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Collab game for great OC

Name: Anonymous 2011-12-30 11:12

The 2012 resolution thread (http://dis.4chan.org/read/prog/1324897198) took a turn after some riders suggested collaborating to make a video game. This thread attempts to more formally continue that line of thought.

Main points from previous thread:
0. /prog/riders of 2012, unite
1. Collaborate to make vidya game
2. Should be easily extendable by non-programmers to make Original Content
3. Make a simple campaign to demonstrate scripting so others will be able to learn and contribute their OC

Goal of this thread:
0. /prog/riders interested in the game idea, stand up and be counted (please use a throwaway name#trip)
1. We can see what set of skills are available in the group (please indicate what you're able to contribute - code in [language], 2D/3D art, text - in order of your ability with each, most skilled first). Feel free to mention anything else that might be useful/important.
2. Based on skills available, we can brainstorm realistic game ideas ITT (simpler deliverable is going to be better, since we likely haven't worked together before - if a solid group forms from the experience, we can later try something more ambitious).
3. Reach consensus on a specific project (reply to any you like, add your own ideas, repeat...).
4. Set up communication channels (IRC/wiki/mailing list) for those who formed the consensus (it's possible more than one project attracts an interested group).
5. Work out details, responsibilities, timeframe, etc. on alternate communication channels.

tl;dr Read SICP.

Name: cabbage 2011-12-31 5:23

I haven't been to /prague/ in a few days, but this seems alright.

I'm fluent in C, C++, C#, and Java. Any C based language would be fine for me though though. I have enough of an understanding of Lisp that scripting in it would be cool too.

As for style, what say you guys to mixing the RPG and beat-em-up styles? Sort of like Castle Crashers I suppose.

Name: Anonymous 2011-12-31 5:30

...Actually that could be fun

first things first though, how to build an insult evaluator? =D

Name: Anonymous 2011-12-31 7:28

>>122
srand(time());

int InsultVal = rand();

Name: Anonymous 2011-12-31 8:15

This is a fun idea. My only qualm is with ``howdoicomputer''. You seem like a bit of a meme-parroting douche. Guessing you're from /g/ or /v/?
Tone it down a little.

Name: Anonymous 2011-12-31 9:37

No one's in either IRC?

Also, I've been part, or rather have watched many 4chan projects like this unfold. I'll give you two weeks before it all goes to shit.

Name: Anonymous 2011-12-31 10:29

ITT: unlimited troll works

I'm happy we've moved communication for this project away from /prog/ because seriously, fuck you guys.

Haters gonna hate!

Name: Anonymous 2011-12-31 10:57

>>126
No one asked for you to be here.

Name: Anonymous 2011-12-31 11:14

2^7 get

Name: Anonymous 2011-12-31 11:20

>>103
->If you can't do Lisp as your main consider it as a scripting addon.
Now that, is a great idea.

Name: u !HNcZybU4Z2 2011-12-31 11:26

Pros:
can program in C (kinda), C# (well), Python (ok), Haskell (EXPERT PROGRAMMER), Erlang (I only mention it because it's a cool language)
generally considered kawaii by his peers
is not much of an ``idea man''

Cons:
never finished a game
finds programming less annoying when drunk

Please contact my manager if you're interested in hiring me.

Name: Anonymous 2011-12-31 11:52

No way is /prog/ going to be able to do this.

Name: Anonymous 2011-12-31 11:52

GET 133!
Check out them dubz.

Name: Anonymous 2011-12-31 12:15

Yes, check 'em

Name: Anonymous 2011-12-31 12:34

>>131

I think we're capable enough, but what about this: who would install something on their computer if it came from 4chon?

Name: Anonymous 2011-12-31 13:00

>>134
Yeah, I think we could do it, but I don't think many people would want to install it.
Also think that it'd be difficult to get people to agree on a language, or to stick with the project.

Name: Anonymous 2011-12-31 14:08

>>134
Don't think that's the problem, if source and everything was open, /prog/riders can audit the code themselves. The problem with that most of us either don't have the time or lack the interesting in such projects or they would be more likely to just do it by themselves, but maybe I'm wrong about this.

Name: Anonymous 2011-12-31 14:19

>>136
they would be more likely to just do it by themselves
This is the biggest problem, I think. I assume that most /Prague/riders feel good enough about their programming skills that they'd rather be the ``head developer'' and make all the decisions, and at the same time most of them are experienced enough to know that most ``internet projects'' don't go anywhere.

Name: Anonymous 2011-12-31 14:29

>>137
I don't know about anyone else, but I refuse to work with a bunch of clueless idiots. Seriously. I don't mind being a code monkey a project. However, it just gets really fucking annoying when we have to backtrack and correct another persons mistake because the other team memember is just plain retarded.

Name: Anonymous 2011-12-31 14:30

>>137
But you're right in the respect that that a lot of "internet projects" don't go anywhere.

Name: Anonymous 2011-12-31 14:48

Past experience in previous strategy games, both turned based and real-time, all 2D though, special interests in path finding and AI strategy, in C/C++.
I'm a kernel programmer so interfacing, multithreading, fine adjustments are more my turf, not games, but h-heyy..!

On version control have used git and svn

So.. there, I don't really see this idea going forward though

Name: Phydeaux !IQnIq2e6Hs 2011-12-31 14:59

I am not particularly good, but if I can help...

My main experience is C#, but I can deal with C, SEPPLES, and a little of Scheme and Java. If other languages are put in, I can always read an emergency manual.

I can also compose some music.

Name: Anonymous 2011-12-31 15:07

>>139
>>140

It's easy to say Internet projects often derail, but to look at why and try to come up with ways to mitigate that would be a great help. Even if you're not personally invested in the game idea - analysis like that is something the Internet as a whole could use.

Fucking collaboration. How does it work?

Name: Anonymous 2011-12-31 15:20

>>142
alright, a small team 1-3 people start brainstorming on what the game should be, it's a good start

Name: Anonymous 2011-12-31 15:20

>>142

Easy. Most people are either unmotivated or shortsighted morons. Without motivation like your career depending on it or a mechanism to filter out the imbeciles from the environment, you end up with a conglomerate of time-wasting mongoloids that haven't even read SICP completed a more than slightly trivial program before, let alone a game.

EXPERT ANALYSIS

Name: Anonymous 2011-12-31 16:01

>>143
My Little Pony + Streetfighter

Firefly + Unreal 2

Star Trek Voyager: Janeway's Winter - It's a TBS game, where you have to interact with cultures while still trying to get your crew home. Like Oregon Trail in some aspects.

Name: VIPPER 2011-12-31 16:05

Id prefer a CS(magic) themed RPG.
Where you can use the usual shit like call/cc, segfault shit or just eval(apply).
Trade items like conses and other magic shit.

Also java dragons, c++ cyclopses and python trolls as enemies.

Name: Anonymous 2011-12-31 16:12

>>146

This sounds awesome.

Name: Anonymous 2011-12-31 16:16

who would install something on their computer if it came from 4chon?
Aah, this could be the axiomatic constraint to bring this /prog/ject into consensus:
1) use JavaScript LANGUAGE SOLVED
2) use FrozenVoid PROJECT LEADER SOLVED
3) use FrozenVoid naming convention and iterative pastebin driven development model. DEVELOPMENT MODEL SOLVED

Name: Anonymous 2011-12-31 16:44

>>148
We tried that, it didn't work.

Name: Anonymous 2011-12-31 17:22

>>148
FV is such a disgusting furry, everything he says, does, thinks... makes me want to puke.

Name: Anonymous 2011-12-31 17:34

>>148

I'm going to put "pastebin driven development" on my CV.
Haha... Easily the best comment I've read on /prog/ this year.

Name: Anonymous 2011-12-31 17:39

>>144

There are some open-sores games with more than a few active contributors. It's all remote collaboration, division of labor, and they manage to deliver without career pressure. It's more like pride.

Name: Anonymous 2011-12-31 17:52

>>124

Go fuck yourself with a rake.

Name: Anonymous 2011-12-31 19:11

>>152
I miss Vega Strike ;_;

Name: Anonymous 2011-12-31 19:23

The jews are after me.

Name: Anonymous 2011-12-31 19:32

>>155
Why are they after you?

Name: Anonymous 2011-12-31 19:44

>>156
Just because.

Name: Anonymous 2011-12-31 19:47

>>157
Ah, how serene. The jews chase you around for a while, then disappear, only to appear later again. This meaningless cycle repeats eternally, forever shimmering in the sea of darkness. Just like life itself.

Name: Anonymous 2011-12-31 23:17

Git is fine.

What does /prog/ think about making a real time strategy game like command and conquer. You can get away with it having shit graphics and the mechanics would be easy. The whole game could be an aerial view of buildings, men, vehicles, etc.

Movement is like in pokemon. It's a grid of a * b. An object takes up a certain amount of space on the grid. Objects can be layed on the grid and we only show the top layer.

This would be interesting because it presents the possibility of sophisticated AI and game play. We could also make it multi-player--the grid is hosted on a server--You spawn a great deal away from other people and you can begin looking for resources and building.

Name: Anonymous 2012-01-01 0:18

>>159

I've wanted to do something like this for a while, because I found the AI to be interesting. But I think that I would get involved with something like the star craft ai competition instead, rather than rolling out an rts from scratch.

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