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@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?

@  Shadow : (21 July 2015 - 05:24 PM)

Finally!

@  RedMenace : (21 July 2015 - 05:02 PM)

Woooo! The site's back up! Three cheers for Kef!


Satam-Project


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35 replies to this topic

#1 Guest_Tyrone_man_*

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Posted 06 December 2008 - 04:28 PM

Welcome, please take a seat ...

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 Morgan

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Posted 06 December 2008 - 04:42 PM

I, too, agree that we should all join efforts. Many people on one project is better than a bunch of tiny ones.

#3 Razgrizblaze1

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Posted 06 December 2008 - 05:05 PM

This does seem to be an interesting prospect and I would love to discuss it more, particularly on my skepticism of making the game an RPG. Aside from my initial question of whether it would be turn-based, real-time, or action, there's the bigger question on scripting the entire leveling system, abilities chart, and UI. The complexity of such a script leaves me with a headache at the mere thought of programming it. I'm up for combining for a community project, but only after discussing just what EXACTLY this game is going to be. I don't want to jump into this before a consensus is made, or else we'll be marching into failure because an impossible decision was made early on.

-Blaze
Cum historia mutat valde Razgriz
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_*

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Posted 06 December 2008 - 05:11 PM

Pretty well all of these concerns have already been addressed, as this is not the BGE. The blender game engine, for all its coolness, is far from usable for anything serious, as you will likely observe should you choose to continue (trust me, I've been there). We have a fully working, very snazy, fast, engine. It imports ogre files, easily exported from blender. We have a very talented developer who's doing all of this, the engine's been his pet project even before this. Windowing works, is scripted in lua, and basicaly everything will operate through lua bindings. I'm possibly going to mirror it on a native linux engine I'm working on, but this depends on a lot. We need artists, and especially animators at the moment.

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 Razgrizblaze1

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Posted 06 December 2008 - 05:19 PM

Well, judging by what you've just told me, it looks like you don't need my help. I really don't know what more I could do for you except model, and that gets boring without anything else to break up the monotony. (Like character scripting, animation, and graphics design.) Right now I'm testing out the Static Ambient Occlusion for my original project and the tests, while a little unstable, are giving me good feedback. I'd be happy to give you guys models as I create them. (IF you need them...which I'm sure you're going to come up and say to me you have a great modeler already and point me to the door.)

Still skeptical about my involvement since it looks like I'd be more of a roadblock!

-Blaze
Cum historia mutat valde Razgriz
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_*

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Posted 06 December 2008 - 05:26 PM

Nonsense, we can use anyone with any skill. there's plenty to do, and just so you know, I did the GUI graphics. They aren't final by any means, just usable. They are also changing much, and we will have a need for scripters sooner than later. Really, there is a LOAD of work to be done, and yes modeling is still up for grabs... I and the other artist have been making prototypes.

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_*

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Posted 06 December 2008 - 06:07 PM

I would love to contribute to this fine product, but I am no artist, and I use a Mac so CC+ is all greek to me. I wish you and your men luck.

#8 Guest_Tyrone_man_*

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Posted 06 December 2008 - 06:14 PM

The game itself has some more specific needs, however, this thread is more to solicite the approval of fus on making a general website to help people work on group projects. It could be plenty of different things. Basicaly, if you can think up something cool that could be done with a bigger bunch of people, it could be made into a project page, with appropriate management facilities.

Really, its about the site for now.

#9 Valerie Valens

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Posted 06 December 2008 - 07:57 PM

I gave out some basic info on the game a while ago during a spontaneous brainstorm session. To add to what Tyrone says, the gameplay will be very much modeled after Secret of Mana. However, the question of whether I am able to flesh it out fully remains since I am already working on designing a platformer/fighter/adventure game myself. In any case, I shall see what I can do. I already am toying with ideas to streamline the combat system so that large-scale fights can be implemented.

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.

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#10 acstrife

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Posted 06 December 2008 - 09:26 PM

Well, Im no programmer or artist. I can offer any voice acting, or story ideas if that is of any use to your project?
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#11 Guest_Telgin_*

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Posted 07 December 2008 - 08:11 AM

Based on what I know about team projects of this sort, I must say that it is probably of the utmost importance that you find a way to work together as closely as possible. People lose motivation otherwise, things don't mesh well, nothing gets done, and so on. How you would do this though I'm not too sure.

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_*

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Posted 07 December 2008 - 10:45 AM

Well this is the beauty of the project, its twofold. The one I'm spearheading right now, is to create a site that will handle all of these issues. It will allow for document sharing, conversation archiving, group work (in an organized way), and basicaly all those little nice things we never have. I would like to hear of your ideas on how this could be improved, any feature list you would like for the site! I'm building it right now, so its better to hear from you all sooner rather than later.

#13 SBaby

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Posted 09 December 2008 - 10:07 PM

I wouldn't be able to invest enough time to actually be on the team itself (by that I mean the time I would be able to invest probably wouldn't be enough to help you all that much), but at the very least I can give you a bit of advice about a SatAM RPG. Most of it is just opinion, but I am a dedicated RPG fan and I've seen alot of engines that work really well, and many more that don't work quite as well. Anyway, there are two suggestions I would like to share with you.

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.
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#14 Valerie Valens

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Posted 09 December 2008 - 11:35 PM

Actually the gameplay will be quite simillar to Fallout3/Oblivion, only with a lot more stealth and some massive fight scenes.

Thanks for the suggestion anyways.

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#15 Guest_Sslaxx_*

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Posted 13 December 2008 - 11:52 AM

Interesting. Good choice of engines with OGRE, though! Very impressive rendering engine, that. I am curious as to the shortcomings of the Blender Game Engine, though - I understand "Yo, Frankie!" was designed to allow the Blender devteam to work out the deficiencies of Blender both for modelling and as a game engine - what have they overlooked?

#16 Guest_Tyrone_man_*

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Posted 13 December 2008 - 10:28 PM

I'm affraid there has been a misunderstanding... we are not using ogre, but are using blender to for our models. The original team was considering such options, however, as soon as technicalycorrect showed up, we opted for his integrated engine. The only thing that is external (to be), is physx.

#17 randomizer

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Posted 13 December 2008 - 10:45 PM

If you actually mean PhysX, then you're limiting the physics capabilities of the game to NVIDIA hardware. You're not going to add a TWIMTBP logo as well are you?

#18 Guest_Tyrone_man_*

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Posted 14 December 2008 - 06:57 PM

I hardly consider PhysX a limiting factor, its free to use, does NOT require nvidia tech (only accelerated physics), and is cross platform (although I'm more worried about the windows only codebase of our engine).

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.

#19 Valerie Valens

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Posted 15 December 2008 - 01:54 AM

My role is as a composer at the very least.

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#20 Guest_Tyrone_man_*

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Posted 15 December 2008 - 02:37 PM

I didn't mean to say that it was all you did, but that's what you were working on at last glance. Anyway, we'll get rolling faster when the web project is usable. The the ideas can get roughed out in a more organized fashion (IM's are bad at this).




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