game you and pillow played.
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« Reply #8 on: July 28, 2013, 07:51:33 pm »

Okay, here's my concept for an indie rpg. From a programming standpoint, it might be a bit ambitious for a first project, so feel free to shoot this down.

*WARNING WARNING WARNING*
*A HUGE WALL OF TEXT IS APPROACHING FAST!*



So, looking at most roguelikes, I notice that they have movement, even though the combat is essentially turn based. So I thought "What if we were to have a turn based strategy/roguelike hybrid?", since turn based strategy games feature the same kind of classic rpg combat but with movement and positioning.

It also helps that one of the best turn based strategy series, Fire Emblem, essentially plays like a roguelike, minus the random generation and with the addition of being able to save (permanently). Fire Emblem does not have an overworld or anything, and there are a limited number of enemies per mission, so you cannot grind. Each mission is essentially like a "floor" of a roguelike, with pathways and different terrain and traps, with the player party/army attempting to make it to the end, defeat the boss at the end, or complete some objective (usually involving making the party go from point A to point B, except in the rare occasion it's a "survive for X number of turns" mission). Since exp is limited, you end up committing to a build on party members, and the rng of battle means you have tactical risk/reward decisions each playthrough and each mission (rather then following a static plan), these also effect long term gameplans since who you intended to get what exp might change, leading to different builds for your party members. There's also the matter that since there's no over world, you have to conserve your breakable weapons and items, and death is permanent for all party members, so you also have to take that into account.

So my idea is that you could have a roguelike where you start out with one character, but gradually recruit people from towns (and enemies/monsters, who you could talk to like in SMT) to form an army. You move through 100 floors or so of randomly generated worlds, each a top down map with towns, different terrain, buildings with corridors to move around in strategically, and other such hazards and helps to take advantage of, all while trying your best  to conserve party members and equipment while making strategic risk/reward decisions in combat.

The combat could be handled either like Fire Emblem, in which each side has a turn in which they are able to move ALL their units freely, or it could be like Final Fantasy Tactics, where unit turn order on both sides is determined by speed. I personally prefer Fire Emblem, since I feel it leads to more strategic and better paced battles, though the advantage of Final Fantasy Tactics-esque combat is that it allows you to have different factions of enemies acting independently (which would work here since you might have monsters, enemy soldiers, demons, etc. all in one place).


---

Oh and ps, I wish I could help with the programming, but I've only taken Visual Basic so far lol. I plan on learning C sharp and all that stuff in a semester or two though.
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« Reply #9 on: July 28, 2013, 07:52:17 pm »

Adventure game! Or something like that Pokemon game you and pillow played.

Alright, there's an idea.  And that brings up a good, specific question, too:  Should the combat be real-time or turn-based?
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« Reply #10 on: July 28, 2013, 07:59:40 pm »

It also helps that one of the best turn based strategy series, Fire Emblem, essentially plays like a roguelike, minus the random generation and with the addition of being able to save (permanently). Fire Emblem does not have an overworld or anything, and there are a limited number of enemies per mission, so you cannot grind. Each mission is essentially like a "floor" of a roguelike, with pathways and different terrain and traps, with the player party/army attempting to make it to the end, defeat the boss at the end, or complete some objective (usually involving making the party go from point A to point B, except in the rare occasion it's a "survive for X number of turns" mission). Since exp is limited, you end up committing to a build on party members, and the rng of battle means you have tactical risk/reward decisions each playthrough and each mission (rather then following a static plan), these also effect long term gameplans since who you intended to get what exp might change, leading to different builds for your party members. There's also the matter that since there's no over world, you have to conserve your breakable weapons and items, and death is permanent for all party members, so you also have to take that into account.

This seems reasonably doable and reminds me a lot of FTL: Faster Than Light, which I absolutely love (and still haven't beaten).

Quote
So my idea is that you could have a roguelike where you start out with one character, but gradually recruit people from towns (and enemies/monsters, who you could talk to like in SMT) to form an army. You move through 100 floors or so of randomly generated worlds, each a top down map with towns, different terrain, buildings with corridors to move around in strategically, and other such hazards and helps to take advantage of, all while trying your best  to conserve party members and equipment while making strategic risk/reward decisions in combat.

This, however, might not be quite so feasible.  It's obviously too early to rule that out right now, but I generally have an idea of how to do everything else we've discussed except this.  I like everything you've suggested and I think we could blend it quite well with a kind of Pokemon feel like Autumn suggested, but like you said, I'm afraid this part in particular might be too ambitious for now.

EDIT: Parts of it may be possible but it will probably have to be down-scaled a bit, at least for right now in the planning phase.  I don't want too much on my plate right out of the gate.

Quote
The combat could be handled either like Fire Emblem, in which each side has a turn in which they are able to move ALL their units freely, or it could be like Final Fantasy Tactics, where unit turn order on both sides is determined by speed. I personally prefer Fire Emblem, since I feel it leads to more strategic and better paced battles, though the advantage of Final Fantasy Tactics-esque combat is that it allows you to have different factions of enemies acting independently (which would work here since you might have monsters, enemy soldiers, demons, etc. all in one place).

Okay, good point about the combat.  I'll keep that in mind, but I'd like to revisit that after I have part of the engine up and running.


Quote
Oh and ps, I wish I could help with the programming, but I've only taken Visual Basic so far lol. I plan on learning C sharp and all that stuff in a semester or two though.

No worries, I've got a month before school starts again so I can probably devote a significant amount of time to this.  And it'll be invaluable practice, too, which I'm always down for.
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I NEVER squeeze my jubblies, so that stuff wouldn't work for me.
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« Reply #11 on: July 28, 2013, 08:01:52 pm »

Adventure game! Or something like that Pokemon game you and pillow played.

Alright, there's an idea.  And that brings up a good, specific question, too:  Should the combat be real-time or turn-based?

Turn based would be easier right?
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« Reply #12 on: July 28, 2013, 08:06:04 pm »

Most likely.  I wouldn't have to worry about hit detection for the player sprite or enemy sprites, or attack speed or anything.  Most of the combat would turn into number manipulation behind the scenes, which is pretty easy as far as programming goes.
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« Reply #13 on: July 28, 2013, 08:31:52 pm »

This, however, might not be quite so feasible.  It's obviously too early to rule that out right now, but I generally have an idea of how to do everything else we've discussed except this.  I like everything you've suggested and I think we could blend it quite well with a kind of Pokemon feel like Autumn suggested, but like you said, I'm afraid this part in particular might be too ambitious for now.
Yeah I understand. Lemme just illustrate what the maps would look like real quick.







Basically, composed of little square tiles, each of which could occupy a character or wall, and could have a terrain additionally (grassland, woods, etc.) which effects combat. I think it would be easy to just randomly generate a 50x50 square map or something like that real quick, and have such terrain randomly jotted down around. I think the tricky part would be programming it so it would make sense and would be playable. For example, no random impenetrable walls cutting the map in half. No towns next to lave lakes, next to water next to a random castle wall, etc. That might take some cleverness.

100 floors is just a suggestion, I'm not sure what the standard roguelike length usually is.
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« Reply #14 on: July 28, 2013, 08:51:45 pm »

I think it would be easy to just randomly generate a 50x50 square map or something like that real quick, and have such terrain randomly jotted down around. I think the tricky part would be programming it so it would make sense and would be playable.

Random generation is a nightmare when building an engine from the ground up, though.  You literally have to design everything around that aspect of the game, which really makes things difficult.
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"And I also told the students that, for the sake of humanity's future, I hoped they were all sterile." - Ignatius Reilly.
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~Turboweasle~

I NEVER squeeze my jubblies, so that stuff wouldn't work for me.
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