[WT]  [Home] [Manage]

Posting mode: Reply
[Return]
Name
Email
Subject   (reply to 348)
Message
File
Password  (for post and file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 200x200 pixels will be thumbnailed.
  • Currently 158 unique user posts. View catalog

  • Blotter updated: 2009-09-06 Show/Hide Show All


File 125824676798.jpg - (68.13KB , 1024x780 , 1255575289721.jpg )
348 No. 348
Hey /sanc/

Is it possible for us /x/philes to EVER really get any project done?

I'm going to show you four projects I've been involved in in the fast few months, all of them ended up in fail:

1.- THE NEW EDEN PROJECT: http://xparanormal.ipbfree.com/index.php?
This was an attempt to start a real life town populated with /x/ types. It was great for a while, as we all pontificated on what the rules of our town would be, and what the lifestyle would be. We sorted out education, governance, traditions, even a freaking radio station. I tried to give some ideas here and there, but in the end no one has the physical means to actually put real work. It ended up as just dreams. I don't blame them -too- much, since this was way too ambitious but... damn, I expected a little more.

2.- THE STEPKING PROJECT http://z3.invisionfree.com/The_Stepking_Project/index.php?
This was an attempt to create a videogame. Again, we had a great start, good writerfags giving ideas, a sort of novelization came out of it, we had some concept sketches, some concept music. But then drama happened. A guy named biogenesis tried to take over, and started his own competing project. Stepking never recovered. Which leads us to

3.- THE LUCID X PROJECT http://s3.invisionfree.com/lucid_x_game/index.php I joined this from the beginning, was user number 2 in the boards, and offered use of my point-and-click game engine. Things went well, then biogenesis gave me an ultimatum: either I modified my engine to show the dimensions he wanted, or my engine was out. Not being someone who takes well to ultimatums, I got my ass out of there in a hurry. Biogenesis then, as some of you may be aware of, started a memorable spam campaign in /x/. I have to give this to him: he was motivated. But it seems no one else was as committed as him in the end, and once again we ended up with abandonware. Which leads us to the last shining example of fail:

4.- THE LIVE CARGO PROJECT http://www.fableforge.org/forums/community-projects/-live-cargo-project This was my project. I started it before Biogenesis declared me his nemesis. I tried, people. I got writers, a ton of voiceactors, we had a good thing going for a while. But maybe I'm just not made to be a leader, because people started going MIA without explanation. We started waiting on them, things started slowing down, until once again, it died too. This fail is on me.

What's wrong with us /x/philes? Why can't people finish what they start? I did. I built a motherfucking engine and its still there, gathering e-dust in cyberspace. I guess I just wanted to rant. It would be great to complete something with people from /x/.

But let me end in a hopeful note: maybe /sanc/ will be different. While /x/ is drowning in the shit that overflows /b/, /sanc/ goes on with actual thinking people. Can things be different here? Does /sanc/ want to make a game? I don't want to be the leader, I already saw my fail once. I want to help someone else to be a leader, and see if people can actually contribute and get something -done-. The engine is there, all it needs is artwork and writing, everything works. And whatever new features are needed, I'll code them. But do we have the most important ingredient: WILL?

tl;dr: does /sanc/ have the commitment to create an online point-and-click flash game?


(it seems this thread got deleted with the crash a while ago. Here's a repost out of my wonderful browser cache. There were great comments too, too bad I couldn't save those)
Expand all images
>> No. 349
I want to see how far we can go with the NEP, even if we can't really pull it off. I just want to see what, if anything, we can do, and the NEP would be a good starter to see how far our potential goes.
>> No. 350
>>13153
give up, something like that requires a LOT of money, winch we dont have, and it would fail because the /x/philes are scattered across the world, how the hell can you expect them to all move to 1 single town? many, if not most of them would have to travel a REALLY big distance...

and about the point and click game...what the fuck do you care if others abandon the project? continue it no matter what, gather artwork around, use the story you already have, and just ask for voice actors, you dont NEED anyone else to make a game.

anyway...i would love to help with the game, but i suck at drawing so i will have to stick to writing ideas for the game.
>> No. 351
File 125825310432.png - (133.71KB , 339x500 , The-Secret-Garden.png )
351
Okay, I'll bite. I can't promise anything, but I have been very interested in the Fableforge engine. I have had an idea for a game for awhile, and I have no idea how good it is. I suppose posting the idea here is as good as throwing it away and giving it to someone else, but maybe that's better than it just festering in my mind.
I had in mind to do it with a 3D framework in a Final Fantasy style, but I have not written off the idea of using a point-and-click engine like Fableforge.

Anyway, please try not to laugh at this one. I wanted to make an RPG based on Frances Hodgson Burnett's Victorian-era classic, The Secret Garden. Now, how does one make an action-packed RPG out of a sappy novel about a little girl who learns how to be nice to people?

As I read this story over the last month or 2 (always in my gf's bathroom), I always imagined each emotional encounter as having a "dream world" or "dreamtime" counterpart where little Mary was actually carrying a big sword (or maybe some other kind of weapon) and slaying demons and such. (I'm thinking some non-canon encounter with a young Rajah in India just before the Cholera outbreak could facilitate her ability to do this.)

Meeting new characters such as Dickon and Colin (and maybe even the grumpy gardener) would add them to your OBE warrior party. In fact, the rescue of Colin from his own hypochondria, I envisioned as slaying a nasty horned skull-headed demon that had him chained to his bed.

Growing things in the garden during the day would add to HP, magic, etc for when you fought at night. The nighttime (and sometimes flashing into it during the day) version of the place would be the same, just darker, more eerie, and of course crawling with all manner of nightmare creatures for grinding.

I have no idea if Fableforge would work for something like this, which is why I am currently looking into freeware 3D RPG creator programs. I know that even if nobody else is interested in this, I can still do it myself eventually, but I just thought I'd throw it out there for anyone who likes the idea. Surf Wisely.
>> No. 352
>>13159
yyyyyeeeahhhhhh...how can i tell you this withount sounding like a jerk...that idea has already been used, ever heard of american mcgee alice? yeah...turn an innocent book into a twisted 3d game with bloodshed and a little girl with a big sharp dagger...
>> No. 353
>>13161

Have heard of it, and no, that's a completely different atmosphere. I'm not trying to make it all twisted like that. Honestly, the existence of that never even crossed my mind, even though I was aware of it, but had forgotten.
My take on Secret Garden would be just as much like American McGee's Alice as Firefly was a live action version of Bravestarr. What? They're both Westerns in space, right? ;-)

My few paragraphs didn't really do justice to my concept. It's not a 3D action little-girl-with-dagger-spilling-blood thing. The "awake" portions of the game would follow the novel almost word for word, being as faithful to it as possible, and attempting to keep all the innocent atmosphere of the novel. But during the dreamtime sequences, there would still be fights, violence or whatever, and even some scary monsters, but there wouldn't really be any gore. The idea is that they're demons, or ethereal nasties, so they'd be relatively bloodless. And if you "die" when you're fighting in dreamtime? You just wake up and the previous day was just a dream.

Honestly, I'm keeping it kinda light and maybe even *gasp!* kid friendly! If that's too tame for ppl, well then they won't like it and just won't play it.

But it's like saying From a Buick 8 is just Christine over again. However, I can see why you'd think that, based on my quick rundown, and the fact that you can't read my mind. :-) Surf Wisely.
>> No. 354
>>13163

Dude, I only know bits and pieces about the Secret Garden, but I think your idea sounds pretty sweet. And while the "Children's Tale Gone Bad" trope has been done before, it's a broad enough 'genre' (if you want to call it that) that you can easily get away with doing something like that. Otherwise, it'd be like saying that a movie where the Big Bad isn't human has been done to death. I say go for it; if you make progress with the game, keep us updated pls.
>> No. 355
My response got wiped out, unfortunately, but I'll try to repeat what I said, albeit with fewer words:

There seems to be a lack of motivation for a lot of /x/philes. Maybe it's the fact that there are fewer people that browse /x/ than other boards. (A ton of people browse /a/, so it's easier for them to get something done.) I think it'd be better to start with something small, then build trust and get an idea of how everyone acts, then move on to something bigger. Like, first a very quick game with no voices, maybe based on an existed idea, then a bigger, more original game. A large task can be daunting and can scare people off or make them think, "There's no point in trying, this will never happen."
>> No. 356
why do we absolutely have to make a game?
the reason people doesn't get involved is often because things get a little too complicated for them.
i think making a /x/game sounds awesome, but i don't have anything to contribute since i have no knowledge about programming, drawing or other necessary things.
if we're going to start small, i think we should do something easy and casual that everyone can easily contribute to.
4chan's /tg/ is good at making those "casual" things. like Cultist-chan, the Angry Marines, etc. let's do as the fa/tg/guys do first.
>> No. 357
>>13171
I agree, but what exactly would the small things be? I don't visit /tg/, so I don't know anything about your examples. Are they similar to /x/tan?
>> No. 358
>>13172
/x/tan is a perfect example of /x/ getting shit done like /tg/ does.
>> No. 359
>This was an attempt to start a real life town populated with /x/ types.

come on, this is THE most ridiculous thing we have ever thought up.
>> No. 360
>>13172
"the small things" can be anything. it is never planned. it just happens. someone gets a cool idea and other people "extends" the idea. forms it into something everyone loves/hates and can contribute to.
like /x/tan. everyone can draw her and write stories of her. (too bad the only thing drawfags ever draws of /x/tan is fap material. she has/had potential to become so much more)
>> No. 361
>>13173
Not to rain on the parade, but if the only stuff /x/ can do is stuff like /x/-tan, I don't want us to ever do anything.

I think the only things we could really do that would be of worth would be things involving writing. Translating horror stuff into different languages, for example. Not just manga, either. There are non-American movies that aren't translated. If someone could translate whatever language it is, and someone knew how to put subtitles on video, and a team could get together to work on it, it could be a realistic goal.

When it comes to art, I know there are talented people who browse /x/, but there aren't a lot of /x/ comics drawn by /x/philes. I think this may be because the artists aren't sure what to do as a comic or are afraid to create a story to go with the art. It might be worth setting something up where artists and writers can throw out their ideas and hook up. An artist puts his stuff out there and says, "Anyone want me to draw a story?" A writer asks, "Anyone want to draw a story for me?"
>> No. 362
>>13174
I say dream big or go home. That said, I'm not going to put any serious effort into a project of that sort if all the other people seem to have wildly differing ideas about how to make it happen, and by "wildly different" what I really mean is that most of the posts I read on the New Eden board look totally ignorant and the process was useless. I'm not about to try to create or take over a town with people who aren't familiar with the kinds of complexities revealed in, say, Jared Diamond's Collapse, or at The Oil Drum. It's a terrible shame, because it would be awesome to create such a community.
>> No. 363
>>13170
I agree about starting small, glad you reposted. I'll end this post with some ideas on what starting small could mean in a game.

Before that though, I don't want to hijack my own thread (lolwut) but I just want to say this about New Eden in response to
>>13174
>come on, this is THE most ridiculous thing we have ever thought up.

We could "start small" with that too. The last thing we were discussing before the forums died, was to just invest 50k to buy some lonely roadside gas station/motel/restaurant combo in the middle of buttfuck, KS or something (a la Bates Motel). As long as it makes enough money to barely sustain itself (and lots of backpacker types volunteered for seasonal DIY work), it could eventually grow into a small community. A crazy community sure, maybe one I would never take my kids to, but still, a community of /x/philes.

Anyway, back on topic:
Starting small, and given that most of us are writers, perhaps we should just do a "Choose your Own Adventure" book on the engine. It would be dead-easy, you write the pages, you give an illustration (whatever image you can steal online), and you give a button. When they click the button, choices appear: "Do you still feel like taking that shower?" "Do you go out to investigate the noises?" "Do you ignore everything and keep on browsing furry porn?". Just like a Choose Your Own Adventure book. This requires the barest minimum of will and commitment, I'd say it hardly requires a team. Any lonewolf guy who really wanted to could do it.

Something more elaborate would be your typical point-and-click game, kinda like Myst, where you actually click on hotspots on the screen to solve puzzles or interact with the environment/NPCS and navigate amongst different locations/scenes. See the tech-demo (I made it in like 4 hours, loooong ago) at http://www.fableforge.org/game/warehouse-ghost or watch the first few minutes of http://www.youtube.com/watch?v=Bx6snEm7_J8 to get an idea.

Even beyond that, you could get really fancy if you have the skills (or if you have someone to help you who does) with things like video cinematics, animated sprites, even actionscript interactivity directly over Flash.

Before /sanc/ crashed, someone had posted something about how the leader should be a jack of all trades who in a pinch, could get things done himself, but is more "motivating" than "motivated". I agree with that 100%, and I'm not that guy. I'm a bit of a misanthrope; I can't motivate others. But if some other leader rises who can, and who can do all of these other things we need in a leader, I know I'd follow that guy and bust my ass making sure the engine is perfect.

Maybe we should team up with /tg/. Make it "The TGX Project"? We provide the creative ammo and someone from /tg/ brings the game design skills (someone needs to learn to code in the engine after all, I don't think it's too hard, but I'm biased. See the tutorial: http://www.fableforge.org/wiki/step-step-beginners-guide-fableforge )

Anyway, tl;dr:
start small = choose your own adventure book;
a full fledged point-and-click game = some good leader + /tg/ + us
>> No. 364
>>13159
I think your idea is very valid for a game; I never got the vibe that you were going for a American McGee fairytale dystopia, actually, what I did think of was more like The Path: http://www.youtube.com/watch?v=CflFwchrOgE

I don't want to BS you about what FableForge can do: FF can put things on the screen that you can click on, and by doing so, other things on the screen turn on or off, or you may travel to a different screen with different things on it. Sure it has soundtrack music, a text log, savegames, it can keep variables like HP, can use randomness, etc etc and the "things on the sceen" can be complex animated actionscripted movie clips or even minigames, but at the core, its still a point-and-click thing.

I will say this though: its MUCH easier than making a 3D game. If you are not comfortable making 3D models, rigging them and texturing them, or if you don't have someone to do that for you, or if you don't want to use generic recycled free stuff, then 3D games are not for you. Speaking only for myself, I find it much easier to screencap things from videogames and photoshop them, then use them as FF assets.

But I think your idea is good and it would make for a pleasant game; if you have any questions or anything specific, let me know and I'll try to help.
>> No. 365
>>13180
jesus, just give up on the game already.
it's too complicated for everyone to enjoy.

translating movies is actually a decent idea.
>> No. 366
>>13180
Can FableForge do something as simple as a Choose-Your-Own-Adventure story? I'm planning to write one (got some really good ideas today), and I wouldn't mind trying to make a game out of it. I just thought FableForge wasn't that sort of thing. Granted, I never looked into it much because I don't know anything about point-and-click games. Once I get a bit of the story down, I might look into making a game of it.
>>13183
>translating movies is actually a decent idea
I have an account at Cinemageddon, and they have a ton of unknown movies, in all sorts of languages. If someone knows of a movie from their native country that currently doesn't have an English translation, I could try to get it, so the person could translate it. I don't know anything about how to put subtitles on a video though.
>> No. 367
>>13163
i have no idea what bravestar is, but i think i understand your idea now. and all i can say is...DO WANT!
>> No. 368
>>13181

>I never got the vibe that you were going for a American McGee fairytale dystopia,

Somebody did, but that's okay. :-)

>what I did think of was more like The Path

Hard to tell exactly that it's like/about just from that clip, but it does seem creepy. Probably creepier than what I'm going for. I'm going for kind of "safe creepy" where it's kinda spooky enough to be thrilling, and emotionally disturbing, but the good guys win in the end, and you don't really die.

>I don't want to BS you about what FableForge can do... variables like HP, can use randomness, etc etc and... still a point-and-click thing.

Well, the variables thing is a biggie for me, as that's kinda necessary for a real RPG. And honestly, I think you are right about it being easier to do than a 3D thing. I built a few UT levels back in the day, but modeling? Not anytime soon.

>But I think your idea is good and it would make for a pleasant game;

Thank you, that's pretty much what I'm going for. A game where you level grind (at least a little), fight demons, but at the end of the day, can still be classified as "pleasant".

I guess it's going to come down to having enough time to learn how FF works. I have an account there already, but haven't done anything with it yet. I was going to make a test game first, something simple with mechanics like those of the Sc4v3ng3r warehouse demo, or probably even simpler than that.

Do the games made with FF always have to be played from within the FF site, or can they be made standalone?

Thanks for your input, by the way. Surf Wisely!
>> No. 369
>>13188

Bravestarr was a Filmation cartoon about a Native American sheriff on a planet called New Texas. His mentor (father? grandfather?) was a shaman, and there were all manner of aliens. His horse was a cyborg who was just as comfortable standing on his hind legs like a person...

Well, lemme just direct you to this fansite:
http://www.bravestarr.org/v2index.html
(Not mine.)

Anyway, as far as the "do want", I'm glad to hear that! I'll see if I can't learn a few FableForge tricks and get to it. This could be fun! And don't get me started on my web-based MORPG (only one "M") I've been picking at for the last 5.5 years! Not even 1/2way done, let alone hosted anywhere yet. Surf Wisely.
>> No. 370
More Secret Garden/Fableforge thoughts.

This is not going to be in the SCaV3NG3R universe, but the whole "shadowside" thing might be a quick and dirty way to make the "dreamtime" world.
Does it require the ritual cellphone thing, or is there a way to expose the whole thing? Surf Wisely.
>> No. 371
Tried RPG Maker VX... Not 3D, but still could make a standalone..... If it didn't crash during simple stuff as laid out in the tutorial, I'd like it, but I can only see the "Failed to *whatever*" error so many times before I have to give up.
I have another game design studio thing, which will probably be out of my league as well. I should just stick to Perl. LOL! Surf Wisely.
>> No. 372
I'd definitely be down for producing some sick ass background music if /sanc/ ever really attempts this.
>> No. 373
My post in this thread disappeared with the rollback but basically:

My advice to approaching a game project is not to gather resources required to create the entire project but to complete it in stages and milestones. Even companies know better than to hire all the staff at once. They contract for the stage of development that requires them.

Also it's important to have most things planned out from the start and to lock those requirements in. Working in milestones motivates people and gives them the sense that work is being completed. If you simply have a pool of contributors always coming up with new ideas, experimenting, or forcing other people to redo work so it fits with their portion, it's like the project will never get done. By the time you're knee deep in accomplishments, you have a lot of scattered work without any purpose.

Pseudo Timeline:

1. Create the design document. Include the game mechanics, story elements, delivery medium, limitations, and a skeleton of the user's journey. At this stage you'd only need a Lead game designer/director, Writer. You could also use a technical artist or lead programmer to help you figure out what you're working with.

2. Asset creation. Begin creating the artwork and style. Detailed level designs. Basically make the game work as a proof of concept before actually building the game. Basically you should be able to watch the game assets together in the form of a non-interactive movie.

3. Building the engines. This is where you put it all together, cut corners, patch up missing points you didn't account for, scale back as needed. Build additional assets with specifications already established. (i.e. skins and models)

4. Q&A - Quality Assurance. Testing. Trying very hard to break your game and tweaking it afterwards.

5. Delivery.
>> No. 374
>>13177
I like this idea of people writing stories and artists making art go to along to make /Sanct/ comics.

I think comics are especially suited to the horror genre and it would be pretty cool if we could get a /Scant/ comic series going where really anyone could contribute.

I myself have written a few short stories that I was thinking about posting on /Sanct/ as copypasta but the problem is there short stories, like a couple pages, and are kind of too long to be posted as copypasta.

However if there are any artists out there that want to collaborate I'd be willing to supply the story and work with them to make a cool /Sanct/ comic.

Just respond to this post if your interested I guess. If there enough interest I'll make a thread in the /ml/ Mad Laboratory which is really where this post should be.
>> No. 375
i have only one suggestion.

an rpg based on the holders series.

so much inventory, so many combinations of items. so much canon outside the 538.
even the biggest negative point, its repetitiveness, would add to the maddening effect of the game.

just my two cents
>> No. 376
>>13185
>Can FableForge do something as simple as a Choose-Your-Own-Adventure story?
hell to the yeah. You just need to type each page, and find some image in the internet to go with the text, and then code a single interaction at the end allowing the player to navigate to the other pages.
Combine this, with this:
>>13216
>Sanc comics

Get a writer to write a cool Choose Your Own Adventure, get some guys to draw comics (one per page), then get this:
>>13210
>I'd definitely be down for producing some sick ass background music if /sanc/ ever really attempts this.

and we got a nice old fashion multimedia experience. Heck, if the programming of the interactions at the end of every page intimidate you, I volunteer to make those.
I just don't want to be the leader guise. Someone else needs to carry that responsibility, maybe the writer?
>> No. 377
>>13190
>I guess it's going to come down to having enough time to learn how FF works.

By all means, make some tests, click on the titles inside the editor (anything with a question mark) and read the help, boring as it is, its all there (p.s. high five for another perl programmer!)
The variables thing is very primitive though; I wouldn't personally do anything that required a formula in it. You can trigger events when certain variables reach certain numbers, and of course, you can have events add and subtract from the variables, but that's it. Doing RPG style formulas (like, I don't know, calculating the power of a spell based on the character's WISDOM score plus the sum of a magic item, then subtracting that from the magic resistance of the enemy, and converting the difference into damage, then subtracting that from the enemy's hit points, etc) is possible, kinda like sculpting granite with a kitchen knife is possible, but not really the intended design. The intended design was for way simpler things, such as -when the character HP reaches zero, trigger death scene- that kind of simple. Anyway, I don't want to dissuade you, give it a try yourself and see what its good for.

>Do the games made with FF always have to be played from within the FF site, or can they be made standalone?

Yes and no: the FF games will always load the engine from the FableForge website, but you can embed them anywhere in the internet kinda like youtube videos. This way I can keep updating the engine without having to worry about distributing patches.

>>13206
right now the only way to see the "shadowside" is via the cellphone, but I'm totally open to making it visible via other ways, hit me with your ideas and I'll try to code them, yeah!
>> No. 378
As this thread has evolved beyond a philosophical question I may move it to /ml/ - Mad Laboratory as that's kind of where it belongs. I'll give you time to become aware of this.
>> No. 379
>>13152
"Is it possible for us /x/philes to EVER really get any project done?"

Yes, when they're not absolutely god awful.
>> No. 381
>>379
>>379
THIS.
now let us all just shut up and do something we all can do. like drawing.
>> No. 384
>>381
>implying that everyone can draw more than a stick figure in Paint
>> No. 386
>>384
Right. So back to writing?

IMO, let's just do something to get our confidence level up. A 'Room Escape' game, maybe, won't be so difficult, or maybe a 'spot the difference - mindfuck version' game.

It doesn't have to be games, I remember a few youtube videos which were basically readings of popular creepypastas which were great quality, especially the 'WITNESS' one. Maybe we can start by making videos of what content we do have?

Or if you're set on drawing then draw us something, drawfag. Comics. Creepy Images. Heck, maybe shop the hell out of some stock photos and post it to accompany your favorite creepypasta (like smile.jpg, and how every SCP has its own accompanying image).

tl,dr: Let's start small and work from there.
>> No. 392
Okay: lets make a Choose your Own Adventure book. How hard can this be? 200 pages (and by "page" I mean some 1000 characters give or take). If it turns out good, it will inspire some art. And if that turns out good too, -then- maybe we revisit the game idea.

You know what else? Let's write this without a plan. Entirely "Whose line is it anyway"-style, just somebody write something nao, page 1. No plan, no plot, just write it.

Then someone else writes the next page (option a) then someone else writes the next page (option b), and so on. Lets see what happens... when writefags stop being polite... and start getting real...
>> No. 403
>>392
Every ending has to be "and then a skeleton popped out."
>> No. 416
>>403
or we mention candlejack and the game just suddenly



Delete post [] Password