Independent Development

Apr 28, 2010 18:21

Alright, I've been looking into this today and I'm currently waiting on a call back from my brother for more information on it.
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werebison April 30 2010, 20:17:59 UTC
Alright. I'm going to be locked in a building for 12 hour stretches over the next two nights. So I'll start. I'll try to churn out a rough world map of some sort. Which brings to mind the notion that just because we make something, doesn't mean it gets used the first time, but it can always go on file for later.

So, here is an open question:

Games tend to have a standard progression. Plains are low level < forests < hills < mountains < exotic locations. However, if your game has different tactics, it could change.

Your typical game is basically we're on a quest to do a thing. They're in our way, kill them all. However, if your game is a turn based tactical game where you have to defend a chalice for a set number of rounds, then box canyons and hallways would be the easiest levels, and open plains would be some of the hardest.

Regardless, I'd kind of like a bit of an idea how to break things up in a logical manner.

So, primary assignments:

Cory - lay out for us the limits of our medium (iPhone App, XBox live, rocket propelled snozzberry pie)
Steeves - Prepare your materials and programs for some concept work. I'll be giving you a rough map soon, and I would like a stylised map, choose your own flavor, but for inspiration, look at those largely useless maps that show up in SNES era rpg manuals.
Tom - Try to come up with two lists. Best features of video games. Most frustrating features of games. I'm sure we can all add our own moments to this when we have a sit down, but i'd like to have some points to work from for our first sit down.
Brent - Produce world maps, come up with more assignments, write down game concept from above example before i forget it.

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lb_mailman May 1 2010, 00:18:04 UTC
Don't worry about limitations of the medium.
Even if it isn't used, practice is always good.

In regards to limitations..
Nothing is impossible but the range of difficulty can be impressive.
2D is easy, 3D involves some math with a bit of trial and error in regards to perspective. User testing can tell us what perspectives work. There may be font issues but that is mostly because Apple/MS like things to be readable so text size has a minimum.

I just finished setting up XNA (xbox live dev tools) on my vista system. Over the weekend I plan to finish the install of dev tools for objective-c on my macbook. I'll also see about working on simple "green circle explores his graphical boundary" games.

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telemergion May 1 2010, 05:53:45 UTC
It also might be relevant to have some kind of round-table discussion about what kind of genre/setting/world tech level we want to go for before we get too far into maps and concepts and whathoozle.

I'll make up those lists as soon as I can, Brent. I cannot guarantee anything before Wednesday. However, when it's done, expect it to be the most awesome set of lists ever!

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lb_mailman May 2 2010, 01:13:29 UTC
I believe that's part of what we will do on the 11th.

I'd be more geared towards possible plot lines and general ideas right now. Once we decide which direction we want to go then we can flesh it out.

Essentially, we still need to research the ideas we come up with. Right now is for brainstorming and practice.

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