Game Maker's Garage Forum
Game Maker's Garage => Group Projects => Topic started by: Connors on November 20, 2010, 12:51:52 PM
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OK, there was this group thing going on a while back known as the iRPG project, if you've been on this forum for a while [sarcasm] you probably heard about it. [/sarcasm]
Seriously though, I was all excited about it and then Gan's computer had some problems and people started getting back to having a life... I personally think we put too much work into it to keep ignoring it. Thing is there may be a better way to approach it. At first the idea seemed to be that we needed the full storyline and ALL the details hammered out before we put together the game, but I think we could still have a great thing going if we did some improvisation. Just make the intro and decide what the first dungeon will be based on, START MAKING IT, and go from there. If we had the engine set up I think it would pick up speed. This thing doesn't have to have the greatest story ever to be fun, and there is some merit in having it be partly humorous and not making a really serious/intense plot.
So who's with me!?
I even wen through the trouble of putting together a summary of the plot ideas we had so far, so that it's more concrete than before.
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Me and gan are both working on respective Online RPGs for upcoming Mac app store (his being worked on much faster then mine)
We could make teams out of those. I'd be happy to have a team to help and learn Obj-C with me! I can't speak for gan though.
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I don't know what I have to offer for this, but if I see anywhere I can help, I'll do so :D
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Me and gan are both working on respective Online RPGs for upcoming Mac app store (his being worked on much faster then mine)
Ooooohhh... do elaborate!
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Moved to group projects. I can't help if you do decide to restart the project.
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They don't call him Mr Mod for nothing; last week he moved a whole forum onto a horse gambling web-ring. It took three days and six jockeys to put it back!
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heheh
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Ooooohhh... do elaborate!
Mine is an attempt at translation your RPG engine into Obj-C, right now I'm working on tiles that make the map change (Tunnels, building, and the like) lots of help from Gan, though I try my best not to bug him too much ;)
I'll upload that when I finish what I'm working on with it.
Gan's Working on the Newest Incarnation of Avisaria, using an Isometric engine that's near completion. He also made the networking code that can work for both!
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Wahey! Great to know there's development a plenty behind the scenes. I've actually updated the RSRPGE a bit since the last release; it handles certain collision classes differently now, such as signposts and map changers (which inherit the traversable properties of other classes and can be layered on top of each other). I'd love to get back to it soon.
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:o Cool, I didn't know how much you guys were working on either. BTW, I'm looking into TNTBasic's tile maps, there's a lot to work with here... It was really easy to make the map and display it. I don't know how fast it would be with more going on but seriously, if it works on MY computer... I may have my own RPG thing going soon enough. ;D Then again, it takes a lot of work to set up that type of game yourself.
...I guess the whole iRPG thing is done huh.
It's like the only way we'd ever get a group project like that "done" is to get all the major contributors to sign a contract. ::)
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What? Is it something I said? WHY IS NOBODY REPLYING
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I'm looking into TNTBasic's tile maps, there's a lot to work with here... It was really easy to make the map and display it. I don't know how fast it would be with more going on but seriously, if it works on MY computer... I may have my own RPG thing going soon enough. ;D Then again, it takes a lot of work to set up that type of game yourself.
Keep going with it! Don't give up, and don't lose sight of your goal. There are many distractions along the road to making a fully complete game, and success is 99% determined by your motivation, not your ability to program. In fact, over the years I've observed both in my own works and in the works of others, that the greater the developer's ability to program, the lesser the rate of finished products.
I made Epicus a mere three weeks after downloading Mac GameMaker, and I finished it in less than two. I couldn't do that now if my life depended on it.
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In fact, over the years I've observed both in my own works and in the works of others, that the greater the developer's ability to program, the lesser the rate of finished products.
Cool, that means I'm all set! :D