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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Programming - Attention Lazy Programmers! | |
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Clockworkz

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Posted on 06-20-05 08:25 PM Link | Quote
I've been having this idea for a game a while back, and I'd normally put this kind of stuff in Game Design, but, whatever. I'd like to see a new version of the original Pokemon Red/Blue done up on the computer with new, beautiful graphics, but more importantly, a New Battle System! Online capabilities are something I'd like added as well. New battle system works like this. It's now a side to side view in the style of Final Fantasy 1 or 2. As usual, only one Pokemon out at a time. Animated battle characters wouldn't be bad either. As for online play, it comes as a stand alone program, Poke-connect. This uses the same engine as the original game, only you're restricted to a neat little town with some houses, a Pokecenter, NPCs, but most importantly, the Link Bulding. In here, talk to the receptionist to see who else is online. Browse other people's gamer tags and view their parties, then invite them to battle or trade. I am willing to pay for this job, and I'm up for negotiation.
Ramsus

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Posted on 06-20-05 09:21 PM Link | Quote
Sounds more like a project you should give to some high school students in a computer science class. Then they can work on the parts and spend all year on it without having to be paid. It'd take them a lot longer, be buggy as hell, and feature horrible looking or ripped art, but at least they're learning something, just not getting paid to do it.

You can get away with 2D graphics and simple gameplay on a handheld, but on a PC, it'd be a bit tougher to profit off of, and servers cost money to run (at least $89/month for colocation or a dedicated server, and that's the lowest of the low).

It's either that, or use a broadband connection, but then you'd have to engineer a very low-bandwidth protocol for the game, which means using peer to peer for the actual battles. That means having lots of whiny kids bitch about it not working because daddy firewalled their PC.

EDIT: Actually, direct connection for battles would be bad, since then one client could easily cheat. The only way to prevent it is to run battles through the server. It should be turn based, so you can pack most of the information into very small packets. Actually determining how much bandwidth it would use is important though, since you'd have two clients for every battle, plus you'd have people streaming information like other play stats and stuff from the server, but at the same time you don't need to send lots of "game physics" information.

If it's just a dozen or so people, then it's no problem. If you have hundreds of people in mind though, you might need a real server.



(edited by Ramsus on 06-20-05 12:23 PM)
(edited by Ramsus on 06-20-05 12:31 PM)
(edited by Ramsus on 06-20-05 12:32 PM)
Clockworkz

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Posted on 06-20-05 09:33 PM Link | Quote
As I said, multiplayer would be nice, but I can hold off on that. I just really would like the single player adventure with the spruced up graphics and the side view battles. I forgot something; in battles, let's have actual battle backgrounds. Like if you're in a gym, you'll fight on the stadium that fits the gym, or if you're battling in the plains, there could be grassy hlls in the background.
Ramsus

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Posted on 06-20-05 09:40 PM Link | Quote
Sounds cool, but you should really be looking for artists and designers. Otherwise, it won't look very cool. It takes a lot of time to create all of the art, models/tiles/maps, and music, but they end up being what you spend the majority of the game experiencing.

It's actually a lot easier to find programmers online than it is to find people who can design good environments and graphics. You'd also want the gameplay details (formulas for combat and stats, interfaces, menu systems, types of actions/items/spells, etc.,) fairly worked out for the programmers before they put together things like battle systems, although a good programmer will design the engine to be flexible.

It just helps the programmer figure out how to approach the code.

EDIT: Hmm... Well managed, I bet this project could be done in under a month with enough people. Maybe sooner if they're easy to keep in touch with.


(edited by Ramsus on 06-20-05 12:43 PM)
Clockworkz

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Posted on 06-20-05 09:46 PM Link | Quote
OK...

A pok
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 06-20-05 09:49 PM Link | Quote
There's already something kinda like this. I forget what it was called but it's just like the Pok
Ramsus

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Posted on 06-20-05 10:18 PM Link | Quote
Well, instead of keeping little monsters in balls, how's about learning to enchant and then summon monsters? You could call it "Monster Summoners" or something, and if you have a really high monster summon ability (gained through experience in using and enchanting monsters), you can enchant stronger monsters you encounter.

Throw in a varied world that has a futuristic moon race, a modern day Tokyo/America hybrid continent, and two continents of middle-aged fun, and you'd have yourself a new game.
Clockworkz

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Posted on 06-20-05 10:22 PM Link | Quote
Eh... maybe, but I really have my hear set on this. Again, I am willing to pay, and it is negotiable.
Ramsus

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Posted on 06-20-05 10:48 PM Link | Quote
No think about it. Prepubescent boy rides giant turkey monster:



Sees the world and finds his father.

j/k

I would suggest just getting one or two good programmers, a good artists or two, and some people to work with the tools your programmers make and the art the artists make to create the game world/environments, then working on it over the course of the next few years.

If you get more than one programmer, you'll need a good programmer to mostly manage over things like the general programming interfaces and design, coding styles, and development tools. He or she would also have to make the final decision on things like the client-server protocols for battles and events.

That way, all the programmers know how to use all of the other parts of the game before they've been completed, and they'll also know how their part is supposed to work, so they can test it.
Kasumi-Astra
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Posted on 06-27-05 06:30 AM Link | Quote
If you wanted to get started on your own, you should try out Python and Pygame. It's very easy to get started with 2D game development and although it can't do big scrolling backgrounds very easily, you might be able to get away with small sprites and a small game window.

I managed a ski-free clone, with trees, finish line and a yeti that eats you in about 600 lines

Python

Pygame


(edited by Kasumi-Astra on 06-26-05 09:32 PM)
Kaioshin

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Posted on 06-27-05 07:10 AM Link | Quote
Originally posted by HyperHacker
There's already something kinda like this. I forget what it was called but it's just like the Pok
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