« first day (23 days earlier)      last day (116 days later) » 

6:01 PM
well it would a MMORPG but initially a single player for the base game
 
Whoa, whoa, hahaha
mmorpg xD
Sounds cool
 
3 minutes into that video and all I see is text :( that's boring
 
Though I didn't think It'd go that way :P
 
they suck at marketing too
 
@AsadaShino why because people say its hard to make and take a lot of people?
 
6:02 PM
Tutorials are best given during gameplay, imo
 
mmorpgs are 80% tutorials
 
@Prix That and the cost of maintenance and service, depending on scale
 
@AsadaShino MMORPG SNAKE − the ultimate fun for the whole planet!
millions of snakes on the same small screen and only one blinking pixel they are after
 
don't think big
 
buy striped colors
 
6:03 PM
its just a 4 fun project
 
@user1306322 They are tutorials through either wikis or other players, so the cost of making a tutorial is not so high. That along with the fact that most people know how mmorpgs work, makes the tutorial a less important part of the average mmo
 
if it per chance starts looking cool
we can just throw a kickstart
and its not like we will have it done in week or a month
to begin with I doubt me or @user1306322 have any design skill to make original graphs
so we would start using tiles and pre made stuff around
which wouldn't make it look cool
 
ok guys are we talking concrete things or just musing about what could and couldn't be done theoretically?
 
I am talking about concrete things we can do
we can do a MMORPG
 
Well, when thinking of these sorts of things, first thing would be a brainstorm, right?
 
6:05 PM
obviously it won't be a WOW at start just something basic for a few friends to play while we dev it
 
it won't look good with no budget and skill in making games
 
To see what we can come up with and weigh in ideas between eachother
 
@user1306322 exactly
its a experience
per say
or rather learning?
 
I've already made a Terraria clone once, so I've got that experience going for me, which is something
 
@Prix edutainment or learning for the devs?
Nice
 
6:07 PM
learning I mean I have made private servers clone
for lineage and Aion
 
Just to say this right off the get go, the only 'game' I've ever made was a battleship clone x3
 
but never made a real game myself
 
I mean that board game, without anything graphical apart from some ship sprites I plucked off google
 
so here is what I am throwing, we could try making a 2d game with isometric map for multi player
from what I was looking around these doesn't seem too hard to do
and there are plenty of graphs/texture we can use
what game type etc we can further discuss
there are N possibilities and I would rather see some everyone agrees on
its a side project work we would contribute when we have time to privately between us
 
personally, I don't think making yet another Diablo clone is going to make anyone interested
 
6:09 PM
if at some point it looks cool or its potential grows we can think of kickstart or something
it's not a clone nor does it need to be like diablo we can talk this over
but doesn't automatically make it a new idea as we don't even know how far we can get with it
 
@user1306322 Lots of different companies make shooters, and people are still interested. 'cloning' doesn't mean straight up copying, but taking an idea and adding something new to it is what makes it work
 
@AsadaShino u mean the one you pinpoint ship position to blow it like b1, z3
 
@Prix yeah xD
 
normally I wouldn't even consider it a possibility to kickstart anything with anyone, but when it comes to @Prix and his magical ability to make even SE updates roll… I might just try it
 
You click somewhere on the opponent's grid and it says hit or miss and if you sunk a ship it says so
 
6:12 PM
lol
don't expect much from me, I am just a greedy bastard
well I was thinking about a 2d isometric game because it is really easy to make one
specially the way you move from block to block etc
so I was not considering a genre or how the game would be or about what in first place
but just make something functional you know?
just to see how far we can get
 
let's flesh out at least 2-3 core game mechanics and see what game it looks like most and try to figure out what parts of it we could make
 
Hmm, this is harder than I expected xD
I've seen quite a few videos from some professional game designers, but that doesn't make it any easier
 
flesh out? you mean look into some game engines available for c# and what they can do ?
 
I think he means more thoroughly work them out
 
there are quite a few engines out there
 
6:17 PM
I mean let's figure out what exactly is going to be happening in a usual game sesion
 
not in practice, but describe them
 
are we gonna kill some enemies?
are we gonna find items?
 
And if so, how
 
yes there will definitively be fight(action)
 
will there be boss fights?
 
6:18 PM
Of what sort, physical, ranged, is magic involved?
 
what kinds of attacks are involved?
 
Okay, let's go at them one at a time
Before we just ask questions, and not answer any xD
 
@user1306322 its an option but could be just monsters/enemy fight for instance boss would depend on what we make
 
what type of combat is it? Real-time, turn-based?
 
So, there will be 'action'
Of what sort? Fighting something yourself or more something like pokemon/yugioh, where the player's character does not fight, himself
 
6:19 PM
@AsadaShino could have all those but perhaps too complicated to do it all so we can just pick 1 of those to start with
as if we pick magic for example we need to worry about effects for spells and the such and if we just pick physical with simple weapons it would be easier
I would like to try real time action
but its up to u guys on this
 
real time action sounds fine, but imo it depends on the type of fighting
 
@AsadaShino no pvp to begin with so mainly monsters or enemies or whatever we make to fight against
I did like to entail magic, unarmed, swords and the such and fire weapon but it would be too much to begin with
 
@Prix No, I mean will the mc fight monsters/enemies himself or will it be like pokemon where he has helpers/minions/monsters to fight for him
 
that is discussable
we could do mc fights or we could do a pet or we could do both being pet an assitant
I am open to your point of view as well
so don't make me decide on everything otherwise it will be a game I want to play
lol
 
@Prix Well, we can think big now and start development small. If you leave room in the way the combat is handled in code, to include differrent types of attacks or moves, you can start small and as you progress add new things. But that does add a new level of difficulty as you'll make starting up a bit harder
 
6:23 PM
have you guys seen Transistor?
 
@Prix This would be something like how ni no kuni handles it?
 
@user1306322 I have seen it, but not played it
The combat sounds pretty cool though
 
@AsadaShino oh, you should!
it's got a very cool soundtrack
 
A lot of choice and passive effects
 
6:24 PM
it's like half of the game's worth
and the combat mechanics are nice too
 
Instead of "these are the skills you get, level them up as you want but they only do more damage and may get one special effect in the end"
 
@AsadaShino hum?
 
It's "This is what you have, you can choose to use them actively, add them to other skills or to your own character for buffs, there's plenty to play with so see what you can work with"
@Prix Ni no kuni has a system where you can recruit up to three creatures to fight with you, but you can only fight with 1 of those creatures as your sidekick, at a time, so the MC fights, with the help of one of his creatures
 
@user1306322 is there an official site of an actual gmae play video of that?
 
You can switch them around in combat, but you can't control both of them, you have to set them to either go aggressive, defensive or passive
 
6:26 PM
 
@Prix So then the question becomes, if you allow the player to have an assistant to help him fight, does this assistant actively help, by fighting on its own or is it there to help the player by giving him buffs, depending on something like the fighting style or type of creature that is used.
Next to that, Does it get chose for him or is the player free to choose what sort of creature assists them, by being given a tutorial ish lesson on how to find one and then sent into a starter area where he can recruit one, something like a 'rites of passage quest', where you can't leave if you don't recruit one.
But I'm going too far into details about this
 
@user1306322 not bad the graphs would be similar perhaps not in the same place like a city or town could be else where but that how it would look like
but that is far from where we are right now
 
We haven't even decided how deep combat goes
 
we won't have such a graph from the start nor game play
 
we aren't anywhere even :D
now that's the thing
we can have that gameplay now
 
6:30 PM
@AsadaShino like mixmaster I see, that's nice too but that is again ahead of it
 
any gameplay we want in fact
the main problem is the high-quality game assets, not game mechanics
 
yes, that is why I am not trying to think of anything over complicated yet
 
We don't have to be tied down to currently popular or known types of gameplay, but thinking up a new sort of gameplay and making it interesting is not easy
 
just a very simple single player
 
look at all the indie ames with marvelous game mechanics and poor assets
 
6:31 PM
to see how far we can get
if we can work well together and actually get something nice done with a basic game
we could move into something more challenging
not sure you get what i meant
 
@AsadaShino no need to invent a new gameplay, you could just rehash an old one and add some novelty features to it
the mood of the game can change everything
 
@user1306322 That's more what I meant, I think I explained it too broadly and made it sound like thinking up an entirely new type, I mean adding something new and fresh to it. But even that is not easy, since you'd have to still make it feel natural and appealing
 
all I would like to try right now honestly is like a very simple single player in 2d with a single map were we kill things and move around etc
 
if it's overly serious but doesn't meet the quality expectations, it's bad
 
if we can make that as a team we could try something bigger and cooler
 
6:33 PM
but if you make a joke about every flaw of it, it's suddenly a mega hit
@Prix let's not set the bar too low, ok?
 
@Prix Yeah, I guess that's the best thing to start with. Once you know you can do something like that, together, you can think of new things and have a good idea of eachother's strengths and weaknesses, so you know how far you can go
 
we'd end up proving to ourselves that we can do what we already know we can do
 
It's more about showing eachother what you can and can't do, moreso than yourself.
 
!translate henshin
 
Code quality and just the way it is written says quite a bit about a person's experience and skill.
 
6:35 PM
@user1306322 Reply
 
@user1306322 it's not what I meant is just that working as a team is no so simple so if we make something real simple first we can see how it would work out and from there we would see how everyone does things and we could possible move into something bigger and more challenging.
@user1306322 transform, transformation
 
@Prix You'll get there :P
 
ore no henshin wa kakkoi
 
dane, pengin ga sugoi desu yo!
 
6:36 PM
!translate kawaii desu
 
@Prix Cute
 
Either way.
 
@AsadaShino lol I know what I can do
I just wanna do cool things at low cost and with great returns
 
@user1306322 And that is why I said that "moreso than yourself". Do you know what Prix can do and how well he can do it?
 
easy, but fun, cheap and useful
 
6:37 PM
Do you know how well you can work together?
 
lol
 
it doesn't matter what we know, it's having fun
 
you're thinking of profit before existence
 
profit as in fun
usefulness
 
where you don't even know if we can code together and make it work out
 
6:38 PM
if we can make chat bots, we can pretty much do anything
 
coding as a team is not just know how the other codes or being able to follow standards and shit its like how we can delegate stuff and get it done as well
 
If you have different ways of coding, you might create codebases that are almost incompatible, due to design decisions differing
 
gotta define essential functionality first
just like the game design
 
@AsadaShino that is something one can learn so I honestly don't see that as a problem specially we know none here are pro's
 
@Prix I see
 
6:40 PM
@user1306322 that's why I said you're far too ahead thinking on profit :P
I just want to see if we can get something done together
 
by profit I mean fun
 
before we can decide and move into a bigger step
 
if it's not going to be any fun whatsoever for a very long time, I don't think this is going to work
 
well it does needs to be fun, but just coding alone won't be that fun
it gets cool when we actually see it taking form like being able to test and play
or so I think
but if we set the bar too high and we aren't even good working together we won't get anywhere
if we just try making something simple we will sort of see how it goes first
 
well, this is where many game developers stop being game developers
 
6:43 PM
What do they become?
Superheroes?
 
that's not what I am saying
I know we can make a snake game
but making what I had early mentioned is not a snake game
it involves the basis of everything we are discussing
it will involve mechanics, movement, real time action logic
constructing a 2d isometric map
having AI for monsters or enemies
I did say its something basic, but its basic in terms of how big the game is its going to be a 1 map single player game at first
so we don't have to over think story or anything else other than the basic
and as u saw above the basic is not "a snake game" is a lot of code and logic
how the monster logic will be reusable to construct other monsters based on different stats
how their AI will function based on different enemies
how the fight system will work, movements will work
if you think that is easy to then tell me ;)
 
if we make if all from scratch, it's gonna take a lot of time, but we should really google some ready-to-go game engines like that and not reinvent the wheel
 
of couse we are not reinventing the wheel
there are tons of game engines out there but they don't give you everything otherwise it wouldn't be your game
 
they give a whole lot
 
Can't they be expanded? Or are they usualy pretty sturdy when it comes to expanding mechanics?
 
6:48 PM
I bet you could reskin Transistor and it'd be something like what you have in mind
 
yes but you still need to think navigation path, enemies logic
 
Ehm, not sturdy, rugged maybe?
 
and so forth
what is/was Trasnsistor made on?
 
MonoGame
 
I am not looking into using Unity to make the a game but C# and some opensource engine with some library at best
 
6:49 PM
MonoGame is free software used by game developers to make their Windows and Windows Phone games run on other systems. It currently supports Mac OS, Linux, iOS, Android, PlayStation Mobile, and the OUYA console. It implements the Microsoft XNA 4 Application programming interface. It has been used for several bestselling games, including Bastion and Fez. == History == MonoGame is the evolution of XNA Touch (September 2009) started by Jose Antonio Farias and Silver Sprite by Bill Reiss. The first official release of MonoGame was version 2.0 with a downloadable version 0.7 that was available ...
why not Unity?
it's awesome
if you can use it >.>
 
because then you did be scripting at best inside their system which also have plenty of limitations
MonoGame for instance is a nice cross platform option
only worry I would have with Mono is what sort of image library they use
but you do know there are other engines out there for c# right?
 
yes, but I haven't heard a lot about them
it's not like I have anyone or anywhere to hear about them from lol
 
if I was to make a game first thing I would do would be searching around c# for game engines and libraries
like you have opentk, slimdx, directx which basically are graphical libraries
 
monogame looks like a prime choice
 
6:58 PM
never heard of these games
 
they are engines
 
in the showcases
soulcraft
arena wars 2
so far these are all 3D-centric game engines
 
oh, but it does show you sort of what can be done
 
and for 3D we have Unity which is the best
but we're talking about 2D, right?
 
I was just pointing that a there are many options
 
7:00 PM
yes, but they are all inferior
 
yes 2d so we should look around before deciding
 
monogame is probably the best choice from what little I know
 
That means an engine more designed for working with sprites, than polygons?
 
it means it has tools better suited for making 3D/2D games
 
Also, just because a game is 2d, that does not mean you are forced to use a 2d-only engine, if you ignore the third dimension in your game and fix your camera's perspective, would you not get the same effect? Or am I thinking about this in the wrong way, since 3d games use polygons over sprites for graphics
 
7:03 PM
basically, yes
you don't even use 3D models and corresponding "lighting" and such options if you're making a 2D game
 
I see
 
@user1306322 do you know any game that had/have a massive game player base and uses unity3 not for single player games?
 
@AsadaShino it's basically how Unity3D does 2D games, but with a bunch of very important performance tweaks
 
I don't know any or remember
but Unreal Engine I know some
 
@Prix Blitzkrieg
 
Blitzkrieg 3 (Russian: Блицкриг III) is an in-development massively multiplayer online real-time strategy game computer game based on the events of World War II a sequel to Blitzkrieg 2 and is the third and latest title in the Blitzkrieg series. The game will feature a single player campaign with free-to-play online multiplayer where subscriptions are optional. Nival published the first trailer for the game on YouTube on August 13, 2013 featuring live action footage mixed with concept artwork and actual in-game footage and renders. == See also == Blitzkrieg (video game series) Blitzkrieg (video...
 
what is the site
 
of unity?
 
blizweirdname
is it live already? global or local or what
 
4 mins ago, by user1306322
Blitzkrieg 3 (Russian: Блицкриг III) is an in-development massively multiplayer online real-time strategy game computer game based on the events of World War II a sequel to Blitzkrieg 2 and is the third and latest title in the Blitzkrieg series. The game will feature a single player campaign with free-to-play online multiplayer where subscriptions are optional. Nival published the first trailer for the game on YouTube on August 13, 2013 featuring live action footage mixed with concept artwork and actual in-game footage and renders. == See also == Blitzkrieg (video game series) Blitzkrieg (video...
 
7:11 PM
you took the time to send me a wiki and not their site :(
 
it's on the wiki's page
in the references
wiki always has official site links in the references
 
Only in russian though :P Hope chrome can translate it well enough
 
"Cool game with lots of combat about war and tanks"
 
so its local
have you played it its there a map limit or how it is mmo?
like battle field 32 player or w/e
 
This is a list of games using the Unity Engine. == Simulations using Unity == Eyes on the Solar System (2010) Universe Sandbox == References == == External links == Official Unity Game List...
 
7:14 PM
there is a list on their site
 
ok what are we doing again?
 
I was talking about the fact there are multiple usable engines and you focused on the "I want Unity" because it looks cool ;)
 
it's good for 3D but we're not doing that so it doesn't even matter
their toolset for 2D is still very poor
MonoGame is basically an extension of XNA and is compatible with MSVS
 
the only worry I have with XNA is that microsoft might drop it have dropped developments on it to some extent
but monogame does look like a nice option specially because it would be cross platform
 
XNA is already not supported, so no worries there
most XNA devs have switched over to Mono
 
7:19 PM
is it like XNA have you tried it?
 
I have not tried it, but it's supposed to be fully compatible with XNA
 
I mean, it seems to be a installer, does it go like XNA is for VS studio
like you get to see the interface etc like on we do with XNA
 
I've just seen a nuget script for installation
 
ok my internet is borking is I stop responding for a few don't wory I will be back
 
I'll go make some tea then
 
7:25 PM
so I guess a good start would be download it and see if you feel comfortable with it, then we can define on what to start with and make a SVN
 
Hitsumon!
When you asked about my experience, was that also asking if I wanted to join or seeing if I would be suited to, or are you two planning to do this together?
 
I wouldn't mind if you wanted to help
but we're still trying to figure out what we're gonna be doing and only then we could find out what kind of help we could use
 
I see ^^
 
@Prix it's basically XNA
everything is extremely similar
@Prix check out Bastion, it was made before Transistor and also uses MonoGame
the two games are similar
 
7:45 PM
@AsadaShino hitsumon te nanda? ore no 1 sizu
 
Look up :P
 
looks nice for a 2d
@AsadaShino I can see the roof
 
@Prix Sorry, the question was about my involvement in all this.
Was a bit busy just now
 
honestly the more the happier but that is if we can make it work out which at this point I have no idea until we actually make something
god my internet is fucked up
!help
oh
!help
!help
SE sites are going extremly slow for me :(
 
8:02 PM
something broke
 
hum?
!help
 
@Prix the current working commands are: !say, !greeting, !star, !unstar, !ignore, !unignore, !delete, !about, !help, !summon, !unsummon, !loli, !shiritori, !wiki, !define, !youtube, !yt, !translate, !chuck, !urban, !eightball -- Use !help [command] for more information. -- NOTE: To avoid flooding, please edit your messages with desired commands, by pressing [up arrow] key!
 
you could probably remove the ! from every command's name
not that it would be a lot better, but maybe a bit
 
you mean from the help message or from needing the ! altogether.
I will just make it read !help !command with and without the ! instead would be easier
and people would have less to worry about for using the !help
 
I meant the help message with the list of commands
let's maybe talk a bit more about that game?
 
8:13 PM
!help saya
 
@Prix sorry, there is not information here yet!
 
@user1306322 well not sure how we can get it going from here yet so I am thinking but if you have anything to say go ahead
!help !saya
 
@Prix sorry, there is not information here yet!
 
!help say
 
@user1306322 sorry, there is not information here yet!
 
8:15 PM
!help greeting
!help greeting
 
@Prix sorry, there is not information here yet!
 
I don't know what we're even planning to do yet
 
now I just need to fill up each usage
 
some anime-themed game
 
for the time being a very simple single game with basic mech or so I guess
 
8:17 PM
ok but which game mechs
 
a dude that fights against enemy using his hands and perhaps sword or some simple weapon he goes around on a randomly generated map killing monsters that respawn with different level difficult and patterns
 
doesn't sound very fun
just that, I mean
many games are built on that mechanic
you could add items, abilities, special stats, items and character customization…
and it would still be pretty boring if not for the setting
gotta think of an interesting setting…
or maybe make combat interesting somehow
 
what I have just mentioned is to define how well we can do together I'm not going to tell you we will make the next world of Warcraft if we don't even know how we will mix together, need to be a bit realistic too
 
WoW is not made to be fun, it's made to be profitable
I have very little experience in making truly fun things
 
@user1306322 nope when they first created, it was just 4 fun.
 
8:23 PM
not sure
 
and regardless that was just an hypothetical example of what I meant
 
Blizzard is… not that type of company anymore
I mean we could probably make a Diablo 3 clone in 2D if we spent ~8 hours every weekend on it for a year
@Prix let's try to figure out the setting
I could see Kyoukai no Kanata made into a hack'n'slash game
assuming we're talking about hack'n'slash genre
 
After I see today's anime
I can think some more
but I don't think there is much of a setting to decide right now since we won't have any fancy graphs, textures and the such to use
 
8:48 PM
first let's decide on the genre (and thus the main game mechanics and their extensions)
do you want something very much like Diablo? Or are there any important deviations from that gameplay in your mind?
goddamn the MonoGame tutorial is a copypaste of XNA tutorial >.<
 
 
1 hour later…
10:18 PM
!say live?
 
live?
 
@user1306322 if its based of XNA it should as it would hardly change on its core functionality and mono is in the end just for portability and doesn't change much from that, for instance I don't have to code anything differently then I would to make Ruri multiple platform
 
10:50 PM
in any case
if we're gonna actually make something, it's better to keep a design document handy somewhere
I suggest using google docs
 
@user1306322 what is the definition for the 8 ball game I have on ruri? I can only find the reference to the pool game
 
The Magic 8 Ball is a toy used for fortune-telling or seeking advice, manufactured by Mattel and developed in the 1950s. It is often used in fiction, often for humor related to it giving very accurate, very inaccurate, or otherwise statistically improbable answers. == Origin == An 8-ball was used as a fortune telling device in the 1940 Three Stooges short, You Nazty Spy, in which it was referred to as a "magic ball". While Magic 8 Ball didn't exist in its current form until 1950, the functional component was invented by Albert C. Carter, who was inspired by a spirit writing device that was used...
it's eight ball, just magic
:D
 
OH right magic eight ball
that's what I was missing
!help
 
@Prix the current working commands are: !say, !greeting, !star, !unstar, !ignore, !unignore, !delete, !about, !help, !summon, !unsummon, !loli, !shiritori, !wiki, !define, !youtube, !yt, !translate, !chuck, !urban, !eightball -- Use !help [command] for more information. -- NOTE: To avoid flooding, please edit your messages with desired commands, by pressing [up arrow] key!
 
!help unsummon
 
10:59 PM
@Prix Usage: !unsummon 1234 -- Ruri will leave the selected chat room. This command requires elevated access to be performed!
 

« first day (23 days earlier)      last day (116 days later) »