What's hot, what's not. General Video Game discussion
Morkulv
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by Morkulv » Tue Jan 24, 2006 11:34 am
Not if you try it out, and buy the program later when you have the money.
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by Machine-Whisperer » Wed Jan 25, 2006 1:48 am
Phoenix Ravenwolf wrote: one thing you would deffinitly need is a good storyline/plot. I'd be willing to help out witht that, and possibly some conceptual art.
Well. if you can get thatpart done up. and I'll make the 3D graphics and Data, All we need is a good programmer.
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by Anubis » Wed Jan 25, 2006 7:21 pm
you know how to script?
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by Anubis » Wed Jan 25, 2006 7:23 pm
know what i'm just thinking randomly what if i put a mod in so that after you put in a code, the tanks turn into rubber duckies on wheels
also i'm think of doing a foamy mod where the player turns into foamy with a twinkie cannon
"twinkies for all!!"
-foamy-
Machine-Whisperer
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by Machine-Whisperer » Wed Jan 25, 2006 9:59 pm
Modding is a whole different story then... If you can get a hold of this thing called Source SDK then That'll be too good.
SDK= software development kit.
it comes with halflife2 collectors edition I think.
This device essensially allows you to mod Halflife2, ie adding models and maps.
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by Anubis » Wed Jan 25, 2006 10:06 pm
what about the unreal engine, my brother got a game editor that allows you to do anything !! with a special edition of unreal
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by Machine-Whisperer » Wed Jan 25, 2006 10:14 pm
pffft. I would help. but how do I import my models into it?
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by Anubis » Wed Jan 25, 2006 10:31 pm
i don't know i haven't got the software yet
Morkulv
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by Morkulv » Thu Jan 26, 2006 8:17 am
If your gonna use the Unreal 1 engine, I can download something.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
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by Machine-Whisperer » Thu Jan 26, 2006 9:28 am
ANY engine will do... As some of the best features of a game don't come from it's graphics.
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by Morkulv » Thu Jan 26, 2006 10:24 am
Thats true. But nice graphics are eayier to create then nice gameplay (scripting is much harder then level-design).
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
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by Machine-Whisperer » Thu Jan 26, 2006 10:33 am
well. the last thing I want is a game that gets boring/repetative.
If there is storyline thats good, but if u could implement it like in the DeusX Rpg style then thats tenfold better.
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by Morkulv » Thu Jan 26, 2006 12:01 pm
I think Deus Ex is really boring as well. Too much talk doesn't work as well. I'd rather see a 'shooting-range'-game like Serious Sam then a game were you can get guns but never get to shoot them. That really got on my nerves with Deus Ex.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
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by Machine-Whisperer » Thu Jan 26, 2006 11:46 pm
.... What.. so your thinking of like a 'Battlefield' type game.
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by Ultraken » Fri Jan 27, 2006 12:35 am
I'm not sure how a Battlefield (or Star Wars Battlefront) play style would fit, though there's nothing specifically wrong with that.
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by Machine-Whisperer » Fri Jan 27, 2006 1:49 am
Exaclty... Big battles and Weres don't really mix properly.
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Morkulv
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by Morkulv » Fri Jan 27, 2006 9:19 am
Yeah, maybe Battlefield isn't such a bad example. You can allways fill in a good story line in text. I mean; lets face it, nobody likes to see complicated storylines in-game. That just sucks the vibe out of the game.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
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by Machine-Whisperer » Fri Jan 27, 2006 10:29 am
but how do you recon a game like GTA works,,
Being a part of the plot really makes it hit home.. and if possible, being able to alter the outcome of the plot like in Fallout, or of the sort. would be even better.
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by wolf_of_darkness007 » Tue Feb 07, 2006 11:38 am
I have a few ideas for such a game. I'm not sure if it'd be a good idea to have a physical shifter or more to do the sketal and body motions instead of using generic motions for the werewolves. If it's going to be a RPG then it'd be a good idea to bring in like different species to add more depth to the game, especially unlockable characters. That and if the shifter characters could fight with weapons other than their teeth and claws that'd be kick a**. lol Gotta have swords, spears, and many other melee combat weaponary. If you need music, I got Gigs and Gigs of music videos and songs. All ranging from some Rock, to Black/Death Metal to Gothic. Just don't have any Rap, Hip-Hop, nor Country. Email me if you need anything. Sorry forgot who is working on this werewolf game. Have fun and take care.
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by Anubis » Tue Feb 07, 2006 5:18 pm
cool i'll call ya if/when we might need it
Morkulv
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by Morkulv » Wed Feb 08, 2006 4:35 am
Soundtrack isn't a problem. I've got a whide music selection over here.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
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by Shadow Wulf » Wed Feb 08, 2006 11:06 am
I want some electronic mixed with rock.
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Morkulv
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by Morkulv » Wed Feb 08, 2006 2:17 pm
Worry about the game first.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.
Anubis
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by Anubis » Wed Feb 08, 2006 6:27 pm
yeah, we don't even know what the story is.
Morkulv
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by Morkulv » Thu Feb 09, 2006 6:04 am
My advice: Don't make the story too complex.
Scott Gardener wrote:
I'd be afraid to shift if I were to lose control. If I just looked fuggly, I'd simply be annoyed every full moon.