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Last thread of the day (I promise)
2006-09-21, 4:55 PM #41
Originally posted by Echoman:
...and they will produce work and give support so you can get money.


They will obviously get payed, if this thing ever launches. I have a plan for a potential team to receive money before completion of this game, following a similiar commercial plan done by a lot of mmos (i.e. preorder the game to get into closed beta)
Nothing to see here, move along.
2006-09-21, 4:57 PM #42
Wanted to see what I was working on? Here are my three most signifcan attemtps at the first tutorial tunnel zone:

[http://i113.photobucket.com/albums/n223/2024_48/wips_screenshots/Screenie30001.jpg]

[http://i113.photobucket.com/albums/n223/2024_48/wips_screenshots/screenie20001.jpg]

[http://i113.photobucket.com/albums/n223/2024_48/wips_screenshots/Screenie0001.jpg]

Which de ye prefer :P (lol should be a poll).


EDIT: Textures are mine, level is mine, and it is prerendered in blender.
Nothing to see here, move along.
2006-09-21, 5:02 PM #43
Those textures arn't yours...

In fact, that level isn't yours!

It wasn't even prerendered in blender!
2006-09-21, 5:07 PM #44
Originally posted by SF_GoldG_01:
They will obviously get payed, if this thing ever launches. I have a plan for a potential team to receive money before completion of this game, following a similiar commercial plan done by a lot of mmos (i.e. preorder the game to get into closed beta)


And how much do you think people will pay when there are free MMORPGs on the net and epic games like WoW, etc on the market? Hell, why should people pay for a MMOPRG by a group of developers that no one has heard of when there are so many great free multiplayer games online? What about the cost of running servers and sites? Why should people trust you running a game development team when you had no basic experience at making any game-related media and coding? The questions go on.

Oh, and huge, undetailed corridors with lighting that comes no light sources is not going to impress anyone as of yet. They were created in Blender like you said, it doesn't show any potential of what this engine can do or your abilities to start something solid.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-09-21, 5:11 PM #45
... guys please, we all know where this is going.
ORJ / My Level: ORJ Temple Tournament I
2006-09-21, 5:14 PM #46
Originally posted by Echoman:
And how much do you think people will pay when there are free MMORPGs on the net and epic games like WoW, etc on the market? Hell, why should people pay for a MMOPRG by a group of developers that no one has heard of when there are so many great free multiplayer games online? What about the cost of running servers and sites? Why should people trust you running a game development team when you had no basic experience at making any game-related media and coding? The questions go on.

Oh, and huge, undetailed corridors with lighting that comes no light sources is not going to impress anyone as of yet. They were created in Blender like you said, it doesn't show any potential of what this engine can do or your abilities to start something solid.


Lightsources are in added in the map editor, I have already made 3D models of lamps, lights, and such, and there will be things like fires and smoke. This is just REAL.I haven't had RC long enough to do anything worth while so take it easy.

The game will be fun.
The game will not be a WoW clone.
The game will not be another one of those endless korean/japanese farming games with tons upon tons of pointless mythology.
The game is not aimed at huge crowd, we plan to not have more than 5000 customers, and we will do things such as game trials, alpha tests and such.
Nothing to see here, move along.
2006-09-21, 5:19 PM #47
Originally posted by SF_GoldG_01:
Lightsources are in added in the map editor, I have already made 3D models of lamps, lights, and such, and there will be things like fires and smoke. This is just REAL.I haven't had RC long enough to do anything worth while so take it easy.

The game will be fun.
The game will not be a WoW clone.
The game will not be another one of those endless korean/japanese farming games with tons upon tons of pointless mythology.
The game is not aimed at huge crowd, we plan to not have more than 5000 customers, and we will do things such as game trials, alpha tests and such.


My 2 dollars:

1.) Unless you plan to make this open-source, it will die. Fast.
2.) Your plans will take a lot of time to develope...in about two years you'll have an underdeveloped game that uses obsolete graphics.
3.) Might be fun.
4.) Might not be a WoW clone.
5.) However I can't help but make a joke that you would rather use tons upon tons of pointless religion.
6.) "We"? 5000? Trials? I doubt you get more than 100 unless you go, once again, open source.
2006-09-21, 5:34 PM #48
I'll just say this because it seems everything is turning to deja vu all again (deja vu with deja vu):

You need help prioritizing things in your life. To start in developing a game for the sake of getting experience and exploring new grounds in the world of game design is perfectly fine. To start in developing a game for the sake of getting quick cash without any firm grasp in this field will bring you little or no success, no matter how often you try to look on the bright side of life.

How many times are you going to get burned? Pretend the path to a successful MMORPG is represented by an egg. And a frying pan symbolizes solid experience in game design and programming. So far, you have been trying to cook the egg by holding it over an open fire with your bare hands. Prehaps it would be a better "investment" for you if you decided to slowly make steps in making games (without any intention for business purposes) instead of purchasing a game engine you don't even know how to operate.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-09-21, 8:03 PM #49
A piece of advice:

Game development, unless you're working for a major, established company, is not a means to make a living. I'm currently involved in a small production of three coders and three content developers (including myself), and it's currently a side-project, taking lower priority against our studies and/or actual jobs. Even then, we're not planning on it being a blockbuster success, because, while we hope to make a fun game, nothing about it really makes it stand out on its own.

You're treating this project of yours as a main source of income, when the reality is that you can not sustain yourself using game development. You're not a major corporation with investors who can help offset losses from games. If a game crashes and burns, then where else are you going to get the money to make your next game?

Furthermore, your game brings nothing new or original; the market is flooded with MMORPGs, both good and ****ty. Unless your MMORPG is going to revolutionize the MMORPG genre (unlikely - you don't have the education, resources or experience to pull off such a feat), it's going to fail. You're far, far better off modding existing games like Half-Life 2 and Oblivion and building a resumé, because then you've got experience and examples of your skill to show to employers.

This isn't about your character. This isn't about how I may or may not feel about you. This is cold reality of the situation: you do not have the resources, skill, or education to make a game.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-09-21, 8:08 PM #50
I also plan selling the game, its source, content and ideas to another company, after a short time, maybe, I'll sell it to a publisher. Thats all.

Oh and the graphics won't be outdated by the time I reach December. Reality is what you make of it to a certain extent. If you say I can't reach this goal, I say I can, because my only thing is to defy any "logical" statement. I hate logic.

Oh and, religion has no place in videogames as far as including them. Religion is not a game, and mythology is boring.
Nothing to see here, move along.
2006-09-21, 8:10 PM #51
Mythology is what makes games awesome. I eat that **** up.
Think while it's still legal.
2006-09-21, 8:14 PM #52
Originally posted by SF_GoldG_01:
Reality is what you make of it to a certain extent.


Until you WAKE UP.

2006-09-21, 8:19 PM #53
Originally posted by SF_GoldG_01:
Wanted to see what I was working on? Here are my three most signifcan attemtps at the first tutorial tunnel zone:


EDIT: Textures are mine, level is mine, and it is prerendered in blender.



Those textures aren't yours and we know they aren't. NOTHING you've done even comes close to a texture of that quality. Especially considering you've shown several times your low level of ability with rasters.


Most people when they start showcasing textures, get progressively better. You on the other hand of gone from MS paint style to almost good in a matter of 30 seconds. I don't buy it for even a ****ing second.
2006-09-21, 8:26 PM #54
Originally posted by SF_GoldG_01:
I also plan selling the game, its source, content and ideas to another company, after a short time, maybe, I'll sell it to a publisher. Thats all.

What reputable company is going to buy your stuff when they've got people to churn out crap for them? Most companies immediately throw out suggestions to avoid potential lawsuits. They will likely laugh in your face.

Quote:
Oh and the graphics won't be outdated by the time I reach December.

...Are you actually saying you'll have the game done in two months?

Quote:
I hate logic.

Believe me, we all figured that out a long time ago.


Quote:
mythology is boring.

Yet there are so many games that are successful that are based upon it.
$do || ! $do ; try
try: command not found
Ye Olde Galactic Empire Mission Editor (X-wing, TIE, XvT/BoP, XWA)
2006-09-22, 12:04 PM #55
I made those textures from real photos of walls, just made them seamless with a tool I have.

"...Are you actually saying you'll have the game done in two months?"

No, I'm saying were moving to DX9 in two months, maybe more, I'm not in charge of that, and we should have a good look at things in two months.

"Those textures aren't yours and we know they aren't. NOTHING you've done even comes close to a texture of that quality. Especially considering you've shown several times your low level of ability with rasters.
Most people when they start showcasing textures, get progressively better. You on the other hand of gone from MS paint style to almost good in a matter of 30 seconds. I don't buy it for even a ****ing second."

If you find those textures somewhere else, I'll leave and never come back, but if you don't, you will leave and never come back.

"Yet there are so many games that are successful that are based upon it."

Yet there are so many that aren't.
Nothing to see here, move along.
2006-09-22, 12:12 PM #56
Originally posted by SF_GoldG_01:
No, I'm saying were moving to DX9 in two months, maybe more, I'm not in charge of that, and we should have a good look at things in two months.
Changing to DirectX 9 will not improve the graphics of your game. You need to create content that can utilize the features of DirectX 9.

What it will look like is playing a normal JK level in Sith 2: it looks exactly the same as the DirectX 5 version, except for some shiny water that was hacked in.
2006-09-22, 12:14 PM #57
Quote:
If you find those textures somewhere else, I'll leave and never come back, but if you don't, you will leave and never come back.


Worst. Prediction. Ever.

Anyway, I believe those textures are yours because they aren't that difficult to make, all you have to do is find a good reference picture. Of course if you try and claim you drew the from scratch I won't believe you.

Mythology is actually very interesting, there are some hugely successful products based on it. Age of Mythology and Stargate SG-1 to name just two.
Detty. Professional Expert.
Flickr Twitter
2006-09-22, 12:14 PM #58
Originally posted by Jon`C:
Changing to DirectX 9 will not improve the graphics of your game. You need to create content that can utilize the features of DirectX 9.

What it will look like is playing a normal JK level in Sith 2: it looks exactly the same as the DirectX 5 version, except for some shiny water that was hacked in.


...and you believe I can't make such content with a team, time, patience, and a good will?
Nothing to see here, move along.
2006-09-22, 12:17 PM #59
Yes
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-09-22, 12:18 PM #60
Originally posted by Detty:
Worst. Prediction. Ever.

Anyway, I believe those textures are yours because they aren't that difficult to make, all you have to do is find a good reference picture. Of course if you try and claim you drew the from scratch I won't believe you.

Mythology is actually very interesting, there are some hugely successful products based on it. Age of Mythology and Stargate SG-1 to name just two.



I used a real life photo of some random wall, and then I cut a piece out, rotated it because it was at a strange angle, did a ton of changes and made it seamless. Not exactly the most skill requiring process now is it?

Stargate is SCI-FI + Mythology, which is a nice mix, like Star Wars.

Age of Mythology, I did not like at all, it was just, not my cup of tea. I may like WoW but since I've never played it, no idea.

LotR is cool because its mythology is most generic and easy to understand, and it defines cleary who is wrong and who isn't.

Originally posted by Echoman:
Yes


Time will tell. Give me a few months, and I will post in game footage. Don't pounce on something that hasn't even started. You've got nothing to loose really. Oh, and I just found out how to fix the problem with texturing I had in blender, no thanks to this community, but thank you to those who tried to help me.
Nothing to see here, move along.
2006-09-22, 12:35 PM #61
Originally posted by SF_GoldG_01:
I made those textures from real photos of walls, just made them seamless with a tool I have.


You just proved my point.

You didn't make those textures. You used a photo and then used an "easy button" tool to make them seamless.


Leave.
2006-09-22, 12:39 PM #62
Originally posted by SF_GoldG_01:
Time will tell. Give me a few months, and I will post in game footage. Don't pounce on something that hasn't even started. You've got nothing to loose really. Oh, and I just found out how to fix the problem with texturing I had in blender, no thanks to this community, but thank you to those who tried to help me.


You said that when you will show CGI content from your fan film by August. Time itself isn't the problem, it's managing your time. Like trying out by making small steps. Like reading a few books about modeling, design and coding, instead of relying on a "team" as a backup.

If can't get answers and support from "this community" for , you can always go to another community.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-09-22, 12:47 PM #63
Originally posted by SF_GoldG_01:
...and you believe I can't make such content with a team, time, patience, and a good will?
No, because you won't be able to find a team worth their carbon. For some strange reason people who know what they're doing don't want to work for insane and unqualified children who won't even write a design document before saying "LOL I MAKE LEVEL".

Also: You have no clue what you're doing.

This is the fragment program for the water effect in Sith 2:
Code:
!!ARBfp1.0
PARAM p0 = {-7, .5, 64, .2};
PARAM p1 = {.85, 1, .25, .6};
TEMP r0;
TEMP r1;
TEMP r2;
TEMP r3;
TEMP r4;
TEX r0, fragment.texcoord[0], texture[0], 2D;
MAD r0, r0, 2, -1;
DP3 r0.w, r0, r0;
RSQ r0.w, r0.w;
MUL r0, r0, r0.w;
DP3 r2.w, fragment.texcoord[1], fragment.texcoord[1];
RSQ r1.z, r2.w;
MUL r2, fragment.texcoord[1], r1.z;
DP3_SAT r2.w, -r2, r0;
ADD r3, -r2, fragment.texcoord[2];
DP3 r3.w, r3, r3;
RSQ r3.w, r3.w;
MUL r3, r3, r3.w;
DP3_SAT r0.w, r3, r0;
POW r0.w, r0.w, p0.z;
ADD_SAT r3.w, p1.x, -r2.w;
MOV r0.y, r0.z;
MAD r1.xy, fragment.position, program.local[0], program.local[1];
MUL_SAT r1.z, r1.z, program.local[0].z;
MIN r1.z, r1.z, p1.z;
MAD r1, r0, r1.z, r1;
TEX r4, r1, texture[2], 2D;
TEX r1, r1, texture[1], 2D;
MUL r3.xyz, r0.w, program.local[4];l
MAD r1, r1, r3.w, r3;
ADD r3.w, 1, -r3.w;
MAD result.color, r4, r3.w, r1;
END

If you don't know how that works, you will not be able to take advantage of a DirectX 9 engine. Not that you'll be able to take advantage of any engine at all, ever.
2006-09-22, 1:04 PM #64
Originally posted by Echoman:
You said that when you will show CGI content from your fan film by August. Time itself isn't the problem, it's managing your time. Like trying out by making small steps. Like reading a few books about modeling, design and coding, instead of relying on a "team" as a backup.

If can't get answers and support from "this community" for , you can always go to another community.



He doesn't go to another community because he's a troll and he knows it.
2006-09-22, 1:16 PM #65
He doesn't go to another community because those other communities... you know... the ones that are frequented by people who are actually skilled in the disciplines that SF_GoldG_01 is trying to play off as easy... are filled with people like me. Who know at least as much as I do and usually far more. Who will say the things that I am saying. And then they will ban him for being atrociously stupid, and probably even write his parents to request that he is whipped for his insolence.

He's probably tried to get help on other forums, but nobody would help him because it's a dumb question that anybody who reads the Blender manual could answer.
2006-09-22, 2:12 PM #66
Originally posted by SF_GoldG_01:
Wanted to see what I was working on? Here are my three most signifcan attemtps at the first tutorial tunnel zone:
IMAGEZLOL
EDIT: Textures are mine, level is mine, and it is prerendered in blender.


I swear you promised us ingame shots 'soon' in your last thread.
2006-09-22, 2:18 PM #67
Originally posted by Echoman:
Epic

Truly.
2006-09-22, 2:32 PM #68
Why is gold still allowed to post?
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2006-09-22, 2:33 PM #69
Did I not show much CGI content on my fan film BEFORE august?
Did I not show 1-2 ingame screenshots in my showcase thread showing what 15 minutes could do, to give people an idea, of what could be done with 15 months.
Did I not try?
I am infact taking a modeling course, why do think I've got even this far?
Nothing to see here, move along.
2006-09-22, 2:51 PM #70
I've taken two modelling courses and have been modding off-and-on for about seven years now, starting with DooM II, moving on to Jedi Knight, and moving into Half-Life 2.

I know that I don't have enough experience to make a game, because I can't do animations, and my modelling skills are moderate, at best. I don't have any knowledge of how to code a game engine, nor write code to create graphics.

You have less knowledge than me and less experience. You will fail. Your game will not be complete. You do not have the funding, the skills, or the knowledge to complete this game. You can try to believe all you want, but it will fail, just like everything else you've done because you don't have the skills, you don't have the funding, you don't have the knowledge, and you don't have the experience to create this game.

You said you were thinking of selling the content to a developer. Here's an iportant question: what makes your game so special? What makes it different from Star Wars: Galaxies, World of Warcraft, Guild Wars, or any of the thousands of free MMORPGs? You can claim it has a different story, but the fact of the matter is that, in MMORPGs, story doesn't count for jack ****, because it's all about the gameplay.

What gameplay features do you have planned that will make people want to play your game instead of the professionally-written, -designed, and -produced options out there?
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-09-22, 3:24 PM #71
Geez people, Gold is just playing you. He posts something people think is half-arsed and then in all the bashing, you're all telling him how to fix it. If you think his projects are wastes of time and doomed to fail, stop replying to what he posts. Everything will disappear quicker and you'll all be happier if you stop giving him the attention he is fishing for.
2006-09-22, 3:37 PM #72
Originally posted by SF_GoldG_01:
I hate logic.


figures :P

Originally posted by Rerun:
Geez people, Gold is just playing you. He posts something people think is half-arsed and then in all the bashing, you're all telling him how to fix it. If you think his projects are wastes of time and doomed to fail, stop replying to what he posts. Everything will disappear quicker and you'll all be happier if you stop giving him the attention he is fishing for.


Yeah, I had my fun...I'm just going to deny this thread has ever existed for a while.
2006-09-22, 3:47 PM #73
Originally posted by Wolfy:
You said you were thinking of selling the content to a developer. Here's an iportant question: what makes your game so special? What makes it different from Star Wars: Galaxies, World of Warcraft, Guild Wars, or any of the thousands of free MMORPGs? You can claim it has a different story, but the fact of the matter is that, in MMORPGs, story doesn't count for jack ****, because it's all about the gameplay.

What gameplay features do you have planned that will make people want to play your game instead of the professionally-written, -designed, and -produced options out there?



This will be adressed later, because right now, I'm more concerned about finding out what WoW has, and what it lacks. This goes for GW and a bunch of other MMO's, in short, I'm looking for what hasn't been done.

"He doesn't go to another community because he's a troll and he knows it."
I go to many communities, Blenderwars, Onrpg, Theforce.net, RC, mmoprg maker, game maker, Blender.org, Web Laguna, and Laguna2000, plus a couple of others which I can't think of right now.

"You didn't make those textures. You used a photo and then used an "easy button" tool to make them seamless."
Is there a more efficient way? Sometimes things are just simple and don't requiere hours upon hours to make them look right. Also BS, you were accusing me of stealing those things, which I didn't.

And, OMG I can't model, I admit it, but look what I just made 15 mins, ago:
[http://i113.photobucket.com/albums/n223/2024_48/wips_screenshots/screen_shot_test0001.jpg]

(And I now know how to export the lightmap too)
Nothing to see here, move along.
2006-09-22, 3:58 PM #74
Welcome to 2001
"Oh my god. That just made me want to start cutting" - Aglar
"Why do people from ALL OVER NORTH AMERICA keep asking about CATS?" - Steven, 4/1/2009
2006-09-22, 4:00 PM #75
Originally posted by petmc20:
Welcome to 2001


From 1997/1998-2001... nice jump, in December, I should reach 2004/2005. Let it be known, GRAPHICS are NOT the main aspect of my project. My project will have lots of graphical content, but it will not be its main objective.
Nothing to see here, move along.
2006-09-22, 4:04 PM #76
I was referring to the way that you put the hallway together. It's just so generic. I mean, you made it in 15 minutes, not bad. But so much more is possible in 15 minutes than that and possibly that you know. The physical aspect of the hallway is simply appaling. Why would I want to walk down a hallway like that? I don't think I would like to.

With other engines, so much more is possible and much faster to do things with. Look at the people who made Mount&Blade. They actually took advantage of the speed and accuracy of their engine and they recieved thousands of dowloads and purchases.

Like I said, welcome to 2001
"Oh my god. That just made me want to start cutting" - Aglar
"Why do people from ALL OVER NORTH AMERICA keep asking about CATS?" - Steven, 4/1/2009
2006-09-22, 4:07 PM #77
Originally posted by petmc20:
I was referring to the way that you put the hallway together. It's just so generic. I mean, you made it in 15 minutes, not bad. But so much more is possible in 15 minutes than that and possibly that you know. The physical aspect of the hallway is simply appaling. Why would I want to walk down a hallway like that? I don't think I would like to.

With other engines, so much more is possible and much faster to do things with. Look at the people who made Mount&Blade. They actually took advantage of the speed and accuracy of their engine and they recieved thousands of dowloads and purchases.

Like I said, welcome to 2001


Obviously this is not a final product and has much to be done to it. It will have more things, such as vents, with steam coming out, fires, a bunch of caveins, and possibly some crates.
Nothing to see here, move along.
2006-09-22, 4:14 PM #78
Yellow stripes texture needs to go :0

Also, I like mythology >.>
2006-09-22, 4:19 PM #79
Originally posted by 'Thrawn[numbarz:
']Yellow stripes texture needs to go :0

Also, I like mythology >.>



And you would recommend?
Nothing to see here, move along.
2006-09-22, 5:03 PM #80
I would personally suggest you make your own textures, and code it yourself... but that's just my suggestion.
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