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Satam-Project
#1
Guest_Tyrone_man_*
Posted 06 December 2008 - 04:28 PM
It may have been understood, from past threads, or hints, that there is a large game effort underway for the last 6 months or so. It is a satam game, an RPG type. Since this summer, three individuals (a programmer, programmer/artist, artist) and a few supporters have been trudging through the logistics of this huge feat. This however, cannot continue, not without a larger team ( a few more programmers, of the c++ kind, and many MANY artists ). It will simply not be concluded in our lifetime otherwise, such is the ambition of the project. The main goal is to show SEGA how it ought to be done... we hope.
-- What am I going on about?
It has long been the case that segmented developers, not having enough support, have left numerous efforts in a forgotten, lifeless state. Even now this continues with further -- unfeasible -- efforts (although of good intent) trying to expand upon the old TV show. Really, this is counter productive, since each defeat has historically diminished support for future projects. Near abject doom and gloom hangs upon this forum, and any related efforts.
-- What can we do about it?
After much discussion over the months, our core team has come to this realization. We need to band together, but there is no simple to use medium to do so. It is thus, after recent events, that we are now considering filling this gap. To bolster our odds of collective survival, we need a site which can cater to our developer community, to allow for the pooling of human resources in a simple, documented, and adaptable way. What is in the works, is a potential outlet for anyone who can do 'anything', be it art, music, voice-overs, scripting/automation and programming, to contribute to discussions on any integrated project, and help advance it. There will probably be a focus group feature, to allow for more structured efforts, with task-groups on a per project/subsystem basis. Even, just a simple logo contest or smaller effort could be included.
This is, at the highest level, an outlet for the fanbase's frustrations. How often have you wanted to do something cool, or organize a small project? You've likely tried and failed for the majority, since we obviously have community issues.
-- What do you think?
Should we just act independently? Or would you rather we work together? Let's face it, this is a downward spiral, and we have to nip this now before its over. Please, what do you think? I invite any developers who want to discuss this in real time to post here (artists included). This last of efforts is just beginning, and those who show destinct interest are invited to help out, even just with constructive opinion.
Edit: ### NEW RECRUITS/CONSOLIDATIONS : 1
#2
Posted 06 December 2008 - 04:42 PM
#3
Posted 06 December 2008 - 05:05 PM
-Blaze
Revelat ipsum primum daemon scelestus est
Cum potentia caenum daemon fundet mortem in terram
Deinde moritur
Cum somnus finis Razgriz surget
Surget iterum
Magnus heros est
#4
Guest_Tyrone_man_*
Posted 06 December 2008 - 05:11 PM
There is a game doc detailing how it will work, but... suffice it to say its a 'stealth' rpg, of the action sort, real time. And yes, sonic should be capable of running fast.
#5
Posted 06 December 2008 - 05:19 PM
Still skeptical about my involvement since it looks like I'd be more of a roadblock!
-Blaze
Revelat ipsum primum daemon scelestus est
Cum potentia caenum daemon fundet mortem in terram
Deinde moritur
Cum somnus finis Razgriz surget
Surget iterum
Magnus heros est
#6
Guest_Tyrone_man_*
Posted 06 December 2008 - 05:26 PM
There is work to go around a plenty, no worries.
And since you'd be on the core team, you'd also get to do.. say.. level design or something like that.
#7
Guest_SAA_*
Posted 06 December 2008 - 06:07 PM
#8
Guest_Tyrone_man_*
Posted 06 December 2008 - 06:14 PM
Really, its about the site for now.
#9
Posted 06 December 2008 - 07:57 PM
If things fall through on that end, you can always count on me to do music and concept art.
Oh by the way, I will most likely be registering a channel on esper to discuss our ideas on the condition that I will see you guys connect regularly. Once we get something off the ground, I will start a collaborative development blog where all members of the development team can post entries to.
There is going to be a lot of document sharing, and it will be messy. So I really urge you to get a google account so you can use Google Docs. With google docs, one could share and edit each other's documents freely with the given permissions. My Google address is ValkyrieProductions@gmail.com
EDIT : Okay I set up a channel. You can connect via your IRC client here or use the following info to manually connect :
Server : irc.esper.net
Port : 5555,6667
Channel : #FUS-Gamedev
Looking forward to seeing you there.
#10
Posted 06 December 2008 - 09:26 PM
#11
Guest_Telgin_*
Posted 07 December 2008 - 08:11 AM
Honestly, a simple forum like this supplemented with e-mail, and instant messaging would probably suffice if the members were motivated enough otherwise.
As far as the help you need, I feel almost guilty not offering help. I know C++, have programmed in it for years even considering game development, know various APIs like OpenGL and so on. I also know how to do some artistic stuff like 3D modelling, but I have no idea if that's relevant. Anyway, I really wish I could offer to help, but as of late I've found myself almost without time for anything like that because of school and other affairs.
I'd love to offer advice and help with specific programming issues, but I just don't think I have the time to be an actual programmer for the project.
Good luck though, believe me I know how much work this sort of thing can really be.
#12
Guest_Tyrone_man_*
Posted 07 December 2008 - 10:45 AM
#13
Posted 09 December 2008 - 10:07 PM
First (and probably the most important one), make sure each character has at least one distinct field ability, thus getting the player to use every playable character in the game. Most characters in SatAM have one thing they're particularly good at, so if you go off that, you should be able to put the whole cast to use in the gameplay.
Second, if you're using any type of turn-based battle system (I don't know if that's what you meant by the above post), I highly recommend a Grandia III-like battle system. I know I tend to go on about this part and I don't normally link to videos, but let me show you a couple real quick. Just to give you an idea of what I'm talking about.
http://www.youtube.com/watch?v=jb1GgQed ... re=related
http://www.youtube.com/watch?v=H2e18nKFA9U
As I said, I don't normally link to videos, but there usually seems to be alot of skepticism when the words Sonic and RPG are used in the same sentence. But as you can see, with a battle system like the above, the action gets plenty frantic and definitely keeps the player pumped without feeling like it drags the game down. I think it could work for a SatAM RPG.
#15
Guest_Sslaxx_*
Posted 13 December 2008 - 11:52 AM
#16
Guest_Tyrone_man_*
Posted 13 December 2008 - 10:28 PM
#17
Posted 13 December 2008 - 10:45 PM
#18
Guest_Tyrone_man_*
Posted 14 December 2008 - 06:57 PM
To be honest, the future of physics is split between nvidia PhysX and ati Havoc+, both will probably converge in the future, interoperability wise. By making use of a free future proof kit, we can get better simulations with time, no added work required. I'm more of a fan for the DIY stuff, but I'm not coding this thing at the moment .
----
As for a bit of news, I'm in the templating phase of the site's construction (with much in the backend already setup), and gave a shot at making a banner. Our lead (read: only active) programmer is working on a hud system, which is moving along nicely. Our two dedicated asset artists are hard at work with main character modeling (ironrind), and rigging/level design (Razgrizblade). Our writers (Morgan/Valerie/Robert???) are hard at work figuring out the ins and outs of the storyline, and hopefully an involved voice acting script (complete with voices). Our musician Valerie has shown us some nice sample recording for the levels, which garnered an enthusiastic assessment from the team.
While we're not liable to come out with a testable product too quickly, once we have a complete level in place, our methods and resources ought to be refined enough to get rolling at a faster pace.
#20
Guest_Tyrone_man_*
Posted 15 December 2008 - 02:37 PM
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