03-08-2006, 08:43 PM | #1 |
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So, anyone out there want to make an adventure game?
Maybe an odd question, but I have a good idea for a new take on adventure games and would love to collaborate with someone with scripting knowledge. Anyone interested?
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03-08-2006, 11:26 PM | #2 |
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You should probably delete this, and repost it in the AG Underground Amateur forums. Sure you'll find people there!
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03-09-2006, 07:46 AM | #3 |
Super Scottish Hero
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You maybe need to give a little bit more info if you want to interest people. Some concept art, a plot outline, etc.
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03-09-2006, 07:57 AM | #4 |
Unreliable Narrator
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Everyone has good ideas.
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03-09-2006, 08:41 AM | #5 |
kamikaze hummingbirds
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What's yer plan Indy?
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03-09-2006, 11:24 AM | #6 |
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Well, the idea is to take the more common form of adventure games and turn it into more of a reactionary and more free form experience - while still maintaining the puzzles of course.
One thing that always bugged me about adventure games (my favorite genre) is that many times it involves pointless and illogical things. For instance, who sees a chewed piece of gum and picks it up just in case they may need it? This is why I mention leaning more toward a more reaction based system. Many of our greatest heros are more reactors than anything else. Instead of filling a game with basically running errands for folks until they give you what you need, why not fill a game with epic situations that require real thought and wit to get out of. Now I am not talking about a series of timed puzzles, but rather a series of situations that will play out based on your actions. I think in this day of advanced physics and ai, that this should be within our grasp. It just bugs me to have to follow someone else's rules in these games. Again, I LOVE these very same games, I am just excited at the possibilities of a new-ish genre of adventure games where the possiblities are almost endless. It would not be point and click, but action controlled in first person. Things would act like they do in real life. Fire burns most things, water puts out fire, gun shots are violent and powerful, people trip over things, many doors can just be kicked or rammed open, rope is useful in many ways. Think HL2's Gary's mod, mixed with The Incredible Machine, mixed with Deus Ex. Gary's mod for the physics, TIM for the building, DE for the multiple solutions. This game would take place in the past - maybe in the 60's. All of this stuff could be scripted or not and that maybe a huge undertaking, but it could be released in episodes. And now for an example: You're hiding in the janitor's closet and peek out to see three baddies down the hall - blocking you way out. How do you get past them? Well, what do you have to work with? You only have one shot left in your 1911 so that won't cut it. There's a push broom, some cleaning fluid, a mop buket on wheels, lighter fluid, a pack of cigarettes in the trash with a near-empty lighter inside, some cabinets, a smoke detector, and an electrical box. So you could set off the smoke detector, get at least one of the guys to come check it out - maybe set the broom across the door way to trip him as comes in - then knock him out with a solid pistol whip. Take his gun or his clothes or his walkie talkie for a diversion. Or maybe you ucould fill the mop bucket with the lighter fluid, punch a hole in the side, push down the hall and light the trail, or you could untwist the broom handle, sharpen the edge (or not) and use it as a weapon, or you could use the electrical box to to give a jolt to the next person to use then door handle - which might be an innocent if you don't call the baddies in there some how, or what if you just ran for it and as you passed them, douse their faces with the cleaning fluid to buy yourself some time. Point is you have some choices. You aren't running errands for the very folks you are trying to frickin save and you aren't filling your pockets with ladders, antlers and chewed gum in hopes that you might need em. Sure you could pick up and carry smaller things, but everything else can only be used. This may be a huge task and very difficult, but if you had a good engine and some scripting smarts, you could build these in episodic form, with only three or four of these type scenarios at a time and in the end just funnel the player somehow to the same end to start everyone next time at the same beginning. No rules adventure game where game over is death or just burning every useful item you had accidently and having to try again. You know how in some games, you replay the same scenario several times, just because you know you could have done it better or in a cooler way? So who's with me? ..... .... ..... ..... (crickets....) |
03-09-2006, 12:56 PM | #7 |
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I am not with you,.. As I have my hands full already
I like your way of thinking, and the ideas are good!, but to be realistic I believe it is all a little too ambitious if you have never made a game before Fact: My own project is rather small and do not require heavy scripting, still I find it hard to recruit new folks, and the progress is painfully slow... Issues about such an ambitious concept as yours: I am sure it requires a big bunch of scripting and maybe a new engine. What did Valve pay to get their engine made? Another thing is animation. A lot of it. That requires not only talented but educated people. There are a lot of "secrets" about animation that reveals if it is amateur or pro, and who would destroy a perfect idea through crappy animation? Anyway, as Ive said, I think the idea about bringing adventuregames out of the box is nothing but brilliant! But it takes small steps at a time, or a lot of money to invest!
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03-09-2006, 02:44 PM | #8 |
Unreliable Narrator
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I think you should write a design document.
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03-10-2006, 12:08 AM | #9 | |
OB
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http://www.3dgamestudio.com/ And, if you don't want to pay for an engine, there are plenty of free alternatives. Blender is a modeling/animation application, but it also has a built in game engine: http://www.blender.org/ If you want to get your hands dirty with hardcore coding, there are plenty of choices there, too. Ankh used Ogre3D(which is not an engine contrary to some of the articles I've been reading...it's only one part...the renderer): http://www.ogre3d.org/ Anyway, there are a ton of choices.....see all of the 3D ones here: http://www.devmaster.net/engines/ 2D adventure engines here: http://www.adventuredevelopers.com/engines.php
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03-10-2006, 03:45 AM | #10 | |
Dread Pirate
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Seriously, I think the point has been made here, but you need a design document with some pics and, most importantly, a good story supporting it before you'll get far recruiting a team. That's what I found in the case of Rise of the Hidden Sun, anyway, and even then it's hard to keep people focused and on the project for long periods of time. It can be done, but it's the exception more than the rule. You've got to be really committed to this idea. |
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03-11-2006, 06:45 AM | #11 |
The Greater
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"you have only one shot left in your 1911, so shooting them is out of the question"
Actually, the 1911 fires the powerful 45. APC round, which would be more than capable of ripping through 3 bodies. (given you shoot them in the right place) |
03-12-2006, 03:49 PM | #12 |
Wandering Swordsman
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This is a cool idea, but I can see a few difficulties arising:
1. Assumedly, a gun can kill any character in the game. If you only get a "game over" from dying or wasting all the items... how does the game continue if you kill an important character? 2. Having the type of problem in your example occur in realtime 3d, I'm assuming timing and placement of items would have to be precise for things to work as planned. I could see the player having to reload many times to try and get the broom to fall in the right place at the right time. It would probably take many, many tries in a Half-Life style physics engine. |
03-17-2006, 02:26 PM | #13 |
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Okay if you could kill three armed men with one shot of a 1911 - you have no business wasting time on adventure games.
Anyway, if use up all of your items you either have to make do or reload. As for killing an the wrong person - the overall story wouldn't be THAT freeform - just how you choose to handle these "little" situations. And there would definitely have to be a gameply system inplemented that would make doing these various this as user friendly as possible. I just hate how in adventure games sometimes, you feel as though you can't full wrack your brain for the solution to a puzzle because you aren't sure if you have even seen or picked up all the items that are needed. Why not a game where the problem precedes the item gathering and you can do it how you want. If you'd rather keep the broomhandle as a weapon, then use your head to figure out a different way to even the odds. I don't think any of this would require THAT much more animation than a normal well made FPS like Fear or HL2. Imagine walkthroughs being a thing of the past and players instead posting how THEY got out of a situation. Also, if you have a decent understanding of science, you may do it this way, where a more mechanical minded person would do it this way. We only build the world - the player makes the puzzle solutions. I'm excited at the posibilties. |
03-19-2006, 11:44 AM | #14 | ||||
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03-19-2006, 03:08 PM | #15 | |
Hitch-Hiker
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Regards, DaSilva "If you don't get out of the box you've been raised in, you won't understand how much bigger the world is." - Angelina Jolie _ <Susan falls through the floor and gets stuck> <Paco looks at her blankly> "Whats wrong with you?! Lassy would of had a firetruck here by now!" - Susan Mayer, Desperate Housewives |
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03-19-2006, 07:34 PM | #16 | |
woof
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03-20-2006, 11:10 AM | #17 | ||
OB
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The Disenfranchised™ - A Film Noir adventure series for the PC. Coming later. Last edited by Orange Brat; 03-20-2006 at 11:37 AM. |
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03-20-2006, 12:35 PM | #18 | ||
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Yes in theory you can do almost anything with some of these scripting languages but the reality is most of them simply aren't powerful enough in the end. Can you do complex physics with Adventure Game Studio's scripting language? The idea you could create something next gen in 3D GameStudio is a complete joke, even try to do anything close to next gen and the engine will bring even the most powerful PCs to their knees. I know, I've used it. Quote:
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03-20-2006, 01:24 PM | #19 | ||||
OB
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Anyway, a larger project can be pulled off if you have the plan and keep your vision clear and concise.
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The Disenfranchised™ - A Film Noir adventure series for the PC. Coming later. Last edited by Orange Brat; 03-20-2006 at 01:38 PM. |
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03-20-2006, 03:55 PM | #20 | |
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Let me tell something you, "professional game maker" or whatever you call yourself. You ever think that maybe the problem with the adventure game genre (or games as a whole for that matter) might be you so called professionals with no imagination or balls enough to try new things? Or maybe its that game makers are too concerned with holding the player's hand to allow them to actually think. Some of our greatest and most legendary games going all the way back to GD checkers forces the player to think ahead or they either lose or have a real tough time winning. Thats the whole point. Just like in life, there's always a way to proceed, but if you make bad decisions in this game, you'll have a tougher time of it. Hell you could even put a retry option in there for those who want less of a challenge on the noggin. Folks like you , you know? And I am not looking for someone else to do the damn work, just a team of peolpe with some SMARTS (Orange Brat) who care about making games and who will work as hard as I would on my end. DId I say this was easy? Did I say it was cheap? No. I'm just over here letting my imagination and creativity go. I'll let the stiff asses like you worry about the how's and why's. But damn this genre needs people like me more -just to give it all a kick in the pants. Next time, read a post a bit more carefully next time before spoutin off with rude accusations. |
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