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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: howdoicomputer !4kK4ZvnpWI 2011-12-30 19:56

We should set up an IRC server/whatevertheterminologyis for great discussion

Name: Anonymous 2011-12-30 19:58

>>81
Or google chats, since we all have gmail accounts... invited.

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:03

>>82'
>google chats

U MENA G+ HANGOUTS?

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:04

>>83
lol wtf am I thinking I forgot about chat of gmail.

Name: Anonymous 2011-12-30 20:12

what is this shit? /v/ and /g/ invades /prog/?

Name: Anonymous 2011-12-30 20:15

>>85
/prog/ was never really ours. :/

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 20:21

>>85
It;s /prog/ doing something collaborative.

Name: grouse !xdoz7cjaZY 2011-12-30 20:46

Looking at the tripfag skillsets, it seems there are two languages in common:
Python
C/C++

I like the idea of a 2D real-time action game like Legend of Zelda. Even if we don't have many autists artists, we could re-use the sprites from existing games (or just develop with placeholders until a wild drawfag appears. The biggest improvement over classic Zelda would be more (branching) dialogue, as well as the aforementioned level editor for easy customization.

The biggest weakness I see in a Zelda-style game is lack of multiplayer (which is why I was using beat-em-ups as an example in the other thread). In the spirit of making a simple deliverable first, I'm okay with that loss - the ability of others to extend the map/quests gives it enough multiplayer flavor.

I'm personally weaker at C/C++, but wouldn't mind trying, since that's the only language the tripfags ITT all have in common. I'm sure there are libraries out there that make life as easy as Pygame does ...right? Please point me to one, since I've been out of the loop for a while. If you can't offhand think of a good C/C++ library for this kind of game, I highly suggest looking at Pygame, since it's so goddamn easy to make this kind of game with it.

Name: Anonymous 2011-12-30 21:00

>>88
python
gtfo, no one wants your FIOC shit here.

1. Scripting languages for any game are slow and bad especially when you have a group of people who clearly dont know what the fuck they are doing.
2. Please don't associate C with C++, there's a big difference
3. back to /g/,/v/ with all of you.

Name: a !SOyC1Olqoo 2011-12-30 21:03

I'm in.

Experience:
- Languages: Mostly Haskell, C, Python, x86_64 assembly, and PHP (ashamed of it). Knows enough to be able to pick up something new quickly.
- Some experience with parsers/interpreters. Have implemented a few simple lisp-based languages in Haskell and PHP.
- A little experience with graphics, nothing beyond an animated 2D-character running around on a background or a bouncing 3D cube. The 2D-character was in python, but I kept trying to reinvent coroutines, so I started to switch to haskell, reinventing pygame + a DSL for actor handling.

In GMT+1, working 9 to 5.

I suggest a "Zelda: A Link To The Past"-like game, user extendable with maps using Tiled ( http://www.mapeditor.org/ ) and some language for scripting. Possible spin-offs of this core idea that I've considered, is:
- User-programmable spells, maybe some automatic problem generator where more advanced spells require more advanced programming.
- Focused on some kind of programmatically generated dialogue and history. Bethesda's Radiant Quest System on steroids.
- MMORPG.

Some sprites we can start off with: http://www.lorestrome.com/pixel_archive/main.htm (and there's a ton of Z:ALtTP rips…)

Also, I vote for IRC.

Name: Anonymous 2011-12-30 21:04

we should just make an artificial intelligence that creates a game engine by copying and pasting code found via google search.

Name: Anonymous 2011-12-30 21:11

>>90
>Bethesda's Radiant Quest System
so you're gonna make a game with shitty generic quests that keep respawning?

Name: a !SOyC1Olqoo 2011-12-30 21:13

>>92
Note the "on steroids"-part.

Name: Anonymous 2011-12-30 21:22

>>93
Basing anything off a shitty company like Bethesda is bound to fail

Name: a !SOyC1Olqoo 2011-12-30 21:32

>>94
Yes, it sucks, I agree. So let us not base it on it, but rather be inspired by its goals and faults, progressing to that perfect dialogue/history system.

Please just forget I mentioned it.

Name: Anonymous 2011-12-30 21:34

few ideas..

I never played Fable, but that was supposed to have some sort of open style of gameplay.. (probably too hard though)

materia in FF7 wasn't too bad (with slots in weapons/equip for customization..? maybe something similar?)

Ai is a good point... do you make enemies clever, or just tough?

Name: grouse !xdoz7cjaZY 2011-12-30 21:34

>>90
At a glance, Tiled looks great.

I think if we do the user-programmable part right, we'll get an limitless supply of quests/dialogue/history that would be infinitely better than anything we could dynamically generate.

I love the potential of the MMO idea, but I think that should wait until we can pull off a single- or (limited) multi-player version first.

I'm also happy you've got Pygame listed :)

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 21:42

freenode #progame
Get the fuck in here if you want to contribute

Name: howdoicomputer !4kK4ZvnpWI 2011-12-30 21:45

also, irc.rizon.net #/prog/ame

Name: kc !taZqHR8ods 2011-12-30 21:49

We're on #/prog/ame @ irc.rizon.net.

Name: Anonymous 2011-12-30 21:55

Another pretty good (although turn-based / probably a bit obscure) rpg was 'Legend of legaia'...

Would be great to see something like the combo-moves you could nut out in that game...

each direction would be a type of hit, and pressing a set combination of directions would do special moves, so something like up-down-[up] would be high-kick, low-kick, [backflip uppercut]... and with enough room in a turn you could get more than one special move in... Eg. down-up-[up]-down-[up] might be low-kick, high-kick, [roundhouse], low-kick, [backflip uppercut]...

also some moves needed to be taught(/unlocked), while others could be learnt just by guessing the right buttons

Name: a !SOyC1Olqoo 2011-12-30 22:15

>>97
Yes, I was thinking dynamically generated as basically programmable. We have some game state, and the dialogues are some DSL that modifies it and makes menus and stuff based on it.

Name: Anonymous 2011-12-30 22:45

Please consider the follow fellow /prog/mites:
->Portability
-->Shit should run on Linux,Windows and Macs
->Lisp
-->If it ain't lisp, it's shit.
->If you can't do Lisp as your main consider it as a scripting addon.

Name: Anonymous 2011-12-30 22:50

>>103
->No GC
-->GC IS SHIT

Name: Anonymous 2011-12-30 22:58

>>104
If it ain't GC'd nor C or assembly, it's shit.

Name: kc !taZqHR8ods 2011-12-30 23:25

>>101
I loved Legend of Legaia !!

Name: Anonymous 2011-12-30 23:31

/prog/ challenges work when they pit individual /prog/rammers against each other, because they exploit the natural impulses of the /prog/rammer. Collaborations never work, because the people who actually know what they're doing are too jaded to get along with the others.
This is going to be another Anonix.

Name: Anonymous 2011-12-30 23:58

>>106 yeah it wasn't too bad eh

Wonder how you'd go doing those types of animations in sprites (could settle for something a lot simpler than backflips / etc..) / or even making that type of attack input work in real time rather than between turns...

I guess you could hold shift, bash away at the numeric/arrow keys for a bit, then release (hopefully before the enemy smashes you or moves out the way..)

Name: Anonymous 2011-12-31 0:15

...probably wouldn't want every attack to be input like that, but it could be a nice addition

one last game to mention (not the best but eh) Dink Smallwood? fairly cheap pc game, i think it has a free-to-use engine though?

Probably not meaning open-source/ but i never really checked so it just might be open source..? could be worth a look anyway =)

Name: kc !taZqHR8ods 2011-12-31 0:49

>>107
Anonix was one guy pretending to be three girls who thought he could make an operating system out of shittily written 20-line C programs.

Name: Anonymous 2011-12-31 1:41

Cool, triples.

Name: Sepples Fag 2011-12-31 3:01

Wow, my post number equals the amount of emails in my inbox.
Coincidence? I think not!!!

Anyhow, I'm in for development.
Langs:
Shit load of C++
(And C)
Bit of Lua here and there.

Pretty good with the GIMP too, if it may come in handy.

Name: Anonymous 2011-12-31 3:12

>>108
Are you trying to reinvent fighting games?

Name: Anonymous 2011-12-31 3:18

>>112
Lua
One word: FORCED FLUSHING OF L1/L2 CACHE

Name: Anonymous 2011-12-31 3:35

>>114
LuaJIT, retard.

Name: Anonymous 2011-12-31 3:41

>>114

forced indexing into an array of length around 16 - 32.

Name: Anonymous 2011-12-31 3:42

>>114
I never said Lua was a good language, just said I knew it.

Name: Anonymous 2011-12-31 4:31

>>115
it still sucks

Name: Anonymous 2011-12-31 4:49

>>118
At least it sucks fast.

Name: Anonymous 2011-12-31 5:20

>>113 not really, just throwing a few cents worth into the (rather empty looking) bucket...

Unless they're building squabble-fighter-3... =)

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