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Questions for the dev team

Posted: Tue Oct 28, 2008 8:35 am
by patio
I'm curious, have you guys made any games before elysian shadows?

and do you have a name for your team yet?

Re: Questions for the dev team

Posted: Tue Oct 28, 2008 8:55 am
by MarauderIIC
I had a MUD engine that I'd been coding by myself that'd gone through a number of total rewrites due to bad coding limitations (I used it to learn with), the last of which was about 3 years' worth of code...? Didn't finish it because of a hard drive failure, although the completed features included
- Dynamic, load-on-the-fly server configuration
- Dynamic, load-on-the-fly room set, item set, npc set
- - This means that new rooms in a zone mapped to old rooms, providing a player with a seamless transition if they were in a zone that was reloaded (and default room in case of error)
- World time
- - Planned to drop-in triggers based on world time that loaded different room/npc/item set
- Ingame room, item, npc editor
- Various chat channels based on room, zone, world, server
- User config files
- 100% working netcode (since earliest iteration)
- Well-put-together help system, find structure the same as find command structure
- - Picks first match matching all or part of the command you've written, execute (req. code command processing by priority)
- Basic battle system
- Basic spells & abilities
- Basic party system, incl. 'charm' spell
- Basic follow system
- - Customizable enter/exit messages. "Blah enters from the ... exits to the ... "
- Basic level system
- Full ANSI color
- Vague structure of npc scripting
Some other stuff I'll probably think of later.

Games as a team? None

Name for the team? We were tossing around a few ideas but I don't know that we settled on something yet.

Re: Questions for the dev team

Posted: Tue Oct 28, 2008 9:09 am
by Falco Girgis
Games that I've finished: none.

I had a few major projects:

DCShooter: 2D Platform-style shooter for Dreamcast.
- 4 player support
- basically jumped around a nonscrolling level shooting each other
- very first project, it was for Dreamcast.

Null: NES Megaman Style Platformer
- also for Dreamcast
- Marcel actually teamed up with me on this one for a little while
- We recreated a few Megaman 3 levels with the engine

NEStix Chaotix: Platformer in SDL that combined gameplay from several NES games
- Biggest flop ever
- Teamed up with childhood friend JS Lemming
- 10x the amount of concepts as code
- would've been bad as hell, but it was waaaay too ambitious

Viva La Samba: Samba De Amigo clone (DC)
- my favorite project besides Elysian Shadows
- nearly complete
- allowed custom created tracks
- loaded graphics "packs" so that each song could have a different set of graphics
- supported "streaming" music from the PC WHILE you play other songs

Elysian Shadows: The bestest thing evar
- You already knows.

On the subject, I've actually recorded several segments of these projects. I was thinking about perhaps releasing a "Gyro's Portfolio" video where I show off my unfinished projects (and screenshots of the ones that I was too stupid to back up).

Re: Questions for the dev team

Posted: Tue Oct 28, 2008 5:18 pm
by trufun202
GyroVorbis wrote:On the subject, I've actually recorded several segments of these projects. I was thinking about perhaps releasing a "Gyro's Portfolio" video where I show off my unfinished projects (and screenshots of the ones that I was too stupid to back up).
That'd be badass, I think we'd all like to see that.

Re: Questions for the dev team

Posted: Tue Oct 28, 2008 8:27 pm
by eatcomics
I know trufun and I would love to see it! So I say do it now right now oh and thanks for motivating me to finish my 2 days worth of homework and chores. I was like hmm this is boring gonna check youtube OMG adventures in game development now I have a reason to finish tonight.... anyways it was a good adventure... I like the "Fake" Battle System... the ingame editor was awsome too as was the concept of a Falco mario adventure! :mrgreen: :mrgreen: :mrgreen:

Re: Questions for the dev team

Posted: Tue Oct 28, 2008 11:07 pm
by Arce
Eh, the majority of my portfolio are 'demos'.

File streaming demo, split screen demo, collision demo, joystick demo, encryption demo, etc...All prototypes with few finished products....x.x

Atleast it's hard to get bored that way. ;P

Though there is another topic on these forums somewhere where I uploaded my first large project from 7th grade. It was a space shooter done in BP. I'll repost it here when it's not so late.

Re: Questions for the dev team

Posted: Wed Oct 29, 2008 2:45 pm
by dandymcgee
It was a space shooter done in BP.
Haha I remember that topic, it was one of the first ones I read when I joined. I think I posted my first game too, or a link to it. Don't remember. :P

Re: Questions for the dev team

Posted: Wed Oct 29, 2008 8:38 pm
by Orgodemirk
I really only learned Perl when we started working on Elysian Shadows, and didn't learn Lua until much later in the development process. I have made a few games in Perl including: Hangman, Tic Tac Toe, and a quiz in which your life is the amount of RAM your computer has.

Re: Questions for the dev team

Posted: Thu Oct 30, 2008 12:06 am
by Arce
and a quiz in which your life is the amount of RAM your computer has.
OH FUCK! I remember that. :mrgreen:
1) Who was the vice president to James Garfield?

...

WRONG! -10 mb ram.

*clicks 'x'*

CHEATING! -100 mb ram.

-end task-

What the HELL kind of script was that? O.o;;;;

Re: Questions for the dev team

Posted: Thu Oct 30, 2008 12:21 am
by Falco Girgis
Remind me again why the malicious bastards that make a quiz that eats your RAM are a part of a Dev team that's trying to create an efficient engine for a low-spec console?

Marcel and Peter, if I ever see anything like that in your Lua, I'll literally kill you.

Re: Questions for the dev team

Posted: Thu Oct 30, 2008 12:31 am
by cronjob00
GyroVorbis wrote:Remind me again why the malicious bastards that make a quiz that eats your RAM are a part of a Dev team that's trying to create an efficient engine for low-spec consoles?

Marcel and Peter, if I ever see anything like that in your Lua, I'll literally kill you.
lol that would make a good video

Re: Questions for the dev team

Posted: Thu Oct 30, 2008 8:29 am
by MarauderIIC
I dunno why patio didn't just post under a JForce games name, or introduce himself, or something, really. I mean, it's not like I'd've banned him or anything. You'll note he still isn't :) even though he's obviously trying to just gather some information here.

Re: Questions for the dev team

Posted: Thu Oct 30, 2008 9:26 am
by Falco Girgis
MarauderIIC wrote:I dunno why patio didn't just post under a JForce games name, or introduce himself, or something, really. I mean, it's not like I'd've banned him or anything. You'll note he still isn't :) even though he's obviously trying to just gather some information here.
And it's not like we would've said anything different. Nothing that he learned was secret. I would've told a "JForce Games" user that I thought his genius marketing endeavor was made of complete fail.

Re: Questions for the dev team

Posted: Mon Nov 10, 2008 6:07 am
by Wren Akula
Probably because they (Jeremy?) are too embarrassed/ashamed about being too arrogant for their own good. So instead they continue to "market" their vaporware through more discreet means. That's how it looks to me anyhow.

Oh and hello everyone :-)
I've been watching your videos for quite a while now. GyroVorbis is definitely in top 3 of my YouTube subscriptions.

Re: Questions for the dev team

Posted: Mon Nov 10, 2008 2:44 pm
by dandymcgee
"vaporware".. I like it 8-)

Oh and welcome to the forums!