by date
Plan for Burning
Plan for Burning
| Name: | James Laker (BurNinG) | ![]() |
|---|---|---|
| Date Posted: | Dec 10, 2004 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for James Laker (BurNinG) |
Blog post
Headaches, Ideas, Reality of those ideas... Now here's my 'plan'...
1 Failure, 2 failure, 3 failure... GO!
That's what been going on here on my side... I'm so eager to make something with torque that I'm getting headaches of thinking what I can do. Saying that I know i can make anything, it's harder than I initially thought...
First was a dragon game... You the Dragon... People attack your cave...
You spit fireballs and kill all the bots. The bots linked to a counter and stage one would have 100 bots charging your base with sticks and stones 2000 years
ago. Stage 2... More bots.... say 125.... stronger bots... with swords and bows and arrows.... Stage 3... more bots... Better swords and crossbows... You get the idea... Again... it was too much work, and the guy that was suppose to do the moddeling started working on a Farm for his dad or something... So my dragon never changed from a Helicopter.... Was actually cool... Helicopter firing big fireballs while 100 bots ran in circles on the path... hehe... So that idea died when my modeller didn't deliver...
Second was a simple car game. Well, not that simple. I wanted a remake of the old classic Death Rally. That sounded easy enough. I prototyped it in a week. But the work involved are just waaaayyyy too much for a single indie like me. I'm a programmer... So making the art just kills me... I've downloaded a simple car... Played around with it. Got weapons mounted it fired... Spiked Bumpers mounted, it damaged other cars... Mines dropped, it killed... Gun Reload zones in the maps was working via triggers, Cardamage fix zones was working... All the basics was there... all the funky stuph needed for my remake.
Then when I started thinking about the how the games' single player mode would work it just got too complicated. I thought of making it a multiplayer only game, but will the fun factor really be such a "wow" that people would be buying it? I dunno. I just kinda lost interest myself which I think is the biggest problem. So i just shelved the project until one day the "Car games with guns" are my thing again.
The past month or so i've had plenty of time on my hands to start doing some game dev. But I had no idea what I wanted to do... A simple FPS came up... Where you're in the woods somewhere strange after you crashed your car and you need to fight your way to certain points in the game to get our... Simple stuph... You crash... Zombies (aka Resident Evil) chase you... Get to old hunting hut with arsenal... get bigger gun.... kill horrendous amounts of zombies... and eventually you get out of da forest... Don't know why I decided not to do it... but hey, just wasn't my kinda taste. And the art again, would be a problem... Not a big one though... a few different Zombies... few guns... main character... environment stuph like trees and rocks... and tada a quick and simple game.
So there was an idea... But somehow it still felt too big? What do you guys think?
Then I said to myself I need something simpler... Look at the games out there with TGE; It's really simple, so why can't I do something as simple. I brainstormed every day for a month a went to bed lying there thinking of simple things to a point where I actually had headaches... People would talk to me and I would think of game ideas and not listen... Arrrrghhh... it's killing me...
So now I have a new idea... And i'm sure with a little bit more money put into it, I might pull it off... It's not that simple... once again.... But the idea sounds cool, and I ran it past a few of my friends, and they like it... Now I want u to tell me if you think it's possible... Easy enough... etc...
Here goes:
A fighting game using the melee system (Search for 'Melee' in resources).
- Simple Stages (I forgot to mention that making Stages where easy enough for me from my Half-life modding days... AAa! I see my tutorial on Quake modding is still up on planetquake.com.)
- Have Different characters... but start of with only one of course...
- Fighting should be simple enough for anybody to get into, so i thought of this.
Hit = LMB (Left Mouse Button)
Block = RMB (Right... Yup u guessed it)
Then to alter the the Kind of attacks we use the movement keys...
So Pressing "a" and attack will Hit from left to right... here's a few examples:
w + lmb = Hit from top to bottom
s + lmb = Hit from Ground upwards
This can be extended later...
To block these the defending player needs to press the same key (w,a,s,d) + Rmb
The more blocks right after each other the faster you can hit back.
The single player mode can be just bots that are better with blocking which will make them faster when counterattacking... All this happens in the same arenas....
I decided I'll put in another $50 - $100 for someone to model me my first character and do the animations... So anyone out there interested? Then I can focus on mapping and Coding...
What do you guys think... Possible?... Still Too much work?... I reaaaaallllllyyy need you guys' help as I'm running out of ideas!
You friendly neighbourhood Burning ;)
That's what been going on here on my side... I'm so eager to make something with torque that I'm getting headaches of thinking what I can do. Saying that I know i can make anything, it's harder than I initially thought...
First was a dragon game... You the Dragon... People attack your cave...
You spit fireballs and kill all the bots. The bots linked to a counter and stage one would have 100 bots charging your base with sticks and stones 2000 years
ago. Stage 2... More bots.... say 125.... stronger bots... with swords and bows and arrows.... Stage 3... more bots... Better swords and crossbows... You get the idea... Again... it was too much work, and the guy that was suppose to do the moddeling started working on a Farm for his dad or something... So my dragon never changed from a Helicopter.... Was actually cool... Helicopter firing big fireballs while 100 bots ran in circles on the path... hehe... So that idea died when my modeller didn't deliver...
Second was a simple car game. Well, not that simple. I wanted a remake of the old classic Death Rally. That sounded easy enough. I prototyped it in a week. But the work involved are just waaaayyyy too much for a single indie like me. I'm a programmer... So making the art just kills me... I've downloaded a simple car... Played around with it. Got weapons mounted it fired... Spiked Bumpers mounted, it damaged other cars... Mines dropped, it killed... Gun Reload zones in the maps was working via triggers, Cardamage fix zones was working... All the basics was there... all the funky stuph needed for my remake.
Then when I started thinking about the how the games' single player mode would work it just got too complicated. I thought of making it a multiplayer only game, but will the fun factor really be such a "wow" that people would be buying it? I dunno. I just kinda lost interest myself which I think is the biggest problem. So i just shelved the project until one day the "Car games with guns" are my thing again.
The past month or so i've had plenty of time on my hands to start doing some game dev. But I had no idea what I wanted to do... A simple FPS came up... Where you're in the woods somewhere strange after you crashed your car and you need to fight your way to certain points in the game to get our... Simple stuph... You crash... Zombies (aka Resident Evil) chase you... Get to old hunting hut with arsenal... get bigger gun.... kill horrendous amounts of zombies... and eventually you get out of da forest... Don't know why I decided not to do it... but hey, just wasn't my kinda taste. And the art again, would be a problem... Not a big one though... a few different Zombies... few guns... main character... environment stuph like trees and rocks... and tada a quick and simple game.
So there was an idea... But somehow it still felt too big? What do you guys think?
Then I said to myself I need something simpler... Look at the games out there with TGE; It's really simple, so why can't I do something as simple. I brainstormed every day for a month a went to bed lying there thinking of simple things to a point where I actually had headaches... People would talk to me and I would think of game ideas and not listen... Arrrrghhh... it's killing me...
So now I have a new idea... And i'm sure with a little bit more money put into it, I might pull it off... It's not that simple... once again.... But the idea sounds cool, and I ran it past a few of my friends, and they like it... Now I want u to tell me if you think it's possible... Easy enough... etc...
Here goes:
A fighting game using the melee system (Search for 'Melee' in resources).
- Simple Stages (I forgot to mention that making Stages where easy enough for me from my Half-life modding days... AAa! I see my tutorial on Quake modding is still up on planetquake.com.)
- Have Different characters... but start of with only one of course...
- Fighting should be simple enough for anybody to get into, so i thought of this.
Hit = LMB (Left Mouse Button)
Block = RMB (Right... Yup u guessed it)
Then to alter the the Kind of attacks we use the movement keys...
So Pressing "a" and attack will Hit from left to right... here's a few examples:
w + lmb = Hit from top to bottom
s + lmb = Hit from Ground upwards
This can be extended later...
To block these the defending player needs to press the same key (w,a,s,d) + Rmb
The more blocks right after each other the faster you can hit back.
The single player mode can be just bots that are better with blocking which will make them faster when counterattacking... All this happens in the same arenas....
I decided I'll put in another $50 - $100 for someone to model me my first character and do the animations... So anyone out there interested? Then I can focus on mapping and Coding...
What do you guys think... Possible?... Still Too much work?... I reaaaaallllllyyy need you guys' help as I'm running out of ideas!
You friendly neighbourhood Burning ;)
Recent Blog Posts
| List: | 12/10/07 - Solar Battles Update (Video & Screenshots) 10/11/07 - Solar Battles Progress (Screenshots) 07/31/06 - Space Game Progress 05/05/06 - Futher development on Space Sim (screenshots) 04/24/06 - Space Sim, Content Discussion and Resource Updates (Screenshot) 02/21/05 - Plan for Burning 12/10/04 - Plan for Burning 09/20/04 - Plan for Burning |
|---|
Submit your own resources!| David Montgomery-Blake (Dec 10, 2004 at 22:29 GMT) |
Fighting games are extremely complex, especially when you get to animating and collision checking for combos and reversals. I take it you can't move, or would moving require a double-tap (often used to dash in most fighting games)?
I'd recommend playing a couple demos of fighting games. I have never played a pleasant fighting game on the PC using the keyboard and mouse. Guilty Gear and KoF were nice if you had a gamepad, but otherwise they were clunky and unresponsive. The Mame emulations are even more horrible when played on the keyboard. I'm pretty sure you don't want to make Catfight or BikiniKarateBabes.
One thing that you could do is work on a beat 'em up. That way your moveset is much, much less precise and complex than in a regular fighting game. Something like Streets of Rage, only with Torque.
And this is just a question, but why do you write "stuph" and not "stuff"? Two f's are easier to write than a p and an h together. You have to leave home position twice (t and u) for "stuff" and four times (t, u, p, h) for "stuph". The coder in me must know why!
| James Laker (BurNinG) (Dec 13, 2004 at 04:37 GMT) |
I'll be looking into Streets if Rage :) Thanx
You must be a member and be logged in to either append comments or rate this resource.



Not Rated


