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 *Help wanted* 2D rpg Engine
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Tor
Neophyte

3 Posts

Posted - Aug 30 2004 :  12:16:14 PM  Show Profile  Visit Tor's Homepage  Reply with Quote
Hi,
Im currently working on vastly improving an online 2d engine im working with. The game already has alot of features and we are seeking help. We are looking for vb programmers and artists. For more information, or if you wish to see the design document, please visit http://www.kolosos.tk

sdw
Warrior

USA
160 Posts

Posted - Aug 30 2004 :  12:58:22 PM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
Sounds interesting, however you're going to need to give way more information than that. Maybe some more stuff like storyline, screenshots, a demo of what's already done. The site looks nice, it just needs more content. I'd also like to know more about the working environment. Will there be a CVS, are there only certain programming jobs needed, what version of directx is the game using, if it's even using directx at all.

I am definitely interested, I'd just like to know more info on the project.

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Sion
Warrior

Denmark
138 Posts

Posted - Aug 30 2004 :  1:01:09 PM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
That's a pretty nice website you've got there, but unfortunatly there isn't much contents, and no design document as far as I can tell.
I affraid I cannot assist you, but I'm tied up in my own projects right now. But good luck on the game, hope some others are interested in participating in the development.

Btw, welcome to the VBGamer forums

Visit my personal blog at www.AndersNissen.com!
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Tor
Neophyte

3 Posts

Posted - Aug 30 2004 :  3:14:56 PM  Show Profile  Visit Tor's Homepage  Reply with Quote
well as i thought i said in post, email so i can send betetr information im hardly going to display my design doc on site am I, so people can steal ideas. Email for more info please, then i can then send you the design doc and the current engine. I will also however update my site with more info like storyline, so thanks for the advice guys :)

Edited by - Tor on Aug 30 2004 3:20:27 PM
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 31 2004 :  09:35:31 AM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
quote:
Originally posted by Tor

well as i thought i said in post, email so i can send betetr information im hardly going to display my design doc on site am I, so people can steal ideas. Email for more info please, then i can then send you the design doc and the current engine. I will also however update my site with more info like storyline, so thanks for the advice guys :)



Actually, you said to visit the website for more information; you said nothing about emailing you. "if you wish to see the design document, please visit http://www.kolosos.tk"

One thing you might want to consider is to be a bit more open about your game. For starters, you're creating a massivlely multiplayer online roleplaying game, and considering there are a lot of them, your game isn't going to be such a great idea that you need to be so secretive about it. I don't know the URL, but I'm sure Almar or someone from Lucky's messageboard knows it because I've seen it discussed there, but there is a website that allows people to submit ideas for a game. Anyone can submit ideas, and it's mostly non-programmers, but the point is that everyone has ideas for their own perfect game. Your MMORPG isn't all that unique. That isn't necissarily a bad thing.

When games (or anything for that matter) follows some sort of standard, that leads to familiarity, and it makes it easier for people to play the game. Wolfenstein used the arrow keys to move around, and so did Doom, Quake, and every other FPS game ever created. They may differ in the small details, but overall they're pretty much the same. The same can be said of computer role playing games. They all have characters with hit points, different items to use (swords, armor, etc) and there is of course the standard collection of magic spells. They all work the same way. When your hit points get to zero, you die. When you cast a fire spell you can be pretty confident that it's going to damage the enemy, unless of course it's some type of fire creature and every game has them. You equip your items before you can use them, either putting it in your hand or selecting it somehow.

So perhaps saying "I'm creating a game, join my team" isn't exactly the best way to get people interested in joining your team. In fact, and you can trust me on this because I have experience with it, even if you describe in detail how the game is going to work to someone, that's still no assurance that they would be interested helping.

I've told people that I'm creating a strategy game with a detailed plug-in structure to allow different spells, items, characters to be added to the game and to be easily modified by different elements in different maps, and that the game is set in ancient Egypt and follows the character Isis as she helps Serapis to takeover Rome. But so what. Everyone has their own ideas, why would they want mine? People might want to play my game, but if they want to create a game, chances are it will be their own idea.

The problem that we both face is this: How do we get people so excited about the concept of a game that they will want to contribute. You have to realize that most people will be doing this for free, so it has to be something that is really exciting and motivating, and unfortunately a design document doesn't achieve that. However, it does prove one thing, that you know what you're doing and that you may have the potential to actually finish the project. There needs to be a sense of direction in a group effort, and if there is no design document to keep people on track, they'll all want their own ideas incorporated into the game, (feature creep), and the whole project just falls apart. A long long time ago on a website not so far away, a group of enthusiastic programmers wanted to create a game together. No one could decide on a simple setting, either fantasy or science fiction, so they ended up doing a combination. The weeks of indecision really slowed things down. And then it came time to decide if the game should be 3D or 2D or Isometric, and then more weeks and weeks of debate. I don't think it ever got passed that stage. It's very important to be open about your plans from the beginning. I'm not saying that input from team members is bad, but people should know what they're getting into before wasting their time contributing to something that they may find out later that they don't really enjoy.

Good luck!
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Sion
Warrior

Denmark
138 Posts

Posted - Aug 31 2004 :  3:04:30 PM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
I noticed that you've updated the site with a few screenshots and a download of a build of the game.
Screenshots page: http://n.domaindlx.com/torlin/graystorm/Screens.html

I can't comment on the game as I'm downloading the 8.5 MB file at roughly 1 KB/second, so it'll be a while before that's done. But judging by the screenshots the game looks really good; nice graphics and enviroments. And I LOVE that Penguin! :P

It dosn't look like a revolutionary game, though. Not much new to be seen, but of course - it's just screenshots from an early build and I havn't even tried the demo yet, so I probably shouldn't make any rash conclusions just yet :)

Visit my personal blog at www.AndersNissen.com!
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Tor
Neophyte

3 Posts

Posted - Sep 01 2004 :  2:26:00 PM  Show Profile  Visit Tor's Homepage  Reply with Quote
lol yea i got desperate so i hosted it on freewebs sorry but i got a new host should be alot better ill be putting it up soon.

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