Game Maker's Garage Forum

Game Maker's Garage => Group Projects => Topic started by: Gan on April 18, 2008, 07:43:54 PM

Title: Game Planning
Post by: Gan on April 18, 2008, 07:43:54 PM
Hey, here we have decided what kind of game we will make. Now we will look into what is gonna be in the game.

[size=16]Title: Swashbuckler[/size]
[size=16]Company Name: Mac Gamemakers United[/size]

Classes:
    Types:
    Ship:
    Upgrades:
    Storylines:
    Items:
    Special Attributes:

Land/Islands:
    Inhabitants:
    Feelings:
    Supplies/Stores:
    Alliances:
  
Enemies:
    Types:
    Special Attributes:
    Feelings toward certain Classes:
    
Maps:
    World Map:
    Island Placement:
    Special Landmarks:

Layout:
   Graphics:
           Main Menu:
           Character Sprites:
           Tiles:
           Playing Interface:
           Inventory:

[size=18]Skills List[/size]
[size=13]-Gunnery
-Fencing
-Creature Hunting
-Captaincy (Being able to control your Underlings)
-Fighting (For more solo players, skills in 1 on 1 combat etc)
-Trading (Nuff said)
[/size]


And that is a list of what I could think up of what we would need right now...

Anyone have anything more to add to the list? Or maybe ideas to put in the catagories?

I will upgrade this list with every new thing we add in.


-Gandolf
Title: Re: Game Planning
Post by: alias on April 20, 2008, 02:07:05 AM
Ship Upgrades and types?

This game reminds me of that random Pirates of the carribean game they made a while ago. It was too complicated..

BTW i can do NPCs im quite good at that
Title: Re: Game Planning
Post by: Gan on April 20, 2008, 09:05:41 AM
Lets start at the top of the list.

Classes: (Ships/Original Destination)

Example:

Classes: Leviathan, Protesese, ect...
    Type: Leviathan
    Ship: Large, Well Manned, slow.
    Upgrades: Stronger Hull, Bigger Ship, ect...
    Storylines: Race of humans originated from the far South
    Items: Semi-Automatic Cannon
    Special Attributes: Travels in Groups of 2-4
---------------------------------------------------------------------------
    Type: Protesese
    Ship: Small, Lightning Fast, Weak
    Upgrades: Bigger Cargo Hold, Strong Weapons
    Storylines: A tribe of evolved Elves that live on the sea and never come on land.
    Items: Magic Medallion (Increases Control of Sea)
    Special Attributes: Can control Sea to some Extent... Whirl pool.


So, lets start at the top of the list and just work are way down.

We can use these and/or be more creative and think of other things.

-Gandolf
Title: Re: Game Planning
Post by: Gan on April 20, 2008, 08:13:59 PM
Anyone have any ideas?

-Gandolf
Title: Re: Game Planning
Post by: Gnome on April 20, 2008, 09:47:05 PM
Well if you have looked at any of the other threads on this topic you'll see that  ive posted my ideas, I would post more but Im too lazy and tired after my Boy Scout Campout
Title: Re: Game Planning
Post by: Gan on April 21, 2008, 06:37:51 AM
Ok. I will grab the ideas from the other posts.  ;)

-Gandolf

Edit:   Gnome's Ideas

Well my interpretation was that it was a free roaming game where you are a pirate. So this is my idea. You hire a crew, upgrade your ship or buy a new one, and just go around doing...piratey stuff. Instead we could give you points based on Fame, Gold horad, ship, and rank. You can become a priveteer and gain ranks in a nation's navy.  
 
Your Crew
You hire a crew and give them jobs.  
Gunner  
You need to have 2 people for each gun on your ship, any less and it won't fire.  
Sails-men  
You can't move with out 3 sails-men on each sails
Surgeon  
Can heal crew
Carpenter
Repairs ships while you're at sea
entertainers  
increases crew morale
 
Ships
Sloop
Starting ship; very fast
Frigate
Well balanced, overall good ship
War ship
Lots of guns but slow
Ship of the line
The best ship, everything is perfect
 
Ship upgades
Brass guns
Fires Faster
Fine Grain
Cannons do more damage
Cotton Sails
Ship moves faster
 
Towns
In friendly towns you can upgrade your ship and buy goods.  Enemy towns you can siege and turn into a "pirate oasis".
 
Battles
You have there options
Board
If you win you can take the enemy ship. If you board you have to duel the captain.  
FIRE
you bombard a ship, but get nothing in return
RUN AWAY
you run away.
Title: Re: Game Planning
Post by: Silverwind on April 21, 2008, 10:05:04 AM
Why are there so many topics in the first place? Shouldn't everything be kept in one topic?

Liking some of those ideas by the way. :)
Title: Re: Game Planning
Post by: Gan on April 21, 2008, 03:52:45 PM
Sorry, just seems to be more organized. If you want I can move everything over into one post and get Ghost to erase the others.

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on April 21, 2008, 04:15:58 PM
Nah, no need to go rearranging everything on account of me. I was just wondering what the advantage in having multiple topics was.

Has a name been decided yet?
Title: Re: Game Planning
Post by: Gan on April 21, 2008, 05:10:48 PM
Ah...   I totally forgot about the name...

Usually I like to add a "aria" or "ia" at the end of a name.

Like Avisaria or Athoria. Even Aligasia or Karsania or Carnia.
But those are taken.

Anyone have any good ideas?

-Gandolf
Title: Re: Game Planning
Post by: Swamp7hing on April 21, 2008, 05:34:42 PM
How about we drop the "ia" and go with a radical and random name - "The Curse of Pirate I-" ... wait, that's not radical and original! Lets see... how about "Troubled Waters"?
Title: Re: Game Planning
Post by: alias on April 21, 2008, 07:36:57 PM
Pirates of the Caribbeania?

Why dont we go for something simpler like...
Swashbuckler
Pirates
Pirates Life
The Archipellago
Title: Re: Game Planning
Post by: Silverwind on April 22, 2008, 03:07:51 AM
Like Gan, I like naming games after the game's world, but I think Swashbuckler is perfectly suited for this game.
Title: Re: Game Planning
Post by: Gan on April 22, 2008, 11:49:06 AM
Hah  ;D

Great ideas  ;). So, now we have a little list of names. Lets vote.

***Name***  **Votes** **Percentage**
Swashbuckler------3----------------100%
Pirates------------0-----------------0%
Pirates Life--------0-----------------0%
The Archipellago---0-----------------0%
Troubled Waters---0-----------------0%


-Gandolf

(If you see any mistakes, wrong color or Typos, it is because I made this post on a windows.)
Title: Re: Game Planning
Post by: Silverwind on April 22, 2008, 01:50:48 PM
My vote goes to Swashbuckler.
Title: Re: Game Planning
Post by: Swamp7hing on April 22, 2008, 05:16:55 PM
Swashbuckler! That's a great name! Also, if we make this game well enough, it could be considered a indie game and put on the apple site homepage!
Title: Re: Game Planning
Post by: Gan on April 22, 2008, 05:40:06 PM
Hah, that would be great. Any more votes?

-Gandolf

(I was just looking around, hoping Al's site would come up. When I took a look at how SC is coming along. Turns out they are planning on a Group Project. That seems like a Great idea. We should of thought of that...)
Title: Re: Game Planning
Post by: Gnome on April 22, 2008, 05:48:22 PM
Swashbuckler is an awesome name, but we still need a company name
Title: Re: Game Planning
Post by: Gan on April 22, 2008, 06:14:26 PM
Alright. We have 3 Votes for Swashbuckler and none for any other. So, should we end the Voting now and call it Swachbuckler?

A company name...   GameMaker Incorporated? GameMaker Community?

Any Ideas?

-Gandolf
Title: Re: Game Planning
Post by: Gnome on April 22, 2008, 06:29:56 PM
How about
Gamemakers underground
we don't even know where we're from
Title: Re: Game Planning
Post by: GMG Tim on April 22, 2008, 06:39:21 PM
The GameMaker Union
Game Makers United

- Ghost
Title: Re: Game Planning
Post by: Swamp7hing on April 22, 2008, 07:38:22 PM
Yeah, I like Mac Gamemakers United. Also, for the SC group project, GM PWNS ALL, so we will win this battle. :D
Title: Re: Game Planning
Post by: Gan on April 22, 2008, 07:52:11 PM
Everyone agree on Mac Gamemakers United? If so, we will move on to types of Classes/Ships the Player will be able to pick in the game.

-Gandolf
Title: Re: Game Planning
Post by: alias on April 22, 2008, 08:02:07 PM
I like it. Glad my name for the game was chosen lol.
Ok, GameMakers United, shall we make our first game?
Title: Re: Game Planning
Post by: Silverwind on April 23, 2008, 03:31:41 AM
Quote
Gamemakers underground
we don't even know where we're from
lol! Hilarious slogan. ;D
Title: Re: Game Planning
Post by: Gan on April 23, 2008, 03:16:21 PM
Alright  :D

We have a name and Corporation name. So, lets get started. Anyone got any ideas for Classes?

-Gandolf
Title: Re: Game Planning
Post by: Gnome on April 23, 2008, 03:21:22 PM
well since it's a pirate game you should choose what you're good at

What's your expertise?

-gunnery
-fencing
-creature hunting
-etc.
Title: Re: Game Planning
Post by: Gan on April 23, 2008, 03:55:54 PM
Ah. Skills. What kind of skills do we want? We will asign Skills to certain classes mainly to define them.

-Gandolf
Title: Re: Game Planning
Post by: Gan on April 23, 2008, 04:57:01 PM
I'm gonna add Skills to the first post that the Player will be able to choose from.

Edit:

[size=18]Skills List[/size]
[size=13]-Gunnery
-Fencing
-Creature Hunting
-Captaincy (Being able to control your Underlings)
-Fighting (For more solo players, skills in 1 on 1 combat etc)
-Trading (Nuff said)
[/size]

Anyone have anything else to add?


-Gandolf
Title: Re: Game Planning
Post by: alias on April 24, 2008, 04:32:35 AM
Captaincy (Being able o control your underlings)
Fighting (For more solo players, skills in 1 on 1 combat etc)
Trading (nuff said)
Title: Re: Game Planning
Post by: Gan on April 24, 2008, 05:58:24 AM
Captaincy could kinda be like having pets, and loyalty could be if they betray you. Kinda like the older Oberin if anyone has played it.

Great ideas  ;)

Anyone else? Perhaps magic skills?

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on April 28, 2008, 01:22:19 PM
Pirates with magic eh? This is gonna be a very interesting game if it gets finished. Has anyone given anymore thought to the tile set?
Title: Re: Game Planning
Post by: Gnome on April 28, 2008, 02:42:06 PM
How about tiles with certain benefits? This is something I once thought of for my MGM strategy game. Like Defense a "coral" would provide better defense then an "open sea" that way battles could be more strategy like.
Title: Re: Game Planning
Post by: Silverwind on April 28, 2008, 04:27:31 PM
Sounds good. It wouldn't be difficult to program either.
Title: Re: Game Planning
Post by: Gan on April 30, 2008, 07:26:33 AM
If we don't want to spend time making our own custom tiles, we can use RMXP or XtremeWorld Tiles. The RMXP looks smooth and sleek, while the XtremeWorld tiles look more realistic.

I will post a link to them later today.

-Gandolf

EDIT:  Here is a tileset for RMXP, just go to the website, and click tilesets on the left bar: http://www.teamanti.com/rmxp/

Here are the Xtremeworld Tilesets: http://i212.photobucket.com/albums/cc304/mattcomwiz/Tiles.jpg

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on April 30, 2008, 08:52:05 AM
I'd agree to using those tiles. They're the perfect dimensions.
Title: Re: Game Planning
Post by: Silverwind on May 03, 2008, 04:02:38 PM
Considering that there doesn't seem to be much effort going into making the game, does anyone wanna change the theme to something easier to develop? How about just a regular free roaming fantasy setting RPG that we expand on as ideas arise? It would be a shame to drop the project altogether.
Title: Re: Game Planning
Post by: Gnome on May 03, 2008, 04:13:04 PM
You mean similar to LW, by the way, how's that coming along?
Title: Re: Game Planning
Post by: Silverwind on May 03, 2008, 04:17:40 PM
Well, LW actually has heaps of pre planned content and ideas. I'm suggesting exactly the opposite, for the reason (which is also the answer to your second question) that projects often slowdown or stop altogether when the developers feel they've got work laid out ahead of them. That's why this time I suggest we keep our goals small and add as we go. :)

As it happens, Swamp, Mist and I plan to resume development on LW when 4.0 comes out.
Title: Re: Game Planning
Post by: Gan on May 04, 2008, 07:45:15 AM
Well, I'm with whatever you guys want to do. Who all wants to re-pick the Theme or change the game all together?

-Gandolf

-A Roaming Expandable RPG sounds fun.
Title: Re: Game Planning
Post by: Gan on May 05, 2008, 08:45:03 AM
I think we should go with Silverwind's idea. To start small and work our way up. Make it a simple roaming RPG, than later add on the ability to have ships, then we can make them able to get upgrades, fight, shoot, and anything else.

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on May 07, 2008, 02:57:09 PM
So, which of the two tile sets would you guys prefer to use?
Title: Re: Game Planning
Post by: Gnome on May 07, 2008, 04:45:30 PM
Well the problem with the new set is it's hard to copy to the exact tile space, so it'll be hard making our own maps, but it just looks so cool... 8)
Title: Re: Game Planning
Post by: Gan on May 07, 2008, 07:46:46 PM
Are we talking about the RMXP Vs. Xtremeworld tiles or the Qom TIles Vs. the New Tiles?

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on May 08, 2008, 02:34:12 AM
@ Gan: RMXP Vs. Xtremeworld.

@ Gnome: If you have Photoshop, set your grid settings to 32x32. Then the images will snap into place as you drag them across the screen. I'm using this method for the new Roguesoft tileset. Here's how to change your grid settings:

In the finder bar, select Photoshop: Preferences: Guides, Grids & Slices. That'll bring up a window with your grid settings. Make a grid line every 32 pixels, (assuming your tiles are 32x32) and set subdivisions to 1. You can set Color and Style to whatever you want, I use Light Grey Dots myself as you can hardly see them. Click OK when you've chosen your settings, and then View: Show: Grid to make your grid show up.
Title: Re: Game Planning
Post by: Gan on May 08, 2008, 06:13:25 AM
If we want to make a more magical game I would choose RMXP. If we were to make a more realistic game like real life with surviving and fighting, I would use Xtremeworlds.

What do you guys think?

-Gandolf

I'm just not sure if GameMaker can handle all of this smoothly.

Anyway Al could speed it up?
Title: Re: Game Planning
Post by: Silverwind on May 08, 2008, 06:15:26 AM
RPG Maker XP ;D

EDIT:

What do you mean "speed it up"?
Title: Re: Game Planning
Post by: Gan on May 08, 2008, 08:54:56 PM
Like make the engine run smoother and faster. Less time to load and not choppy. If Al would add a FPS (Frames Per Second) part to the GameMaker besides the Card setup, we could create 2D or 3D games easily.

-Gandolf

Everyone agree on RMXP?
Title: Re: Game Planning
Post by: Silverwind on May 09, 2008, 03:14:17 AM
Quote
Like make the engine run smoother and faster. Less time to load and not choppy.
I'm pretty sure if Al knew a way to make GM run faster without chopping the command list in half he'd have done it already. GM's speed mostly depends on the computer it runs on.

Quote
If Al would add a FPS (Frames Per Second) part to the GameMaker besides the Card setup, we could create 2D or 3D games easily.
How would a FPS counter allow us to create 3D games?


Quote
Everyone agree on RMXP?
I do, though I've just noticed that there's not allot character resources on the site. Do we have to design our own? Another tileset we should consider is the Angband set, which has loads of characters and monsters: http://www.molotov.nu/?page=graphics
Title: Re: Game Planning
Post by: Gan on May 09, 2008, 06:21:52 AM
Wow... Those tiles are amazing. Though their characters have no walking ability or animation.

If we used those tiles we could stick in RMXP or Xtremeworld Sprites.

-Gandolf
Title: Re: Game Planning
Post by: Silverwind on May 09, 2008, 08:32:50 AM
Sure. Anyone pose an objection? Assuming not we can give those tiles the go ahead! :)
Title: Re: Game Planning
Post by: Tireas Dragon on May 09, 2008, 09:19:10 AM
Quote
If Al would add a FPS (Frames Per Second) part to the GameMaker besides the Card setup, we could create 2D or 3D games easily.
I am not participating in this the making of this game but I am observing its creation and I have the same question as Silverwind when I say how would adding a fps marker allow making of 3D games easier.
P.S. And besides GM is card based why would we need a fps marker.
Title: Re: Game Planning
Post by: Charlo on May 09, 2008, 05:03:55 PM
I doubt that GM would be capable of the real-time 3D rendering that would facilitate need for an FPS counter.   ;D
Title: Re: Game Planning
Post by: Gan on May 09, 2008, 10:57:31 PM
Quote
I am not participating in this the making of this game but I am observing its creation and I have the same question as Silverwind when I say how would adding a fps marker allow making of 3D games easier.
P.S. And besides GM is card based why would we need a fps marker.

I wasn't talking about a fps marker. I used "FPS Part" as a lack of words to describe Motion, Sprite game makers. Such as Flash and ColdStone.

So, if we are using those tiles, how is our little movement engine doing?

-Gandolf