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Posted: Wed Jan 31, 2007 5:37 pm
by MattSullivan
I meself am a Maya artist :}

Posted: Wed Jan 31, 2007 8:58 pm
by deruty
Its true though Anubis. All you really need to do is set us up a template (storyline, cool items, neat functions, awesome stuff) and basically when you leave we'll work on it. A majority of that 2-3 years is spent building the game, not talking about it and what to do.*





*= I think.....
:P

Posted: Tue Feb 06, 2007 8:13 pm
by Anubis
Okay then,

I'll come up with the stuff, and you guys can take over when i leave in a year.

Posted: Tue Feb 06, 2007 11:05 pm
by deruty
Hoorah!


Status Update: I've got some basic movement down...sorta. I'm going to implement a sound library designed for 3d sound setup and a physics library. The sound one isn't going very well and is taking 3+ days (counting today) to finish. depending on when I can get that working I'll be finished sooner or later :/

Posted: Tue Feb 06, 2007 11:27 pm
by Anubis
I have a great idea, but i'll tell you it tomorrow. Because it's getting late and it might take me a while to explain it fully.

But for now it's kinda of peanutbutter, and chocolate thing. Try mixing starcraft, RTS, and sim city together with werewolves. I'll tell you what i mean later.

Posted: Wed Feb 07, 2007 8:03 pm
by Anubis
Okay, here's what i got for the game.

It takes place in medieval times, where mass werewolf hysteria raged though Europe. Lycanthropes are nearing extinction by the genocidal crusade, brought upon by the medieval Catholic church and the monarchical governments.

You play as an alpha (male or female) that just gained his tittle, and the first thing you do, is plan the lycanthrope rebellion. In order to achieve this, you must organize the last for your kind, and gain their loyalty. You must increase your numbers, undermining your enemies, gaining intelligence, training your soldiers, and obtaining weapons for your armies.

Also they can get advise from the pack elders, his/her generals, mages, and the beta or second in command, to help the player beat the game.
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Any way the player must first gain the loyalty from his pack. At first they are going think he/she is crazy for being so ambitious as to rebel from the Humans' superior numbers, and over whelming power. The player has do this by getting stronger and more charismatic. So he/she can be able light hope in their hearts, so they would follow the player. The beta or second in command, will help you by giving some advice.

Next, they have to increase their pack's numbers. By improving the dogma surrounding their race, put in place by the church. They can do this by having pack members protect villages from marauders, gangs of thieves, knights forcefully drafting the men for war, and tax happy feudal lords. The do this to gain their trust, and when they are willing to talk them. They can recruit disgruntled peasants into becoming werewolves and fight their oppressive government. With the "human-born" comes valuable skills that can benefit the cause, such as black smithing, and armament. Also start mining, and collecting resources for weapons and armor.

After they start to make a name for them selves, local packs will be more willing to participate, also some good knights will wish to join in as well bringing more skills to your growing army, but at this point the player should look out at what's coming through their boarders. Some local feudal lords will send some regiments to stop you.

At this point the player should start doing some small offensive attacks. As this continues more and more packs, and disgruntled humans will be more willing to follow the player. And the armies in his/her command will gain more faith and loyalty in him/her grows. Also they should start getting intelligence, by sending spies in human form. Like the women can use their feminine wiles to get strategic info from nobles, and they can send scouts in wolf form, to keep an eye on the enemy and race back when some thing is up.

Then it's full on war, the player guide his/her armies to victory, as the player becomes legendary. Therefore the player could ask more from them.

In battle the human and werewolf sides will have different strength and weaknesses. Werewolves, are more stronger, faster, and can fight longer. They have strong immune systems so they wont die from infections after being stabbed. Also some of them can use magic both as a defensive and offensive weapons. But they are little easier to kill from the lack of armor, and have fewer numbers.

Humans have much greater numbers, armor, and technology. Also they have defensible forts. But they are slower, weaker, and can't fight for very long with out fighting. and if they get a good hit from a werewolf they can easily die.

Then when the player occupies the capital and the player has the king's neck in his jaws, the king will surrender, and the player has beaten the game.

the story would continue as the player becomes king by popular demand by human and werewolf alike. He would rule Europe into a golden age until his death fifty years later.

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Okay, now I'm done.

soooooooooooooooooo much typing! :P

Posted: Thu Feb 08, 2007 3:42 pm
by 23Jarden
Wow I never thought of an RTS. That would make things easy? Not sure on how hard it is to make an RTS.

Posted: Thu Feb 08, 2007 6:38 pm
by Kaebora
I finished my Ninja character. I'll have pics uploaded when I get home tonight. I'm starting on a generic werewolf model now.

Posted: Fri Feb 09, 2007 3:09 am
by Machine-Whisperer
23Jarden wrote:Wow I never thought of an RTS. That would make things easy? Not sure on how hard it is to make an RTS.
the hardest thing for an RTS is an 'smart' AI,
unless of course it's strictly a player-vs-player game.

Posted: Fri Feb 09, 2007 4:28 pm
by Kaebora
An example of what can be developed from my low poly base model. This took about 8 hours of work to model and texture from it.
Image
Image

Posted: Fri Feb 09, 2007 8:06 pm
by MattSullivan
That's actually a pretty detailed mesh. you could even go with far less polygons than that

Posted: Sat Feb 10, 2007 8:36 am
by deruty
Thats a really nice ninja :o

Still working on sound -.-

Posted: Sat Feb 10, 2007 12:35 pm
by Anubis
Nice work Kaebora!!! :D

Posted: Sat Feb 10, 2007 8:35 pm
by Kaebora
MattSullivan wrote:That's actually a pretty detailed mesh. you could even go with far less polygons than that
This is the poly-count that games use today, like the XBox 360. It does not exceed 3,000 polygons per character. I do have a low-res version of it, but this one looks nicer. The additional polygons in the arms and legs allow me to "fake" the movement of muscles as well.

Posted: Mon Feb 12, 2007 4:46 pm
by 23Jarden
That is very sweet.

Posted: Tue Mar 20, 2007 7:48 pm
by Shadow Wulf
Its amazing how often this idea keeps coming up and yet never the will to keep going.

Posted: Thu Mar 22, 2007 5:16 pm
by Morkulv
Do we have a programmer yet? :D

And if you guys need music for the game, call me! I'll be happy to play some nice ambient-tunes or something. :P

Posted: Thu Mar 22, 2007 5:33 pm
by White Paw
wow!! isnt that just niftty :o 8)

Posted: Thu Mar 22, 2007 9:01 pm
by Kaebora
Projects like this never work well over the internet, rather than in person in an office.

Posted: Fri Mar 23, 2007 6:52 am
by Shadow Wulf
People that make mods work over the internet sometimes. And they turn out great.

Posted: Fri Mar 23, 2007 3:10 pm
by Morkulv
Yes, but most of the time those are determined programmers and people who know what they'r doing.

Posted: Fri Mar 23, 2007 8:14 pm
by Kaebora
Most of the mods that made it big were groups of friends that worked together in person. Counter-Strike, Garry's Mod, Action Half-Life, and even Day of Defeat.
I'm not discourageing the idea of making a Pack game, but the time it will take to make it happen will be many times longer due to the fact that the project has to be transmitted in chunks between many people over internet connections. Due to this fact, projects such as this run out of production time. Personally, I have very little freetime on my hands to even model a few characters and objects. Others here may have time to do such a project now, but may later hit a bumpy patch in life and have to postpone their work.

In related news... the Half-Life 2 mod "Iron Grip" recently made an update that allows you to use attack dogs with a dog whistle. Another added bonus lets you PLAY AS one of the dogs...

http://pnmedia.gamespy.com/screenshots/phl/77246910.jpg

Fido with an assult rifle. A deadly combo. :o

Posted: Fri Mar 23, 2007 8:40 pm
by Scott Gardener
I'm impressed with how this project is coming along. It's come a long way already from concept to momentum. It's looking like I could in maybe in a year or two find it on the shelf at Best Buy, buy the thing, sit down in front of my computer, and play it! (Please tell me you're making a PC version, and one that Vista can handle...)

Posted: Sat Mar 24, 2007 8:39 pm
by Morkulv
Scott Gardener wrote:I'm impressed with how this project is coming along.
Are you serious?

Posted: Sun Mar 25, 2007 12:26 am
by Kaebora
Indeed. We really haven't accoplished anything yet. That screenshot I just posted was just a bit of humor from another game you know, and those models I made probobly wont be implimented into any final product. I mean, why would there be ninjas in a werewolf game? LoL!

It's good that you want to encourage us though.