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ForumsDiscussion Forum → XBox Community games (XNA)
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XBox Community games (XNA)
2009-02-11, 1:10 PM #81
Originally posted by DrkJedi82:
ok i'm sold on the idea


blaster master was p awesome
2009-02-11, 1:33 PM #82
gb2ycs
2009-02-15, 12:55 PM #83
So, uh...are we doing this?
COUCHMAN IS BACK BABY
2009-02-15, 1:10 PM #84
If we could make a sidescroller that looked this nice, count me in :ninja:

http://orioto.deviantart.com/gallery/#Videogame-Remakes
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-02-15, 4:12 PM #85
If there are artists who can make art:

1.) That good, and
2.) Quickly enough, and
3.) In sufficient quantity to make a complete game

I would be willing to write all of the code for it.
2009-02-15, 4:47 PM #86
I'd definitely help out for a game if there was a definite / organized plan for it
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-02-15, 5:22 PM #87
I'm tempted to help you guys with this if you guys can prove to me that this would look good in my portfolio
A dream is beautiful because it remains a dream.
2009-02-15, 5:29 PM #88
Someone should be in charge!
COUCHMAN IS BACK BABY
2009-02-15, 6:01 PM #89
i vote myself as overlord of this project... now get back to work before i pistol whip you
eat right, exercise, die anyway
2009-02-15, 6:10 PM #90
Originally posted by Tracer:
Someone should be in charge!


This. If this is seriously going to happen we'd need a really good design document and a serious team :P
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-02-15, 6:13 PM #91
I vote for Joncy as project lead.

...what?
2009-02-15, 6:50 PM #92
We should vote people who would want to do it
"Nulla tenaci invia est via"
2009-02-15, 6:56 PM #93
As far as I can tell, these are the people that sounded interested(not including myself):
zan
tracer
jonc
jep
Emon
JM
Geb
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-02-15, 6:58 PM #94
Jon`C is probably the only person here with enough will and free time (I'm assuming) to function as project lead.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-02-15, 7:01 PM #95
Just let me know what the deal is and I'll do what I can.
The Plothole: a home for amateur, inclusive, collaborative stories
http://forums.theplothole.net
2009-02-15, 8:21 PM #96
he will go out of his mind if he has to program AND tell you guys what to do

poor jon`c
A dream is beautiful because it remains a dream.
2009-02-15, 8:54 PM #97
i nominate geb as project leader, as he already has vast experience telling people what needs done :P

and hes rather good at organizing ideas as well.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2009-02-15, 8:56 PM #98
Originally posted by Ford:
i nominate geb as project leader, as he already has vast experience telling people what needs done :P

and hes rather good at organizing ideas as well.


But he sucks at getting anything done.
2009-02-15, 9:32 PM #99
Quote:
Jon`C is probably the only person here with enough will and free time (I'm assuming) to function as project lead.
I have enough will and free time I just don't care.

Just seriously make it tilebased so you can use JileEd.
2009-02-15, 9:50 PM #100
Originally posted by JM:
I have enough will and free time I just don't care.

contradiction lol
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-02-16, 12:33 AM #101
Originally posted by JM:
Just seriously make it tilebased so you can use JileEd.
There would be zero benefit to using a tile editor that isn't based on the actual game's code. Writing a tile editor is an afternoon of work at best, and XNA comes with a lot of features - for example, you can use built-in serialization and reflection to add features to the editor implicitly. It would definitely take more programming time working your editor into a content pipeline than it would to write one from scratch, to say nothing of how much of a harder time the artists would have with an editor that looks and behaves nothing like the final product. It's a silly suggestion.
2009-02-16, 1:12 AM #102
Originally posted by Emon:
Jon`C is probably the only person here with enough will and free time (I'm assuming) to function as project lead.
I would be willing to but there would be conditions.

  • Design by committee won't happen. The game designer and technical lead call the shots over their respective areas but I would be the great tiebreaker.
  • I will not design the game, but I get to pick who does. I'm more than willing to put it to a vote if I get a lot of great design documents but I can tell pretty easily what kinds of projects are feasible.
  • I get to pick the technical lead.
  • The style guide will be set in stone.
  • Artists must state their area of expertise and submit examples of their work that adhere to the style guide before they are involved in the project.
  • There must be a critical mass of artists before I will ask anybody to do any work.
  • Everybody would need to give me some idea of what their schedule is like and how efficiently they can handle a workload. I don't mind if someone has a life, but I do mind if they stall the progress of others.
  • Someone who isn't me would need to donate private CMS and SCM services pretty much immediately after the design document has been selected.


If people are okay with all this I can get the ball rolling p fast.
2009-02-16, 1:26 AM #103
Originally posted by Jon`C:
    [*]Someone who isn't me would need to donate private CMS and SCM services pretty much immediately after the design document has been selected.

    [/LIST]
    At least one of us can do this. I can, so can Cool Matty, I bet. In fact, for SCM I think bitbucket provides private repositories using Mercurial. Subversion can suck my left nut. :colbert:

    What do you define as a "critical mass" of artists? We probably won't have many and as such we'll need to scale the scope of the project to accommodate.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.
    2009-02-16, 1:34 AM #104
    I'm not worried about numbers, I'm worried about having adequate coverage for specialized areas.
    2009-02-16, 1:55 AM #105
    Joncy - if you hit critical mass I'll chip in towards the 90 bucks for the wotsit.
    2009-02-16, 2:09 AM #106
    I already have a premium membership but someone else could use one
    2009-02-16, 2:10 AM #107
    Make a game about Ninja Turtles
    2009-02-16, 2:25 AM #108
    Fair enough - as long as it helps :)

    I know my talents, and coding/graphics ain't it. (Ok, so I can do coding of simple maths, but I'm crap at it)
    2009-02-16, 9:45 AM #109
    Quote:
    There would be zero benefit to using a tile editor that isn't based on the actual game's code. Writing a tile editor is an afternoon of work at best
    An afternoon isn't going to give you a very good tile editor.

    Quote:
    # The style guide will be set in stone.
    Artists should still be given enough freedom to be creative, and should have a say in some of the technical decisions since they are the 'experts' here. For example, you might specify that all characters have 3-frame walking animations, but the sprite artist produces a much better looking 4-frame animation.
    For the look of the game, there must be an art lead to enforce it, and it should be voted on here too, to be sure you get a style that attracts the maximum number of artists.
    2009-02-16, 10:04 AM #110
    Style guides have absolutely nothing to do with animation frame count.

    Edit:

    A style guide is used to guarantee stylistic consistency throughout the project. It's not necessarily hot-swappable in a particular design: a design document may demand a particular artistic style. A style guide is also not something that can be realistically voted on. Games are art, and good art has one grand vision behind it.

    More importantly, you assume that all artists are equal. Two people with portfolios and a proven work history vote for a realistic style but eight people with a history of flaking vote for animu. Whose votes should matter more? Should the only two artists doing any work be stuck drawing effeminate japanese men just for the sake of democracy? Do you really think the game has a chance to get done then?
    2009-02-16, 1:23 PM #111
    idea that just occurred to me

    NeS fighting game

    we have a wide ranging cast of characters
    locations could include the arena, the hall of heroes, the plothole, hell, jim7/lucifer's office, cloning facility where Qhobeg was created... among others
    eat right, exercise, die anyway
    2009-02-16, 1:30 PM #112
    mb, you should update your list of who's in for what...

    I assume we have:

    Jep - Art
    JM - Art?
    mb - Art
    Jon'C - Boss
    Me - Music
    Zan - Art
    Geb - Design?
    COUCHMAN IS BACK BABY
    2009-02-16, 1:31 PM #113
    Originally posted by Jon`C:
    I would be willing to but there would be conditions.

    • Someone who isn't me would need to donate private CMS and SCM services pretty much immediately after the design document has been selected.


    If people are okay with all this I can get the ball rolling p fast.


    I've talked this over with Jon`C and I'm more than happy to host the site/CMS/Wiki/repositories, whatever you need. If I don't have the software, I'll look into installing it; although I'm rather confident I already have everything you all would need anyway.

    It will be someone else's (Jon`C seemed willing to do this) to actually set up and install the CMS/wiki/etc on the account I provide, as I don't have the time to work on another project next to the new Massassi.
    2009-02-16, 1:43 PM #114
    I can help on some of those things
    "Nulla tenaci invia est via"
    2009-02-16, 2:39 PM #115
    Originally posted by Tracer:
    Geb - Design?

    I'll be taking this as an excuse to write at least one GDD based on what seems to be the most practical idea thrown around here (simple 2D action game of some sort). I'll post .doc files of my progress as I go.

    EDIT: This shouldn't stop anyone else from doing the same, of course -- give me some competition please. :)
    The Plothole: a home for amateur, inclusive, collaborative stories
    http://forums.theplothole.net
    2009-02-16, 2:54 PM #116
    If I can assume I'm the project leader, people should email me rough draft design documents. My email address is captain.cliche at google's email thing.

    I'm looking for a simple outline of gameplay and technical requirements, a rough style guide and a short one or two-sentence summary of the game. Grammar and formatting will matter because it will be the game designer's main job to write and maintain documentation for the project. Keep it short and don't do a lot of work on each one: around 2 pages would be ideal.

    I'm mainly looking for the right designer rather than the right idea. I would much rather get multiple drafts from each applicant. If you have 7 ideas send me 7 drafts.
    2009-02-16, 3:06 PM #117
    Or they can just post them here, especially if they're that short.
    The Plothole: a home for amateur, inclusive, collaborative stories
    http://forums.theplothole.net
    2009-02-16, 3:21 PM #118
    E-mail would be the best way to avoid politicizing the selection and refinement process. I can pretty much guarantee that none of the design documents are going to work the way they are. I'm looking for a personality not an idea.
    2009-02-16, 3:27 PM #119
    Well you're going to get mine here, so too bad.
    The Plothole: a home for amateur, inclusive, collaborative stories
    http://forums.theplothole.net
    2009-02-16, 3:33 PM #120
    Quote:
    More importantly, you assume that all artists are equal. Two people with portfolios and a proven work history vote for a realistic style but eight people with a history of flaking vote for animu. Whose votes should matter more? Should the only two artists doing any work be stuck drawing effeminate japanese men just for the sake of democracy? Do you really think the game has a chance to get done then?


    No. But nor should a style be chosen that only one person is interested in drawing.
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