Game Maker's Garage Forum
Game Maker's Garage => Group Projects => Topic started by: Gan on July 20, 2009, 01:36:54 PM
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On iChat, WarHampster came up with a brilliant idea to create a Titanium Forge game to show off all it's features. It was great, and I was going to do it; but then we switched subject to Gmg's group projects. He brought up the topic of how all Gmg's group projects fail due to no programer and that we should start a successful one... We decided to mix both ideas.
New Group Project: To create the Best Titanium Forge Game
Game Category: Not yet known
Game Name: Needs thought up
Recruit List:
Programmer: Gandolf
Designer:
Thinker/Idea Guy:
Graphics Guy: WarHampster
Sound/Music Guy: WarHampster
We're aiming to create a group project game that covers every feature Tf has to offer.
As for storyboard, we can make it anything. We could take up the ideas from previous group project attempts, mix a few, or even create a new one. It's up to you guys.
We can have an unlimited amount of people in any spot on the recruit list, but It'd be great if you guys could spread to fill empty spots. You can even take up multiple spots.
-Gandolf
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I think that, if executed well, this project will turn out to be really cool and will pull the community together. Past attempts at group projects have failed miserably, mostly because of a lack of communication between the participants, causing the project to fail upon reaching the programming stage. While other group projects were only really open to half of the community (as they were either being made in GameMaker or SilverCreator), making a game in TF presents a unique opportunity: as TF is a new program, no one here (Except Gandolf) is an expert in it. Therefore, everyone on the forums is on even ground, and everyone can participate, if they're willing to learn about a new program. As TF's creator will be leading the project, we already have a programmer who can lead the project's coding while helping everyone else learn TF's language. Hopefully, this will produce an amazing game, and let everyone here become experienced in a great new tool.
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Here's my first idea for the game:
A mixture between a RPG and a light-gun shooter.
What that entails:
Like in an RPG, you move your character around from a top-down perspective, going into shops to buy items and getting into battles. When you get into a battle, instead of being a turn based RPG battle it turns into a light gun style shooter (like Time Crisis or the Time Trial game from SC). The battle area (the cover that enemies pop up from behind and the scenery) differs depending on where you got into the battle. You use any weapons or items that you bought against a certain number of baddies (maybe the number you have to fight is floating over the enemies' representation in the world view?). When you kill all the baddies you get money and or items, and are returned to the world screen.
What does everyone think?
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I can help with graphics and think... (hope I can think =P)
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On Gandolf's request, my idea has been changed... now it's in a swords and sorcery setting, with spells instead of guns.
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Alright... the current idea for the game is a medieval setting with places to explore, shops to buy stuff and battle is held in real time. Destroy them before they destroy you, probably have a spell warm up bar with different spells, maybe even the ability to walk around and do hand to hand combat.
Did I get that right? Anyone have another idea? Want to contribute to this idea?
-Gandolf
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How about during the campaign of Alexander the Great instead?
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How about during the campaign of Alexander the Great instead?
CUZ HE CAN'T SHOOT FIREBALLS
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So what no one loves flaming balls =P
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I made a multiplayer game in Vb.net where you shoot fireballs at each other. Fireballs aren't that bad.
-Gandolf
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how about they shoot arrows on fire.
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Eh... So... gladiator era with swords, spears, arrows and such?
If so, we have the setting down. All we need is the story.
-Gandolf
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You are a soldier in the army tired from fighting in a foreign land while your love stays at home. You receive notice that your wife has been killed by enemies. Angry you leave the war camp and head out to a town. You pass out and wake up, the town on fire (apparently by you) and it's guards attacking you. Now the army against and the natives of the land against you, you must find a way to return home and find the secret to these fire powers...
The powers have been given to you by the gods and throughout the story you learn the old greek gods are dying because of less people believing. They will give you the ultimate gift if you can find the item that will restore their power. The item will be hidden underground in the kingdom of Hades (dun dun dun)
The first part would be the beggining and the other will happen through the story.
We don't need to do this era it can be a different one!
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Hmm... Maybe we could keep it a bit more simple? Anyone play Yipe? Story line was nice and simple, no background info, just had to save the princesses.
Something that wouldn't require a large variety of graphics...
Anyone have any more ideas? This kind of reminds me of the swashbuckler group project game we tried earlier. Maybe that kind of storyboard would be good. Easy graphics because you're mostly on the sea.
-Gandolf
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<- Water = really hard to make (look good)
Simple story:
Ninjas steal shiny object. King tells you to get it back.
Twist: Shiny object is actually evil demon summoning thing. You have to kill evil king and destroy it.
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Hah, that is pretty simple. I kind of like that story line. Though whatever we do, we have to think what tiles we will use and how we will obtain them. I believe Silver made water for swashbuckler the group project. His tiles look really good.
-Gandolf
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Swashbuckler? I think we were just gonna use the plain blue tiles from QoM. I think those old tiles are crap compared to my new ones without the boundary box, but you're welcome to use whatever you can find of my old tile sets. I'd send you a complete up to date sprite sheet myself only... You know... They were all destroyed in The Great Hard Drive Fire of A Few Months Back.
Man I'd love to be game designing again...
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Hah, that is pretty simple. I kind of like that story line. Though whatever we do, we have to think what tiles we will use and how we will obtain them.
All the game's assets (including tiles) should be made by us... it will make the finished product much more impressive.
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I can make tiles!
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You can see here how much of an artist I am:
(http://titaniumforge.freeforums.org/download/file.php?id=3)
So, which storyline idea shall we agree on?
-Gandolf
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Lets use mine... it will require less assets and make things easier.
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Sounds good to me, what does everyone else think?
-Gandolf
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yeah sure!
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Ok, I'll start work on the following:
Player sprites and animations for the main world
First person sprites (I'm thinking that I'll just make a first-person view of a hand, then we can make different magic blasts coming out of it)
A generic ninja
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Ah sounds good to me. I'm hoping to have sprite collision code finished by today. Here's what I have so far: http://screencast.com/t/GyTOBJ6Hlx1
-Gandolf
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Doesn't making a sprite's collision sensitive area a shape other than a square cause lag?
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Yes if you plan on doing the pixel perfect method.
Pixel Perfect = Identifying each pixel and seeing if it collides with a pixel from another object. Extremely slow but very precise.
Square Collision = If two squares around sprites crash, it collides. Very fast, not precise. Circles and other more then 4 sided polygons are in trouble. Especially convex sprites.
So, I don't like either of them because I either have a slow game or a cruddy precision game. I decided to mix both methods. Now I have a slow and cruddy precision game. (Kidding)
Actually I have created the Polygon Perfect collision detection system. You create the polygon in the sprite editor and when in game it uses the Square Collision method. If two squares collide, it takes it a step further and looks to see if both polygons are intersecting.
With this method the game stays as smooth and fast as the Square Collision system but keeps as precise as the Pixel Perfect system.
Win-Win. Except if you have two sprites that are constantly colliding and can't stop colliding. That's when the CPU starts getting used up.
-Gandolf
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Finished sprite collision, and I gotta say... It's looking pretty good:
http://screencast.com/t/2K5FIw02
-Gandolf
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This is already dead.
NOT MY FAULT.
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This is already dead.
(http://www.qubez.co.uk/images/smugbastard.jpg)
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Sorry guys, I killed it. I'm now working on this alone though testers are welcome.
-Gandolf
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My computer is being fixed atm and there's even a chance I'll get my old files back, so If I do I'll gladly join in. Have you written a stat progression table yet? With that out of the way it's just a matter of giving enemies names and dropable items.
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By saying that he killed it he means that he decided he wants to work on the project alone and no one can help him.
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Help is welcome, though just no dependency on others. If you have a sprite, throw it up there; though I'm not going to assign actual jobs to people.
-Gandolf