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Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


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Carnevil said:
EDIT: @Danarchy: Karn Evil 9 is actually where my nick comes from.

Heh, I kind of recently "discovered" Emerson, Lake & Palmer. I ran across that song and was like "hey, wait a minute". :P

Anyway, I'm pretty much thinking what fraggle is saying here. It was probably a bit premature to start trying to "sell" your game.

Old Post 02-10-10 17:20 #
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DuckReconMajor
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Carnevil said:
(such as a score and lives system;
This was in Wolf3D though, and it wasn't so great then, either.

I mean, why else do you think they didn't put it in Doom?

Old Post 02-10-10 19:52 #
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zap610
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Carnevil said:
Glad to see I have a lot of friends here.


Besides the obligatory "this is because of how you treated people" comment, it may also help to be less smug and not leave comments like "I just played a couple of new games that SUCK! Am I the only person who knows how to make a good game?" But hey, it's your account so do whatever you want I guess.

Old Post 02-11-10 00:47 #
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Shaikoten
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I just played a couple of new games that SUCK! Am I the only person who knows how to make a good game?


And you know the more I re-read this the more laughable it gets. Besides the glaringly awesome, innovating multiplayer FPS releases recently (Borderlands anyone?) which prove the market is still fairly healthy, when have you made a good game? The obvious answer would be Skulltag, but bear with me here. Skulltag is a sourceport, to which you added a netcode, a couple of game modes, and Quake 3 features. These game modes were not horribly innovative (besides a couple, unplayed ones) and mostly just more Quake ideas "appropriated." With Quake weapons. I cannot and would not attempt to discount your coding efforts, and the efforts of those in the ST team. However, you did not make a good game. You added a netcode to an already great game, some maps, and gameplay modes already established for other games, retaining all aspects of Doom's original gameplay and resources. This is what we call modding. It is not the creation of a new game. In my view, I would call something along the lines of Action Doom 2 a new game, as it entirely changes the gameplay, graphics, feel. Now I do realize you worked for a small game developer briefly, and you can feel free to correct me, but were you responsible for any groundbreaking games there that have forced us to reevaluate the way we look at the medium? None you ever told me of. Nor, do I recall, were you in charge of design.

So please don't discount an entire industry's ability to create quality material and claim you are the only capable person able to undertake this role when you have not created a single full game under your own management, with your vision. Thanks!

Old Post 02-11-10 02:14 #
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Creaphis
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Contrary to your assumptions, "Am I the only person who knows how to make a good game?" was not meant as a rhetorical question. The expected answer is "No."

Old Post 02-11-10 02:19 #
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40oz
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DuckReconMajor said:
This was in Wolf3D though, and it wasn't so great then, either


I actually kinda liked that. Mainly because it seems a little less biased toward the player.

If you ask me, things that most games these days have like fast respawn times, unlimited lives, regenerating health etc. are all added to keep players from ragequitting sooner. Many games have them these days, and most gamers are used to them. I like wolf3d's 'lives' system because it reminds you that you are playing the game under id's rules, not because they WANT you to keep playing it.

I understand that's not exactly a fabulous marketing strategy. But to me the video game market is too passive and just doing what the general public wants, and since the general public already seem to be interested in the same rules and gameplay mechanics, they continue to remake games with those same rules and gameplay mechanics, resulting in a lack of variety of 'this game is pretty good' styled games.

I wish video game producers were more bold and instead of being passive and just doing what the public wants, would be more aggressive and create games based on what THEY want to play. Contra is an old game but my favorite example. It's probably my (second) favorite game. Why? Because people who play it for the first time hardly get past the first 40 seconds of gameplay. The odds are so heavily against you, and the only way to be good at the game is if you WANT to be good at it, not because the game was gonna coax you into it with little baby steps to help you understand it.

If I were in Carn's position, making MY OWN GAME from scratch, I'd probably have a pretty big ego myself. In fact, I'm pretty certain I'd let loose a memorable line similar to that. Or something along the lines of "John Romero is gonna make you his bitch." or even a "THIS GAME IS NOT FOR PUSSIES." Except in my case my game would be nothing like Project Vega, and if I really got started with something I WOULD NOT cancel it.

Old Post 02-11-10 02:43 #
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Stygian
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If you're stuck in a rut, just try something else. Find a new hobby. Maybe you'll find inspiration where you wouldn't have expected it.

Old Post 02-11-10 03:16 #
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Carnevil
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Some of you are (deliberately) cherry picking and blowing one tweet of mine way out of proportion. Am I some egomaniac who thinks he's the savior to games? No way. Have I been disappointed for years at the kind of games that have been released for the most part? Absolutely, and I'm not the only one. Do I think I can do better than a lot of the crap that's out there? You bet.

And there's nothing wrong with confidence, either. With what's being undertaken here, I had *better* have a lot of confidence, or else I'm not going to be able to ride out the highs and lows of the project.

I don't think there's anything wrong with being disgusted by what's out there and thinking you can do a better job. In fact, the feeling of "If you want something right, you've got to do it yourself" is very common, and I don't think people who have that thought are crazy lunatics.

Old Post 02-11-10 03:58 #
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Abyssalstudios1
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Well. Maybe not disgusted...

Old Post 02-11-10 04:03 #
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Bank
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Carnevil I doubt any of us are taking exception to your assertion that good games aren't being made, I think it's more your assertion that you're the only one who can make a good game, when, in many ways you have not made any games. Even your swan-song engine was never playable to the public or finished and thus can hardly be called a good game. Not to mention your masterwork is essentially a mod, which too you have let escape you.

You say you think you can do better, but I think that the evidence of that is nil. I think I can speak for many of its critics, all I ever saw in Project Vega was mediocrity. Skulltag on the other hand was excellent and in many fundamental ways good but in that case you also had the support of a dedicated and knowledgeable community, as well as a foundation upon which to build.

Old Post 02-11-10 04:23 #
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Carnevil
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Fair enough. Obviously I'm not the only one - Torchlight and Borderlands came out recently and are quite good. However, the ratio of bad games to good games makes it *feel* like maybe I'm the only one capable of doing something good. It was a spur of the moment tweet and obviously a little exaggerated. It happens.

Whether or not there's evidence that I can make a good game... just because I haven't made a whole one start to finish I don't think means that there's no evidence. Skulltag might just be a mod, but it's a pretty substantial one. I've made several levels too which I don't think are the worst things ever.

Anyway, evidence or not... who cares. I believe that I can make a really great game, and that's win/win for all of you. If I can pull it off - Great! You have something kick ass to play. If not, you all get to point and laugh and go "Ha! He got what he deserves!" Either way, you win.

Old Post 02-11-10 04:35 #
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Aliotroph?
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I'll take exception to the assertion good games aren't being made. The ratio of bad to good games isn't any worse than it was years ago. For all the dozens of awesome games I played as a kid there were hundreds or thousands more available. A huge portion of them were absolute garbage or just clumsy remakes or clones. Now there are more games that get broadly published and more types of gamers. It exposes me to hundreds more games I have no interest in playing. I don't mind.

It didn't bother me much that you haven't succeeded in making a game yet; that's common. The thing I didn't like about your site was after reading through all the posts I couldn't get an idea for what you wanted the game to be and it felt like you didn't know either. Based on the descriptions here, I get the impression it was to turn out like a really shiny Skulltag. That's not a bad idea, but if it was that then you didn't articulate that.

Make your game anyway. Making things is good. Maybe a lot of people will play it. Maybe five people will play it. You'll have learned stuff, some other people will have learned stuff, and the world will have another option when it comes to shooting their best friends in the face.

Old Post 02-11-10 06:32 #
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printz
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I prefer a smug but POSITIVE attitude (like in that tweet) against a quitter one.

Old Post 02-11-10 10:15 #
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Shaikoten
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http://www.minecraft.net/about.jsp

Suggested reading about indie game dev. From reading the sales from the top of his website there, it would appear that this man has made $60,000 or so in sales for a game which is simple, in Alpha, and effective. He has done this alone, and so is probably making a profit. At least enough for a modest standard of living. And: it's a great game. He knows what he wants it to be, is open about his development process, and I would imagine has a great time making it. I bought the hell out of this game, it's great even in its buggy alpha. I don't know if he's working on it full time or not, but damn. You don't need corporate funding to make a good game, nor do you need flashy graphics or engines. If you're doing something ORIGINAL, then the world is your oyster.

The point of the post is, I guess, don't get stuck in 1995 mentality.

Old Post 02-12-10 04:38 #
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Carnevil
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True. There are indie developers who are able to earn enough to make a decent living. AlexMax mentioned another indie game that uses ASCII graphics and gets $30k a year in donations. So, it's certainly doable to have success as an indie developer. However, it's certainly a lot more challenging trying to make a whole FPS from scratch. And that's the problem: the scope is too big - the problem isn't that indie games can't be successful. So, that's led me to believe that if I scale things down for now, focus even more on quality versus quantity, and possibly do some things similarly to what this guy is doing with Minecraft (such as release an alpha version at a discounted price), then I think we have a real shot.

There's a few more prerequisites to having my new plan work, and if I can pull them off (which I should be able to), then this project will be uncanceled and we'll move forward full steam ahead once again.

Old Post 02-12-10 06:09 #
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Shaikoten
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Yeah, but Vision first man. I know you want to make an awesome FPS. And I'm sure you have the technical skills to do most of it; I'm not scoffing at Vega as an engine, it's no small achievement even if it does look a bit antiquated. But seriously. Move away from the generic oldschool FPS thing and find something really unique and original, and stick by that vision. If you're going to make it in indie games, your graphics are not the key, the "gimmick" is. Your startup company is not going to out-id and out-epic the big boys. It's just not possible. Because the great majority of the people who are looking for that kind of game already have the Quakes and the Unreals, or the plethora of pre-existing free mods and/or open source projects. And no publisher will touch that style of game from a startup with a 10 foot pole, in 2010.

Edit: Also remember that Minecraft's promotion model is also fairly unique. It plays in Java, in your browser, and he offers a free demo of the outdated tech, and also free multiplayer open build mode. Buying the game unlocks the up to date version of the game and some small customization on online build mode.

Old Post 02-12-10 07:40 #
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Carnevil
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I know that video was pretty lackluster, but I also know that it's a video of an incomplete game. There's a lot more planned (some of which I've been implementing this past week (despite this project's apparent cancellation)) that just wasn't featured in that video. There are reasons for that. For instance, most of the work up until this point has been put towards getting the basic gameplay/visual elements off the ground, and hasn't gone towards utilizing them towards their full potential. Also, what we were trying to put together was a prototype for a publisher - a small demonstration of the basic concept and technology. If I had implemented 30 different monsters, we'd be stretched too thin and everything would suffer as a result. It's bad enough that only a couple models got done/textured - could you imagine if ALL of the models very extremely temporary/unfinished? The plan was to try not to do too much. Maybe that didn't end up working out either, but in hindsight there was no winning way to get a publishing deal. Self-publishing is the only option at this point, and I'm seeing now that it's more viable than I first thought.

Anyway, does this all mean that I have no vision and that there's no actual game planned? Absolutely not. I just haven't implemented/demonstrated enough of it yet. I actually have a pretty distinct, different game planned (even with design docs) that I hope you guys will enjoy.

Old Post 02-12-10 08:01 #
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Old Post 02-12-10 08:40 #
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kristus
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@Carney: The video wasn't lackluster as much as it wasn't demonstrating anything.
All it told the viewer was that it was gonna have guns, and enemies. There would also be small platforms moving about that you would have to jump on to get across.

That is all. What you are talking about now was models and shit, that's just visuals. You don't need the models to create the base game play. And if this was your base game play. Then there wasn't much there.

Actually it reminded me of another game that was released last year, called Dark Salvation. It's an IdTech3 game that pretty much suck ass.

http://www.darksalvation.com/
Demo Download

Old Post 02-12-10 10:01 #
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Carnevil
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kristus said:
@Carney: The video wasn't lackluster as much as it wasn't demonstrating anything.
All it told the viewer was that it was gonna have guns, and enemies. There would also be small platforms moving about that you would have to jump on to get across.

That is all.


Both you and I know that's a gross underrepresentation of what's shown in that video. A lot more is shown there: Pattern-based monsters, "if you get hit a few times you die so don't fuck up" gameplay, powerups, multiple ammo types per-weapon (with each type having different situational uses), a lives system, a score system, bonuses for multi-kills and gibbing monsters, level hazards, etc. I could keep going. Whether or not all of these elements are highlighted enough that they come across (or whether or not they're of particular interest to you) is another story. And there's plenty more in the game that wasn't shown/highlighted because I dominated the crap out of the maps (ex. a checkpoint system).

But if you think it looks terrible and has no potential and won't improve - fine, don't play it. But you sure seem to enjoy Doom which only has a small handful of basic monster types (is there really much difference between an imp, a hell knight, and a baron?). I think I'm demonstrating base gameplay of at *least* what Doom has.

Old Post 02-12-10 10:54 #
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kristus
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Carnevil said:
But if you think it looks terrible and has no potential and won't improve - fine, don't play it. But you sure seem to enjoy Doom which only has a small handful of basic monster types (is there really much difference between an imp, a hell knight, and a baron?). I think I'm demonstrating base gameplay of at *least* what Doom has.

I don't even care about the looks. Read my post. All you're showing in the vids are that you got an engine with the most basic game play imaginable. You're right. I don't care about scores.. or lives in FPS games. Descent was the last game I recall having that, and it didn't really have any particular positive impact there. Only made it easier to beat the bosses.

I can't say I noticed any alternative ammo in the vids, and powerups? Whatever. Maybe I wasn't paying enough attention. From what I saw, the game play was incredibly one dimensional. And there's nothing special coming through.

I don't think you demonstrated game play of "at least what doom has". Maybe what Doom has in it's first episode, in the sense that you shoot stuff and they fall down. And even if you do, that's not exactly gonna lift any eye-browses.

What I saw was entirely predictable enemies and run of the mill weapons and flat level design.

Old Post 02-12-10 11:19 #
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Carnevil
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Well, there's certainly more there than that. I think it's tough to pick up on gameplay by watching something passively. But hey, if you think it looks boring (I'm not referring to visual elements) and uninteresting, then you are certainly entitled to your opinion. I think that it's probably more fun to play than you think, and that the end product will be a lot more fun than that. I hope you check it out when it's done - you might be pleasantly surprised.

But hey, to each his own. I'm not out to win over everyone.

Old Post 02-12-10 11:38 #
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Shaikoten
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Who are you trying to win over Carn? You have to win someone over if you want to ever make money. I sincerely want to know who looks at your tech demo of non-animated enemies sliding back and forth, shooting particle projectiles that are slow as molasses, and says "Now that looks fun. It really has potential. I want to play this more than any other game coming out right now." I get a vague feeling that the people who are telling you they are excited by this are either involved with the project and therefore view their communal work through a rosy lens, or sycophantic community members.

As someone who is trying to make a game with the intent of making money, it's not very smart to tell everyone criticizing the project "if you don't like it don't play it," when this is the majority response. Maybe it's a sign that you aren't actually doing anything exciting. Some people in this thread have said "I'll probably buy it because Carn's a community member." But that's not going to amount to good sales, or good word of mouth. You've noted you have design documents. OK. Just because your design is in a document, that doesn't make it good design.

But whatever. I'm sincerely trying to help and provide actual advice here, not troll. If you don't want to listen to logic and reason, fine, that's your thing.

Old Post 02-12-10 13:13 #
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Carnevil
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I'm trying to win over people who are tired of modern shooters (warfare-based, photorealistic-geared, etc.) and crave something different. Who I am *not* trying to win over? People who have an ax to grind with me and/or people who derive more fun from trolling me than they would actually playing my game. Call me crazy, but I think there's some people here who don't like me and that maybe, just maybe, that influences their perception of the video.

I'm not going around telling everyone that if they don't like it, don't play it. I told that to kristus. I've actually spent a great deal of time in this thread defending this prototype. I realize however, that it's more important to have something that kicks ass for core audience big enough for sustainability and growth, rather than a product that mildly appeals to everybody. I think you end up with incredible mediocrity that way, and that's not what I'm after.

Look, if you don't like what's been shown in that video... I've said it a million times and I'll say it again. It's an incomplete game. It's a prototype. It's not polished. It needs tweaking. It will improve. Etcetera, etcetera. I'm also very keen on feedback. If it's pretty apparent that it sucks and needs improvement, then certainly I will improve it.

Old Post 02-12-10 13:34 #
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Gez
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Carnevil said:
Pattern-based monsters

That was the original part. It's like Xenon 2 in FPS form. There's potential there.

Though the patterns have to be varied, beautiful, and challenging. But yeah, forget advanced AI, or forget enemies acting as a real squad would, forget even monsters drunkenly lurching in the player's general direction and bouncing off walls like in Doom. Give hordes of little monsters flying about in mesmerizing patterns.

Last edited by Gez on 02-12-10 at 14:18

Old Post 02-12-10 14:01 #
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Phml
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Call me crazy, but I think there's some people here who don't like me and that maybe, just maybe, that influences their perception of the video.


All I know about you is you used to be the Skulltag man and that there's recently been a lot of drama around that. So I don't think personal matters go too much into play* when I say I agree with kristus saying "what I saw was entirely predictable enemies and run of the mill weapons and flat level design".

There's, frankly, nothing interesting about the game that video shows. If you feel it's because the game is at a point where videos can't do it justice, maybe it wasn't the time to release a video just yet. First impressions are everything, and my own first impression is we're seeing a generic budget FPS from a decade ago. I can't stress this enough : as it is right now there's nothing to make me want to play that game, and if the vision for this project is "old school but not quite, indie-made" with nothing to distinguish it from the hundreds of other FPS like that, I doubt it's going to stand out.

* As little as I know you, it still does. You've shown an unprofessionnal, some might even argue immature, attitude in some places, and that's going to stick if you keep ranting against publishers or declaring you're stopping everything only to restart weeks later. You just don't seem like the kind of guy who pushes through and delivers a finished product ; I'm not saying that's who you are, I'm saying that's how you come across to me and possibly other outsiders, and that's going to be counterproductive to your project.

Some of your comments in this thread also lead me to believe you may not have a good grasp of game design/balance, namely :


Doom [...] has a small handful of basic monster types (is there really much difference between an imp, a hell knight, and a baron?


Differences in attributes such as width, speed of projectiles, hit points and damage can make enemies completely different when it comes to gameplay.

I could see the argument made for barons and hell knights, and even then I'd argue the halved hit points can make for completely different encounters and monster usage ; but imps ? It just seems to me you're looking at the whole thing from a programmer point of view rather than a game designer.


I think it's tough to pick up on gameplay by watching something passively.


You're entitled to your opinion, but I don't think that's true. Sure, there's things you can't see, such as how smooth is the mouselook, how does movement feel, and so on, but as for everything else, you can plainly see it.


I think I'm demonstrating base gameplay of at *least* what Doom has.


Just comparing that video to E1M1, it's not even close - Doom has more. I'm not going to elaborate, you've been involved with Doom for a long time so if you feel that way I doubt a few words from me would change that.


multiple ammo types per-weapon (with each type having different situational uses)


Usually falls on the list of features that sound cool in theory but end up being repetitive and unfun.


a score system


Pretty much the same thing as achievements. Pointless in both cases for people like me, not as interesting as achievements for completionists.


bonuses for multi-kills and gibbing monsters


Not a big deal either way (could be gimmicky if implemented poorly, could be cool if implemented well) but seems a minimal thing not worth showing as a gameplay feature.


a lives system


Lives don't work well in the FPS genre, for reasons elaborated many times by many people much more competent than me.


a checkpoint system


Not really special, unless you choose to not allow saves. Forcing players to replay the same section over and over is bad design ; having checkpoints on top of the option of manually saving is a much better option, giving great freedom with difficulty (players can make the game as hard or easy as they want it to be by choosing to save or not).


All in all, it looks like you want to make an arcade first person shooter, without learning from the lessons we had in twenty years of gaming since "the golden days". That's fine, nostalgia is a powerful thing and I'm sure people would play and enjoy your game if it had everything you listed ; but I'm not sure they'd play it if it had that *and* the slow-paced gameplay we're seeing on that video. If you ask me, you're combining the worst part of arcade games (gimmicky gameplay that works against the player rather than for him, as the goal is to make people put coins into the machine ; that's not a sound business approach for a PC game !) and the worst part of modern first-person shooters (few enemies on screen, slow-paced gameplay, repetitive patterns, horizontal level design).

I'm not trying to be overly negative. All that stuff could be turned around if you wanted to, for starters. What's more important in my mind is whatever you want your game to be, you should make it clear to your target audience, ideally not with words but with videos showing better stuff. Hell, I'm not even sure who your target audience is so far - "looking for something different" doesn't cut it for something that looks so generic so far, "tired of modern shooters" doesn't mean much as there's so many modern shooters in so many genres. Left 4 Dead has nothing to do with Crysis which has nothing to do with Mirror's Edge which has nothing to do with Project Origin. The only thing you could possibly argue they have in common is great graphics, but even then they each have very different approaches, art direction and results. To lump all modern shooters in an hypothetical group of games playing the same way strikes me, again, as misunderstanding the important differences in gameplay between these games, and on a larger scale, not understanding game design in general.

You seem to be a programmer at heart, and a very talented one at that ; so far, the work shown casts doubt on your abilities to be a game designer as well. As frustrating as it might be, much like many things in life making great games is about compromises. If I were you, I'd really consider teaming up with someone who's a great level designer with a solid understanding of game design. It seems ridiculous to let your skills go to waste by making a poor game out of a good engine.

Regardless, good luck. As you say yourself, if you succeed in making a great game everyone wins.

Old Post 02-12-10 15:20 #
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printz
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Carnevil said:
I'm trying to win over people who are tired of modern shooters (warfare-based, photorealistic-geared, etc.)
You can win over me with a (surprise-surprise) Quake-like platformer shooter. I'd still prefer a beefier marine that wouldn't die from one shot, but make sure to design some interesting and endless labyrinths for levels, chock-full of puzzles, riddles and traps, and not something realistic and assembly-line formulaic, as in that parenthesis.

Edit: so the video shows an ambience borrowed from Unreal and Quake Mission Pack. Not bad. Former screenshots showed some outdoor places, with archaeological style masonry. Also good. That worked for me. I only disliked that at first you went for multiplayer, later to 1-hit-kill singleplayer (against regular 100-down-to-0 health).

What are the map-making conditions? How much a week is a mapper for Project Vega expected to work? What were Mechadon's requirements? I could try to help on mapping, if you're decided to make a single-player game.


I told that to kristus.
kristus (formerly Ebola) is level-headed enough; you got the wrong person to label as troll. Trolls don't really survive here at Doomworld.

Last edited by printz on 02-12-10 at 15:33

Old Post 02-12-10 15:20 #
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Patrick
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My take on this is that you need to have a complete idea of what you want th4e game to look like in the end. Not just "well, this and this would be cool," 12 years of DNF taught us all that you need to have realistic goals and ideas that can be achieved in a timely manner. All you've shown us so far is a quake 2 clone. Show us a well thought out quake clone with its own artistic direction, style and story then we just might have a winner, even if it is still a Quake clone. As near I can tell from the video, its just a lame version of Quake 2. The ideas you have are great, and I'd love to see them used effectively. You've got your engine, find people who are willing to help give the project direction. Worry about distribution when it's done.

Old Post 02-12-10 15:48 #
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Carnevil
I fail it.


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Gez said:

Though the patterns have to be varied, beautiful, and challenging. Give hordes of little monsters flying about in mesmerizing patterns.


That's actually something I'm working on right now.


printz said:

You can win over me with a (surprise-surprise) Quake-like platformer shooter. I'd still prefer a beefier marine that wouldn't die from one shot, but make sure to design some interesting and endless labyrinths for levels, chock-full of puzzles, riddles and traps, and not something realistic and assembly-line formulaic, as in that parenthesis.


Well, then I think you'll be pleasantly surprised! And don't worry - he doesn't die in one hit (that was Creaphis's idea - not mine (unless I misunderstood him)). We're going for fun here with the levels - we're breaking free of the shackles of reality and want to do some stuff that's fun to play.


printz said:

What are the map-making conditions? How much a week is a mapper for Project Vega expected to work? What were Mechadon's requirements? I could try to help on mapping, if you're decided to make a single-player game.


It is a single player game, and check out the "Help Wanted" page on our blog. If you want to send some samples my way, I'd be happy to check it out. Depending on how things go moving forward (stuff still has to happen before this project is "back on"), there might be an opening.


Phml said:

If you feel it's because the game is at a point where videos can't do it justice, maybe it wasn't the time to release a video just yet.


Well, I had to in order to build support and show some traction. (Believe it or not, not everyone on Earth thinks this is the worst piece of crap ever made.) It also helps for recruiting. It's not like I can sit here and finish it on my own. To get people on board, you typically have to show them a work in progress. Plus, there will be a chance to rebrand it later when it's closer to being a final product. If I've lost you forever as someone who would buy it, so be it, but this is video is something I had to do in order to move forward... and then promptly crash and burn :P

I can certainly see where you're coming from on a lot of your points. However, I don't particularly agree with a lot of them, but am much too tired to respond to them point by point. I guess we'll just have to wait and see if the finished product vindicates me, won't me?

EDIT: @Patrick: Working on that ;) That's more or less the plan going forward.

Old Post 02-12-10 15:54 #
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Mr. Freeze
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So, is this canceled or not?

Old Post 02-12-10 16:31 #
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