Game Maker's Garage Forum

Game Maker's Garage => Group Projects => Topic started by: Gan on October 28, 2009, 12:51:53 PM

Title: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on October 28, 2009, 12:51:53 PM
Here's the official thread for the storyline. This is where I'm going to change a few things up of how I had originally planned it.
I think I was probably a bit too restrictive on storyline, maps, and characters. So here's how we're going to do it:
 - The storyline doesn't have to be anything related to the Gmg, it can if you guys want.
 - The characters/monsters don't have to be related to the Gmg but if you guys want, you can be a character within the game.
 - Maps and layout have to be made with Silver's tiles which WarHampster revamped and the characters/monsters Silver created.
 - Try to have the storyline fit with the game style.
 - Whatever kind of ideas you guys come up with, try not to make it too big. I'd like to keep the game a simple RPG.

So, go nuts. I'm far enough along on programming that this won't halt or stop progress. When I get to the point where I want to add this in, I'll take whatever story is best liked by all of the Gmg members at that moment.


-Gandolf
P.S. This also means to hold off on character/monsters and map creation until we have a good storyline. When we find what we want, I'll fall back and try to remain in the confines of being the programmer. I'd like to let you guys handle the mapping and creating anything else story wise.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on October 28, 2009, 12:59:21 PM
Me and Jinx are brainstorming. :) (no ideas yet, but the thunder is giving us a headache)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 01, 2009, 04:48:18 PM
Eheh... Brainstorming... headache by thunder...
Sounds great. :) Can't wait to see what you guys come up with.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Teruri on November 02, 2009, 12:32:49 PM
Okay... this is my idea for a story:

A very long time ago a demon king terrorized the people of our land. We managed to defeat his demon army, but the king was to strong.
A mighty hero took the ancient sword of [name] and killed the demon king in one stab. After the battle the hero nor the sword were ever seen again.

A new evil threatens our land and our very existence. A new hero shall rise and use the ancient sword to free our land of all things evil... you!



So basically the player has to find the ancient sword of [name] and use it to defeat the boss. The quest to find to sword can be broken up into several parts each with their own boss.
I believe someone made up a demon (can't remember who made it) that could serve the purpose of the evil demon boss.
Yeah I know it's very basic and pretty cliché, but it's something that can be expanded upon.

The name of the sword... we could use excalibur or something gmg/gm/sc related.
And obviously the player won't be able to kill the demon with one stab. :P
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 02, 2009, 02:55:50 PM
Yeah, I could see that story working out. Sounds good, good idea, pretty solid, nice background info...
Can't wait to see the rest of you guy's stories.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 02, 2009, 06:04:11 PM
"Quickly young (insert class here)! The GMG iPhone project is in danger of going the way of WarHampster's Game!" You awake with this urgent message ringing in your ears, and immediately know what you have to do.

The royal house of the GMG is in disarray - Telstar is dying of lung cancer, Gandolf is under siege by evil Obj-C bugs, Mistron is lost in a secluded corner of the land, and Silverwind is fighting rampaging computer viruses. Only you can rescue these once great game designers from a horrible fate, restore the GMG to its former glory, and complete the GROUP PROJECT.

Perhaps you won't be alone in your quest - rumors of a powerful mage known only Al are sweeping across the land, pirate ships flying the Jolly EqwanoX have appeared on the shores, clockwork creatures bearing the signature WarHampster have been sighted in the mountains, and representatives of Hendo's merchant empire are showing up in the cities.  

So basically you need to save each GMG member. Save Telstar by making the cure for cancer (collect ingredients), save Gandolf by uncovering the great sword known only as DEBUGGER, save Mistron by finding him (he could be lost in some sort of maze), and save Silverwind by rescuing him from viruses. You can get help from Eq, me, and Hendo. Eq sells swords, I sell firearms, Hendo sells clothing. Once all the members are rescued, you must break the evil spell that is keeping Al from finishing GM 4. The group project gets made, happy end.

Sorry I didn't include everyone, I couldn't think of anything else... someone come up with a way to work Swamp, Xiphos, Guthan, Harry Carry, and Mike into it.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 02, 2009, 07:11:21 PM
Ahaha. Now that was unique. Nice story idea, playing a game about finishing a game... :) These are getting better and better.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 07, 2009, 04:56:39 PM
Guys, we need to get the storyline out of the way. Current ideas:

Idea (1) Teruri:
Quote
A very long time ago a demon king terrorized the people of our land. We managed to defeat his demon army, but the king was to strong.
A mighty hero took the ancient sword of [name] and killed the demon king in one stab. After the battle the hero nor the sword were ever seen again.
 
A new evil threatens our land and our very existence. A new hero shall rise and use the ancient sword to free our land of all things evil... you!
 
 
So basically the player has to find the ancient sword of [name] and use it to defeat the boss. The quest to find to sword can be broken up into several parts each with their own boss.  
I believe someone made up a demon (can't remember who made it) that could serve the purpose of the evil demon boss.
Yeah I know it's very basic and pretty cliché, but it's something that can be expanded upon.
 
The name of the sword... we could use excalibur or something gmg/gm/sc related.
And obviously the player won't be able to kill the demon with one stab.
Idea (2) WarHampster:
Quote
"Quickly young (insert class here)! The GMG iPhone project is in danger of going the way of WarHampster's Game!" You awake with this urgent message ringing in your ears, and immediately know what you have to do.
 
The royal house of the GMG is in disarray - Telstar is dying of lung cancer, Gandolf is under siege by evil Obj-C bugs, Mistron is lost in a secluded corner of the land, and Silverwind is fighting rampaging computer viruses. Only you can rescue these once great game designers from a horrible fate, restore the GMG to its former glory, and complete the GROUP PROJECT.  
 
Perhaps you won't be alone in your quest - rumors of a powerful mage known only Al are sweeping across the land, pirate ships flying the Jolly EqwanoX have appeared on the shores, clockwork creatures bearing the signature WarHampster have been sighted in the mountains, and representatives of Hendo's merchant empire are showing up in the cities.    
 
So basically you need to save each GMG member. Save Telstar by making the cure for cancer (collect ingredients), save Gandolf by uncovering the great sword known only as DEBUGGER, save Mistron by finding him (he could be lost in some sort of maze), and save Silverwind by rescuing him from viruses. You can get help from Eq, me, and Hendo. Eq sells swords, I sell firearms, Hendo sells clothing. Once all the members are rescued, you must break the evil spell that is keeping Al from finishing GM 4. The group project gets made, happy end.  
 
Sorry I didn't include everyone, I couldn't think of anything else... someone come up with a way to work Swamp, Xiphos, Guthan, Harry Carry, and Mike into it.
Idea (3) Silverwind:
Quote
It's been a whole year since the realm was plagued by natural catastrophes. Earthquakes destroyed the old roads, floods swallowed up valleys and fields and storms ruined cities and towns.  
  
Now the realm is recovering and mercenaries are needed to open new trade routes, raid dungeons for resources and defend settlements from invading brigand patrols.  
  
But were the catastrophes natural after all... or was there a more sinister cause?
Idea (4)  Silverwind:
Quote
Tired of wandering, a group of travelling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.
 
You must venture forth into the surrounding hills and cleanse the area of monster lairs.

Vote for which one you like best or quickly post an idea you still have.
Deadline: November 9th, 12:00p.m. Once it hits that time, I'll select what you guys have chosen and we can get started.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: SamBaylus on November 07, 2009, 05:09:11 PM
Idea 4.

For sure.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 07, 2009, 06:14:23 PM
Hey, welcome to the GMG!

Idea 2. For sure :)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 07, 2009, 06:28:13 PM
Personally I vote for anything that's as streamlined as idea 4.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 07, 2009, 06:29:06 PM
Quote
Idea 4.

For sure.
Welcome to the GMG btw. :) Are you passing through from the Silver Creator forums?
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 07, 2009, 06:31:12 PM
Alright...
Idea 1: 0
Idea 2: 1
Idea 3: 0
Idea 4: 2?

I'm not sure any ideas up there are quite as streamlined as idea 4, so I guess your vote goes to idea 4. (Unless you say otherwise.)


-Gandolf
P.S. Sam's the iPhone developer I posted about. He's joining the project, though like the rest of us, he has a busy schedule.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 07, 2009, 06:57:59 PM
Ah yes, I remember.

A warm welcome to you Sam. What's your slant on game design?  
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: SamBaylus on November 07, 2009, 07:15:44 PM
To me, games are about immersing yourself into an environment when reality would otherwise be impossible. It's about beating the odds and making the fantastic happen.

Any game that envelops the player into the world is created is fine by me. Heavily inspired by Nintendo.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 09, 2009, 08:54:58 AM
That'd make a good QOTM. I hope this game will fall into that category.

Any more votes? So far Idea #4 is in the lead. If anyone wants another idea to win, get more people to vote!
Voting ends tonight, then we will build off of the majority pick.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 10, 2009, 05:53:41 PM
Alright:
Quote
Tired of wandering, a group of travelling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.  
  
You must venture forth into the surrounding hills and cleanse the area of monster lairs.
Our winner.

Now, let us form this the way you guys want. Just add more and start building.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 10, 2009, 06:44:47 PM
Ooo. OOOO.

The merchants didn't settle down because they wanted to, they were forced off of their old trade routes by a rival company. Now they're in a desolate, snowy place called the Frost Marsh, and need to make the best of the situation.

I think we could make this really interesting by playing off of the fact that our characters are merchants. They're not interested in fighting monsters for the heck of it, they just want to survive by trading with the area's locals. Quests could be based around finding other towns (you have no knowledge of the area in the beginning of the game, the world map gets filled in as you explore) which would then allow you to do business with them. For every town you discover your new town's wealth increases. The goal of the game is to get your town to a point where it is wealthy enough to exist stably in the Frost Marsh. Of course, when this happens your rival company is angry, and shows up to destroy you.

Gameplay is centered around exploration rather than combat, you can find resources (gold mines) to hasten the expansion of your town's economy, and obviously must search for other settlements to trade with. Exploration is dangerous, as if you stay out in the Frost Marsh to long you freeze to death (time can be measured in steps, maybe your heat decreases for every step you take, and is regained by sleeping at towns or using some items).

When combat does occur it's real time, you fight by tapping in a direction and then hitting a "swing sword" button. Maybe we can add stuff like attacking is one direction and defending in another later, but that would be the basis for the battle system.  
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 10, 2009, 07:18:09 PM
Quote
I think we could make this really interesting by playing off of the fact that our characters are merchants. They're not interested in fighting monsters for the heck of it, they just want to survive...
Yeah, that's a great driving force. :)

Quote
Quests could be based around finding other towns (you have no knowledge of the area in the beginning of the game, the world map gets filled in as you explore) which would then allow you to do business with them. For every town you discover your new town's wealth increases. The goal of the game is to get your town to a point where it is wealthy enough to exist stably in the Frost Marsh. Of course, when this happens your rival company is angry, and shows up to destroy you.

Gameplay is centered around exploration rather than combat, you can find resources (gold mines) to hasten the expansion of your town's economy, and obviously must search for other settlements to trade with. Exploration is dangerous, as if you stay out in the Frost Marsh to long you freeze to death (time can be measured in steps, maybe your heat decreases for every step you take, and is regained by sleeping at towns or using some items).

When combat does occur it's real time, you fight by tapping in a direction and then hitting a "swing sword" button. Maybe we can add stuff like attacking is one direction and defending in another later, but that would be the basis for the battle system.  
MMMNNNNNOOOOOOOO!!!

I mean... no, I don't think so. It was scope creep like this that killed the once mighty Lost Winds, and me, Swamp and Mist vowed never to let it happen again.

Well at least, I vowed.

Well, actually I just expressed mild concern, but I'm vowing now: We can't let scope creep kill this truly brilliant project! It's like a goldfish, if we feed it too much it'll die, and we've come so far this time. Look how much work you and Gan have put into those tiles and engines. We have to keep it simple fellas!

EDIT:

Oh and btw: That's a great story + game idea. I hope we can make that too.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 10, 2009, 07:29:43 PM
::)

That idea wouldn't even be complicated to implement... every time you find a town or gold mine your town gets wealthier. When it gets wealthy enough, you have to battle your rival company, and then you win. Game over. Actually I think this would be pretty easy to do, as there wouldn't be quests or anything.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 10, 2009, 07:32:35 PM
I tell you I've seen oblivion, and that's the face of it! Fear the wrath of the sliding scope! *Hissss*
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 10, 2009, 07:37:48 PM
-_-

At least explain how this is too complicated.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 10, 2009, 09:45:18 PM
It's more than just talking to NPCs, buying equipment and killing monsters. Until we've accomplished that in a compiled game we shouldn't attempt more.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gnome on November 10, 2009, 09:53:32 PM
OHMIGOSH!


I have an awesome idea for a gnome merchant camp, can't wait for that tomorrow!!!!!!!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ??? ??? ??? 8) ;D ;D ;D ;D ;D

...im happy
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gnome on November 10, 2009, 10:12:32 PM
Quote
Ooo. OOOO.

The merchants didn't settle down because they wanted to, they were forced off of their old trade routes by a rival company. Now they're in a desolate, snowy place called the Frost Marsh, and need to make the best of the situation.

I think we could make this really interesting by playing off of the fact that our characters are merchants. They're not interested in fighting monsters for the heck of it, they just want to survive by trading with the area's locals. Quests could be based around finding other towns (you have no knowledge of the area in the beginning of the game, the world map gets filled in as you explore) which would then allow you to do business with them. For every town you discover your new town's wealth increases. The goal of the game is to get your town to a point where it is wealthy enough to exist stably in the Frost Marsh. Of course, when this happens your rival company is angry, and shows up to destroy you.

Gameplay is centered around exploration rather than combat, you can find resources (gold mines) to hasten the expansion of your town's economy, and obviously must search for other settlements to trade with. Exploration is dangerous, as if you stay out in the Frost Marsh to long you freeze to death (time can be measured in steps, maybe your heat decreases for every step you take, and is regained by sleeping at towns or using some items).

When combat does occur it's real time, you fight by tapping in a direction and then hitting a "swing sword" button. Maybe we can add stuff like attacking is one direction and defending in another later, but that would be the basis for the battle system.  


So basically its Actrasier?
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 11, 2009, 07:34:52 AM
Quote
It's more than just talking to NPCs, buying equipment and killing monsters. Until we've accomplished that in a compiled game we shouldn't attempt more.
Yeah, true. Talking, the item/inventory system, and the battle system are all on my todo. We should probably hold off on more complex features until the simple ones come through.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on November 11, 2009, 03:48:33 PM
Quote
So basically its Actrasier?

Not really, but that is an awesome game.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gnome on November 25, 2009, 11:47:26 PM
I just woke up because of a ...brainblast ::)

So you live in a small, not very well known town (the whole game takes place in the town) There are two clear fractions, the Silver Legion and the Maker Guild. There is some tension, but a "bot" is able to spark a fight and cause a huge war. You are a unaligned  newcomer, and it is up to you to uncover the truth and save the town!

Dungeons:
Forest (tutorial)
battlefield
Maker Guild HQ
Silver Legion HQ
BOT Hideout Lvl 1
BOT Hideout Lvl 2
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on November 26, 2009, 06:09:10 AM
Woh, 5 identical posts? We need moderator power, now!

Go, go, Mod-er-ators!
(http://i180.photobucket.com/albums/x287/MaggieLuvsGoodCharlotte/PowerRangersMMPR.jpg)

Fixed, and I like the story Gnome. :)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 26, 2009, 09:42:48 AM
Ahaha. Looks good. :) By they way, I woke up to my dad listing off the specs of a super computer. It entered my dreams and I couldn't help but rise to the sound like one may rise to the smell of bacon.
Turns out that my sister in college is planning on getting the best mac. I have no idea why she would ever need it as I have a 2006 model with 2gb of ram and only a core 2 duo. I haven't maxed it out yet. She's planning on getting a core i7, 2TB hd, with 16GB of ram. You see, I know where I'm going over any school breaks... ;) Sorry for the bit of off-topicness.
What do you think of the idea of being a Ghost when dying? Mist posted it in a different thread, though would it work in the story lines you guys have posted?


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gnome on November 26, 2009, 09:45:25 AM
Being a Ghost sounds like Busy work, we should just go back to the town instantly.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on November 26, 2009, 09:48:21 AM
Up to you guys, if the world's too big or complicated or if you get stuck in a dungeon or on some special land it could get annoying.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Xiphos on December 02, 2009, 07:49:56 PM
Being a ghost would be good. Once your done with all those complex thing-a-ma-bobbers perhaps you could make it so you could communicate with other characters as a ghost providing some interesting conversations. And once you get bored you have to walk to the nearest town like Mist said.
PS: Is the story decided on yet?
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 02, 2009, 09:04:38 PM
Someone has been playing World of WarCraft ;)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 02, 2009, 10:22:04 PM
Or Oberin.

Quote
PS: Is the story decided on yet?
I'm not quite sure, you guys are controlling the story. You'd have to read through previous posts or talk with everyone else.

-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Xiphos on December 03, 2009, 04:40:13 PM
I have at one point voting started. Then ended with no results?
Actually I've just been playing a lot of Fallout 3. It has so many different conversations and interactivity that I just thought that ghost thing would be funny. Maybe pretending to be haunting them, scaring them, or tricking them evilly (pretending to be lost relative back from dead).
I like the story with the traders settling and having to eliminate the monsters in the area. I think silver wind suggested this.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 03, 2009, 06:20:41 PM
Fallout 3 is one of my favorite games! I had 200 + hours before by computer broke.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Xiphos on December 03, 2009, 06:35:15 PM
Lol =D
Fallout 3 never gets old!
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 29, 2009, 04:49:26 PM
So I'm thinking of ways for all of us to agree on a storyline...

The Gmg doesn't have the poll ability yet so maybe you guys could re-state your story ideas here and I'll create a poll on the Sc forum for you guys to vote.
What do you guys think?


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 29, 2009, 05:04:27 PM
How about I just make the story  ;)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 29, 2009, 05:18:22 PM
Sure go ahead. Make it, post it, then we'll vote on it. Majority vote wins. If people like it, we'll take it. So make it good.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 30, 2009, 08:46:33 AM
Just thought I'd repost all the ideas already posted:

Whoa, looking through the storyline thread it looks as if we already voted on a storyline.
We voted here. (http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gmgroup;action=display;num=1256752313;start=15)
And we voted on:
Quote
Tired of wandering, a group of travelling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.  
  
You must venture forth into the surrounding hills and cleanse the area of monster lairs.
How could I have forgotten?


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 30, 2009, 09:50:53 AM
Well that was a cheap trick. What, three people voted?
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 30, 2009, 10:06:28 AM
Quote
Well that was a cheap trick. What, three people voted?
Well, let's see...  There's you. Silverwind, SamBaylus, Gnome liked the idea and made ideas for a Gnome merchant camp but didn't vote...
I gave plenty of time for people to vote, they voted and we came up with the storyline. I should have remembered as Gnome had already started building sprites for the Gnome merchant camp.
Didn't I post something about holding off on making the storyline more complex before I complete some essential systems? Yeah, I guess I must have forgotten about the chosen storyline as I was doing so.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Swamp7hing on December 30, 2009, 05:04:26 PM
I like that story,
lots of potential.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 30, 2009, 08:24:34 PM
Well, that's 5 people who prefer this story.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 30, 2009, 10:26:56 PM
I give up

Also, this story contains none of the things that you said were important (setting, character backgrounds, ect.)
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 30, 2009, 11:54:32 PM
Setting: New town
Character backgrounds: Traveling merchant camps
Goal: Clear away the monsters

Alright, so now this is cleared up... Let's elaborate and build.
Gnome, you suggested something about a Gnome camp? Swamp, you noticed that it has potential with room to build so I'll bet a few ideas came across your mind. Silver, you created this, I believe you would love to help piece it together. WarHampster, I noticed that you prefer dark and brooding, that would form suspense and impending disaster for the player which would make it more addictive. I'm sure you'd do a good job planning out unfortunate events.
Have something to add on? Post it, this is a story so get into role play.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 31, 2009, 01:21:35 AM
Your method of developing a plot makes no sense, I'll get off this train before it wrecks and transfer myself to the character development division. You guys do whatever you want and I'll come up with ideas for interesting monsters.

Also, I need some direction on the art... we should come up with an asset list so I can get started. I decided that just redoing silvers stuff in a new style is cheap, and we should come up with new ideas anyway.

So to start this information would be helpful:

Overall level of detail/ style/ realism wanted (an example from another game would be helpful).

What needs to be animated? I'll make animated templates for stuff so you guys can palette swap them as needed. I think that at least the player's walking should be fully animated...

What is the "base tile?" If you're just going to use the generic forest setting then my grass tile should be fine, of course you could be different and set the game in a desert or something.

How is equipment and stuff going to work? Obviously I need to make icons for the weapons, but will the player's sprite change based on what he's wearing?

Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 31, 2009, 11:24:22 AM
Quote
Your method of developing a plot makes no sense, I'll get off this train before it wrecks and transfer myself to the character development division. You guys do whatever you want and I'll come up with ideas for interesting monsters.
Yeah, I tend to do things backwards or even in strange ways. Whatever gets the job done.

Quote
Also, I need some direction on the art... we should come up with an asset list so I can get started. I decided that just redoing silvers stuff in a new style is cheap, and we should come up with new ideas anyway.
Cheap is good, cheap is simple. Though if you'd want to put more work into it, sure I guess we could come up with a few extra things. (For example, a gold item sprite. I'll post the item list Silver gave me, it has nearly everything but for some odd reason it's missing a gold sprite)

Quote
Overall level of detail/ style/ realism wanted (an example from another game would be helpful).
Example from another game... hmnmnm.
Yipe Series (http://yipesoftware.com/)
Yipe iPhone/Touch Game (http://www.appstorehq.com/yipe5-iphone-100091/app/buy)

Quote
What needs to be animated? I'll make animated templates for stuff so you guys can palette swap them as needed. I think that at least the player's walking should be fully animated...
Wow, animation? That'd take quite a bit of work. I'm thinking that it might be better to use what we have. This is our first iPhone RPG, it doesn't have to be our best. (We can save that for the OpenGL and online iPhone RPG 2) I'm mostly just worried about just getting it out there.

Quote
What is the "base tile?" If you're just going to use the generic forest setting then my grass tile should be fine, of course you could be different and set the game in a desert or something.  
Depends on how the story turns out, but most likely it'll be the forest tile.

Quote
How is equipment and stuff going to work? Obviously I need to make icons for the weapons, but will the player's sprite change based on what he's wearing?
Whoa, player sprite changing when equipping? That's probably a bit much. I'll post the item list we have. Also I'm still finishing the inventory/item equipping system.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 31, 2009, 11:39:04 AM
By using yipe as an example, are you saying you want the art to look awful :P?

I'm just about done here, it seems that you don't have anything for me to do and are content with reusing the rougesoft and lost winds sheets.

I'm completely willing to put a lot of work into this and make the game look nice, of course if that conflicts with your idea of a simple RPG then you can make all the art in an hour by palette swapping silver's stuff.  
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 31, 2009, 11:58:51 AM
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By using yipe as an example, are you saying you want the art to look awful
No way, by using the Yipe example, I'm inferring that I want the game to be immensely addicting yet simple. Simple sprites don't need to be awful, Silver's sprites(in my opinion) look wonderful.

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I'm just about done here, it seems that you don't have anything for me to do and are content with reusing the rougesoft and lost winds sheets.
There isn't a need to recreate everything. You can buff up Silver's tiles as you have been, though besides creating a few extra characters or item sprites we should be fine.

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I'm completely willing to put a lot of work into this and make the game look nice, of course if that conflicts with your idea of a simple RPG then you can make all the art in an hour by palette swapping silver's stuff.
A lot of work and looking nice can be included in a simple Rpg, though if it's not needed, we should focus of other things instead. I'd like to build the Rpg with what we have though later when we have everything down we can revamp a few things if we want and have time.

I'd just love for us to make something of decent quality as a group project and make it all the way to the app store. Once we have accomplished something as simple as that, we can take this to whole new heights.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on December 31, 2009, 12:41:52 PM
I am offering to do the art FOR you! YOU can focus on programming and design and not worry about the art at all! Why settle for "decent" quality when someone is offering to make all the art for you for free? I just don't get it.

I don't like you, you don't like me or want my help. I don't even know why I want to help you make this!

Now I am done here, and at the risk of sounding arrogant: you missed a great opportunity.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on December 31, 2009, 12:57:44 PM
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I am offering to do the art FOR you! YOU can focus on programming and design and not worry about the art at all! Why settle for "decent" quality when someone is offering to make all the art for you for free? I just don't get it.
At this point of time we don't need to worry about making fantastic art, only the basics. Having such a work load on your shoulders would discourage you and even cause what happened with Lost Winds and all other group projects to happen. We aim too high and don't make the distance we needed. If you really feel so strongly about making amazing graphics, go ahead. Though I wouldn't worry about it for now.

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I don't like you, you don't like me or want my help. I don't even know why I want to help you make this!
You may not like me, but you've done some pretty great things for this group project. Revamped tiles, set up a repository, helped this whole thing get on it's feet. Just so you know, I've found you an invaluable part of this team. Though our efforts shouldn't be focused on bigger and better but actually building it together.

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Now I am done here, and at the risk of sounding arrogant: you missed a great opportunity.
There are still plenty of opportunities for you, I, and the rest of the Gmg. At the moment let's just take the opportunity to put this together then you can use your artistic skills to make it amazing.


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on December 31, 2009, 02:30:34 PM
Wait, stop! Why are you quitting Hammy? I haven't been on the computer recently because allot of things happened at my end of the screen and I've been incredibly busy, but why are you quitting? I have to hand over the computer now but please try to summon up why you're quitting in a post for me.

This project needs you!
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on January 01, 2010, 07:06:46 PM
Ok, I've read through the rest of the posts, but I still don't understand why you're resigning. If you don't like the story I'm sure we can have a revote seeing as how the project has been dormant for awhile. Personally I like the settlers idea as it keeps plot detail to a minimum whilst providing a semi-progressive "pick up and play" goal which (in my opinion) works quite well for a handheld game. Furthermore the story is entirely relevant to gameplay, in view that the merchants are shop keepers, the surrounding hills are explorable dungeons and the monsters are enemies. Every story element is included in the gameplay, an aspect I consider pretty neat considering how most RPGs boast lengthly plots concerning "an ancient wizard/king who created a powerful weapon/spell/magic item in order to defeat the invading kingdom of such-and-such/so-and-so" and yet feature hardly any of said elements when it comes to actual gameplay.

As for the graphics, draw whatever you want! There's no reason you shouldn't draw more tiles, but personally I'm content with what we have (and Gan is too by the sound of it). You've done a terrific job on the terrain tiles, and if you wanna do even more that's great but I think we can release the game as is graphic-wise if they end up threatening to delay release or something. As for animation, that's really up to Gan as he's programming the engine and may feel that excess visual effects and whatnot are better held off until a future update.

As for not liking Gan, you and Gan are thick as thieves! ;D You always bicker and quarrel, but you always end up brainstorming together again a week later. Please don't resign, the project needs you...
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Swamp7hing on January 01, 2010, 09:22:07 PM
CANT YOU SEE YOUR CONSTANT FIGHTING IS TEARING US ALL APART?!

A team is defined by those in it. Every member is just as important as the next.
So, no disbanding, please!
Opinions do count, and in the case of a creatively-oriented team - democracy doesn't always win out.
We aren't on a timeline.
We don't have a production company funding us.
We've got plenty of unique members, each with their own skills.
Now instead of fighting between ourselves and childishly bickering about who is right, who is wrong, and who doesn't like who -

Let's make a game.
And have fun doing it.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on January 02, 2010, 04:16:20 PM
I'm over myself, my apologies.

I'm still not satisfied with the tiles and am re-redoing them.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Swamp7hing on January 02, 2010, 09:02:38 PM
Sounds great, I look forward to seeing the updated set so I can begin mapping. What levels should I start with?
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: WarHampster on January 04, 2010, 03:30:46 PM
New tiles in the works:

(http://i13.servimg.com/u/f13/11/03/78/78/grass10.png)

(http://i13.servimg.com/u/f13/11/03/78/78/tree110.png)

(http://i13.servimg.com/u/f13/11/03/78/78/tree210.png)

I think that these look a lot better.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on January 04, 2010, 04:33:43 PM
Wow, that grass tile looks great.
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What levels should I start with?
I'm thinking New Town. The last post on this page:
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gmgroup;action=display;num=1255890873;start=60#60
Should give you a visual of what it probably would look like.

-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: EqwanoX on January 15, 2010, 09:55:00 AM
the problem with story is its alot more work, cause it involves more graphics, characters, diolouge, and coding. its not neccisary unless you really have a story worth telling, also people are more into the gameplay and dont pay much attention to story

im just saying leave it out in hopes of increasing the chance of the game getting finished
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Gan on January 15, 2010, 11:01:14 AM
I'm not quite sure. The storyline is broad meaning that we can make it as inflated or deflated as we want. We have nearly all the graphics we'll probably ever need, we have around 4 characters(I'd like maybe an extra in New Town) and monsters are easy to make with the large npc sprite list, I'd love to keep dialogue minimum(as I sort of want the player to get the gist of the game without reading), and all the main systems are finished(except saving which I plan on doing immediately). Our gameplay is going to be pretty awesome, especially with how things are set up and the currently being re-revamped tiles from WH. Though it'd be nice to have an equally great storyline.
At the moment the game is nearly all ready for the storyline, soon I'll be at a stand-still in development waiting for the storyline resources and other resources that may go with it.

Have you watched the latest video? Things are looking brighter...
Latest iPhone RPG Video Includes Item System Preview (http://web.mac.com/avisaria/itempreview.mov)
(For a better viewing experience, you may want to right click and save to your hard disk then view it full screen in QuickTime)


-Gandolf
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Silverwind on January 15, 2010, 04:18:59 PM
I hadn't seen that one. Really nice. :) This game is already better than the products of many online developers. I reckon we could really make a name for ourselves if we finish it and possibly put together a website.
Title: Re: iPhone Project: Storyline ~ Go Nuts
Post by: Connors on May 14, 2010, 12:02:03 AM
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By using yipe as an example, are you saying you want the art to look awful :P?

I'm just about done here, it seems that you don't have anything for me to do and are content with reusing the rougesoft and lost winds sheets.

I'm completely willing to put a lot of work into this and make the game look nice, of course if that conflicts with your idea of a simple RPG then you can make all the art in an hour by palette swapping silver's stuff.  

I got 2 things I wanted to point out about sprites:
1. If they are all of similar style and quality, they will look okay together whether they are simple not and
2. There's no need to work so hard on the sprites that it looks like more work went into the sprites than into the gameplay.
If you have amazing/fancy/detailed sprites in a crappy or boring game it becomes sort of pointless.*
*not that the game looks crappy lol