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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey Guys, Remember, not too long ago, the One Month Game Project? It kinda backfired didn't it. Here's a few of my sugesstions for the next one: 1) Make a deadline for the plot and suggestions. That may make the game work a little better. Even you only have one level finished, it's still a game. This is comming from someone who has never made a game, but who has observed a game in production fail. ------------------ ----BEGIN GEEK CODE BLOCK----- |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
We may get a better response if it is more of a competition. People would want to work harder because they have others competing agaisnt them. Although one of the problems I have seen with some of these competitions is the rushed game concept. People don't have enough time to design what the game should play like (unless there is already a theme to the competition). So I agree with CPUFreak's idea of making a deadline for basic game concepts. It also should be limited as to what you can use for a language (or split into categories). Some people put there heart and soul into something that doesn't look as good but is written in C and another person uses flash to make that same game in much less time. This frustrates me because it reduces peoples desire to really dig into a more complex language. I'm not saying it isn't good to have competitions for a simple RAD language but it isn't fair placing them in the same category. If we create a competition (and possibly have prizes?) I think we could draw more people to this community. Which could be good and bad. Just a thought for the future of CCN. |
goop2![]() Member Posts: 1059 From: Registered: 06-30-2004 |
I like playing games made with something like c++ or something like that, than playing games made with flash, or something like it. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Good idea.
quote: Yeah say, having the game put up for sale on an online store and something from amazon. We could start a CCN Prize money fund and have people donate if they want to. ------------------ ----BEGIN GEEK CODE BLOCK----- |
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GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
You guys could try doing a mod for an existing Christian game. At least that way the Christian game industry benefits from your work. Though I'm not sure what Christian games are moddable off hand. |
Jari![]() Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
The project also needs a leader who keeps things together. ------------------
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nfektious Member Posts: 408 From: Registered: 10-25-2002 |
vague recollection...didn't TGS release the source code for EW:SOL under GPL/LGPL? |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
quote: I believe you're right. Although I think they had to because it was built off of the Quake 2 engine (if I'm not mistaken). I'm not sure if there are any other christian games that have modding capabilities. |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
i think we should have an idea before the start date, it is a shame we spent so long last march coming up with a plan ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Yes. Next challenge should have the deadline to get it finished, but another deadline for plans... say I month for planning and another 2 for coding. ------------------ ----BEGIN GEEK CODE BLOCK----- |
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nfektious Member Posts: 408 From: Registered: 10-25-2002 |
i thought EW:SOL was based on Quake 1 technology - with some improvements...could be wrong. my point is that the Q1 engine is highly modifiable, as is Q2, and that the EW:SOL source is one place to start. from what i've seen around the FPS development community, the Q1/Q2 engine can be improved to be a decent visual experience - add the EW:SOL game code to that and build a mod (perhaps an expansion pack, not just a mod) could be a fun project for those with the time to do that. |
Mack![]() Administrator Posts: 2779 From: Registered: 01-20-2001 |
EW:SOL is based on the Quake 1 engine, we released the engine source code to the public but not the QC game source. If you guys are serious about this then I can be persuaded not only to release the QC game source but also a series of models that weren't used in the game. Some models include a longbow, a 3 barreled pistol and a old school sniper rifle. I also have a lot of NPC models, tree models, animals models, object models, etc. that I’ve been distributing to different teams for in-house use. Personally I would love to see EW:SOL ported to a more internet friendly engine (like http://www.fuhquake.net/) and encourage focus on multiplayer gameplay. Capture the Flag was something I always wanted to do but never happened sadly. I’ve also done some work in the past porting EW:SOL over to the DarkPlaces Quake engine (http://www.icculus.org/twilight/darkplaces/) with some success, but that requires some engine coding modifications to work 100% properly. In fact, here is some screenshots; Anyways, I’ll keep my eyes on this topic to see what you guys would like to do. Just thought I would throw my 2cents in saying that we’re open for CCN to mod EW: SOL. ------------------ |
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nfektious Member Posts: 408 From: Registered: 10-25-2002 |
i have a game idea that hasn't yet been put onto paper...i think it would fit into the EW game world nicely. one aspect in particular might need to be discussed with Mack if my game idea were to be used with the EW source. the idea is a team-based game and incorporates much of the CTF style game play. if anyone wants to know more, please post here. Mack - you should already have my addy. ![]() |
Mack![]() Administrator Posts: 2779 From: Registered: 01-20-2001 |
Could I grab your email or MSN/AIM/Yahoo information so we can talk more mono-mono in real time? |
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nfektious Member Posts: 408 From: Registered: 10-25-2002 |
I sent you a couple PM's. I'm on Eastern time and usually online most of the day if things are going well at work, etc. |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Thanks for clearing that up. Looked pretty good for the first Quake engine. |
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GUMP Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
It's a heavily modified Quake engine and most of the gameplay code and AI was written from scratch. Heck, even Valve's Source engine still has some references to the Quake1 engine it started as (yes, I know I'm naughty for letting my curiousity get hold of me ). |