Game Design Music and Art

The Next Game Project – CPUFreak91

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.
2) Allow a minnimun entry before you start (such as 5 people)
3) Make a deadline for new people who want to join (unless someone quits)
4) If the game has levels, focus on one level and get it finished.

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.

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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:
Originally posted by heardtheword:

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.

Good idea.

quote:

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.

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.

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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?
HeardTheWord

Member

Posts: 224
From: Des Moines, IA
Registered: 08-16-2004
quote:
Originally posted by nfektious:
vague recollection...didn't TGS release the source code for EW:SOL under GPL/LGPL?

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.

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.

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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 Iíve 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.

Iíve 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, Iíll 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 weíre 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?
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.
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.
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 ).