T2D Inkubator?
by Chris Cockcroft · in Torque Game Builder · 04/18/2005 (5:35 am) · 68 replies
Ok, any Mac developers out there might already know what I'm talking about, but I'll explain myself for everyone here.
A group (called Inkubator) was formed as part of the iDevGames forums that essentially worked together to come up with a simple game idea and complete it, releasing all source and assets. The purpose was to provide well written source for future game developers to read through and learn from, and also to provide a team environment experience that many indie game developers lack. An interesting part of it was that any one could join in. A list of tasks was given, and any skills one felt they could offer were applied.
So I wonder if anyone in the T2D community would be interested in forming a similar group? I think it would serve as a good way to not only learn more about T2D, but also to get used to working in a group on a larger (but not too large :) project.
Obviously, there are a few catches in the way a group like this could work, in terms of the EULA and such, but setting up something like a separate forum division for such a group and a resource where the updated source could be posted might be enough to stick within those guidelines.
I'm just spouting off right now, but I'd love to here what others think of this idea and if it is something that could work. I know I for one could benefit a lot by working within such a group, and at the same time, I think I can offer a lot as well.
So any thoughts? Am I just not making any sense :P
// I've decided to keep a list of all the ideas here for quick reference. Let me know if I missed one :)
* epic side scrolling RPG
* tbs or rts about rival neighbourhood gangs
* tbs mech combat with RPG elements
* classic top-down or Diablo-style RPG
A group (called Inkubator) was formed as part of the iDevGames forums that essentially worked together to come up with a simple game idea and complete it, releasing all source and assets. The purpose was to provide well written source for future game developers to read through and learn from, and also to provide a team environment experience that many indie game developers lack. An interesting part of it was that any one could join in. A list of tasks was given, and any skills one felt they could offer were applied.
So I wonder if anyone in the T2D community would be interested in forming a similar group? I think it would serve as a good way to not only learn more about T2D, but also to get used to working in a group on a larger (but not too large :) project.
Obviously, there are a few catches in the way a group like this could work, in terms of the EULA and such, but setting up something like a separate forum division for such a group and a resource where the updated source could be posted might be enough to stick within those guidelines.
I'm just spouting off right now, but I'd love to here what others think of this idea and if it is something that could work. I know I for one could benefit a lot by working within such a group, and at the same time, I think I can offer a lot as well.
So any thoughts? Am I just not making any sense :P
// I've decided to keep a list of all the ideas here for quick reference. Let me know if I missed one :)
* epic side scrolling RPG
* tbs or rts about rival neighbourhood gangs
* tbs mech combat with RPG elements
* classic top-down or Diablo-style RPG
About the author
#2
04/18/2005 (6:13 am)
Actually, the nice thing about T2D is that it wouldn't have to be limited to Macs (or PCs) as the Inkubator group was. In fact, the wider range of members there are, the better - it would help others to understand the limitations of various systems.
#3
You could kill two birds with one stone that way, and I think you might get more interest from people to contribute to a game with that theme. And since neither project has any commercial aspirations, they'd fit each other's needs nicely.
04/18/2005 (6:26 am)
Might try talking to the guy who was posting here about doing a Star Wars shmup in T2D as a free project.You could kill two birds with one stone that way, and I think you might get more interest from people to contribute to a game with that theme. And since neither project has any commercial aspirations, they'd fit each other's needs nicely.
#4
GG would likely be involved in this to some degree if source is being made available (to limit it to owners) and hosting copyright and trademark infringing projects is not a recipe for success.
04/18/2005 (8:04 am)
If you're working a project to be released by the community, going with Star Wars (or any other license) is a bad idea.GG would likely be involved in this to some degree if source is being made available (to limit it to owners) and hosting copyright and trademark infringing projects is not a recipe for success.
#5
I'd definately be interested in assisting.
04/18/2005 (8:12 am)
This sounds very much like Realm Wars for TGE :)I'd definately be interested in assisting.
#6
@ Matthew - I was hoping you'd pipe up in here :) I think with all the tutorial work you've been doing lately, it'd be nice to see a community project that actually utilizes it in a practical way.
As far as the game genre goes, I think avoiding a side-scrolling or top-down shooter might be best. Instead, a game involving some of trickier T2D techniques would be more beneficial. I would suggest something pseudo-isometric, as well, as this seems to be a fairly big hurdle for those wanting to get into RPG's and the like.
Of course, a vote on the genre (as well as most other aspects) would be necessary.
04/18/2005 (8:39 am)
@ Barry - I did notice this post, but I agree with Ken about not using licensed characters. Beyond the obvious legal reasons, it'd be nice to come up with something completely original in regards to artwork and story. @ Matthew - I was hoping you'd pipe up in here :) I think with all the tutorial work you've been doing lately, it'd be nice to see a community project that actually utilizes it in a practical way.
As far as the game genre goes, I think avoiding a side-scrolling or top-down shooter might be best. Instead, a game involving some of trickier T2D techniques would be more beneficial. I would suggest something pseudo-isometric, as well, as this seems to be a fairly big hurdle for those wanting to get into RPG's and the like.
Of course, a vote on the genre (as well as most other aspects) would be necessary.
#7
04/18/2005 (10:06 am)
Sounds like a great idea to me so far!:)
#8
@Barry "shmup" is good... I love it ROFL... yea I am game if others want to do it. We might consider
a more original content than Star Wars. Cause if it's too good George Lucas might want some of the cream $$$.
hahah jk.
04/18/2005 (10:20 am)
I was just thinking about proposing we (SDK owners) do a little closed community T2D project.@Barry "shmup" is good... I love it ROFL... yea I am game if others want to do it. We might consider
a more original content than Star Wars. Cause if it's too good George Lucas might want some of the cream $$$.
hahah jk.
#9
I like the idea of an RPG or something more challenging, though we don't want to overdo it either, we can always scale up :) Much harder to scale down after you've started.
04/18/2005 (10:24 am)
He can't have our cream scones!I like the idea of an RPG or something more challenging, though we don't want to overdo it either, we can always scale up :) Much harder to scale down after you've started.
#10
Couple side notes:
1. Should be T2D SDK owners only (team members).
2. Cross Platform.
?? Just idea dumping.
04/18/2005 (10:34 am)
I don't know about Pseudo Iso. How about epic side scrolling RPG? But not really a shooter maybe a combo of sword, guns and bow? Post your ideas.Couple side notes:
1. Should be T2D SDK owners only (team members).
2. Cross Platform.
?? Just idea dumping.
#11
Regarding your side notes - I'd say definitely on both accounts. Although if one of us were to know musicians or artists interested in helping, I don't think we should turn it down :)
So maybe we should just start rhyming off some ideas then?
Turn-based (or possibly real-time) strategy centered around a war between rival gangs (possibly nerds and jocks) in a suburban neighborhood. Goofy weapons and characters that kind of thing :)
Anyone else?
04/18/2005 (10:41 am)
@Randy - could be interesting :) Like Faxanadu or the original Castlevanias?Regarding your side notes - I'd say definitely on both accounts. Although if one of us were to know musicians or artists interested in helping, I don't think we should turn it down :)
So maybe we should just start rhyming off some ideas then?
Turn-based (or possibly real-time) strategy centered around a war between rival gangs (possibly nerds and jocks) in a suburban neighborhood. Goofy weapons and characters that kind of thing :)
Anyone else?
#12
One of the reasons I purchased T2D was to use it on a medium sized project I wanted to do. My original intent for this project was that it would be something I would start myself, and release it freely to the community at each initial prototype stage as well as as it become more polished. My hope was that by doing so I would also attract other help to further improve the quality of the game. By releasing it in these stages it would provide the community with an instructional piece, as well as various snapshots of a game's development.
Now again this was something I had planned to do on my own once I learned T2D more, but since it seems to follow somewhat along the lines of this post I thought i'd mention it.
The game is what I call turn-based tactical combat. It is multiplayer. Players build war machines and duke it out, turn based, on a battlefield. The intent was that it would be ISO or at least appear to be.
Now it isn't my intention to steal any thunder here, just proposing perhaps a collaboration since it was something I had planned to do eventually. But if there is no interest in doing this type of game, then that is no big deal. I'll just continue on my original plan to do it solo.
04/18/2005 (10:51 am)
I don't know if this is of interest to anyone but I figured i'd throw it out here.One of the reasons I purchased T2D was to use it on a medium sized project I wanted to do. My original intent for this project was that it would be something I would start myself, and release it freely to the community at each initial prototype stage as well as as it become more polished. My hope was that by doing so I would also attract other help to further improve the quality of the game. By releasing it in these stages it would provide the community with an instructional piece, as well as various snapshots of a game's development.
Now again this was something I had planned to do on my own once I learned T2D more, but since it seems to follow somewhat along the lines of this post I thought i'd mention it.
The game is what I call turn-based tactical combat. It is multiplayer. Players build war machines and duke it out, turn based, on a battlefield. The intent was that it would be ISO or at least appear to be.
Now it isn't my intention to steal any thunder here, just proposing perhaps a collaboration since it was something I had planned to do eventually. But if there is no interest in doing this type of game, then that is no big deal. I'll just continue on my original plan to do it solo.
#13
04/18/2005 (10:56 am)
Has the game been started already, John? If not, it would certainly be an idea as well. As long as you're okay with losing some creative control of the project ;)
#14
As for creative control. All i'd ask is that the basic game type be retained. The overall structure of the game. The specifics though I don't care too much about :)
Essentially think of it as an RPG. I have a basic combat system design in mind that I want to use -- akin to an RPG system like say d20. But the content of that system is open to whatever really.
04/18/2005 (11:12 am)
The project hasn't been started.As for creative control. All i'd ask is that the basic game type be retained. The overall structure of the game. The specifics though I don't care too much about :)
Essentially think of it as an RPG. I have a basic combat system design in mind that I want to use -- akin to an RPG system like say d20. But the content of that system is open to whatever really.
#15
It'd be great to have you on board regardless of the idea, though
04/18/2005 (11:20 am)
Cool, John. I've created a list of the ideas in the original post. I guess once it starts to get out of control, we'll all have to vote on something :)It'd be great to have you on board regardless of the idea, though
#16
04/18/2005 (11:29 am)
Very cool... not a bad idea, might as well consider using an existing idea you already have :)
#17
04/18/2005 (11:44 am)
Hey Matthew - care to expand on your small-scale RPG idea so I can add it to the list?
#18
the benefit is as I get systems up for my teams RPG i can share them :) but should be able to do so for anything
04/18/2005 (11:52 am)
I would say either a traditional style top down RPG... or a Diablo style (ISO simulated artwork) click and hack type RPGthe benefit is as I get systems up for my teams RPG i can share them :) but should be able to do so for anything
#19
04/18/2005 (12:44 pm)
If this project goes, I would deffinantly help within my limited abilites (both time and skill wise). =)
#20
The main difficulty in an RPG game is going to be the story and quests that the player has to embark upon.
In a shoot-em-up game, the story is pretty much redundant, and the game relies on cool graphics, sound and power-ups.
However, the RPG code can be a little more slack as it's not as likely to be action intensive. The shoot-em-up code would need to be tighter to avoid slow downs.
So both have their pros and cons, and maybe it will come down to the types of people that get involved in the project.
04/18/2005 (3:18 pm)
Something like the original Y's game on the Sega Master System might be a good starting point. The view is kind of top down, and it has just about all of the RPG elements in it.The main difficulty in an RPG game is going to be the story and quests that the player has to embark upon.
In a shoot-em-up game, the story is pretty much redundant, and the game relies on cool graphics, sound and power-ups.
However, the RPG code can be a little more slack as it's not as likely to be action intensive. The shoot-em-up code would need to be tighter to avoid slow downs.
So both have their pros and cons, and maybe it will come down to the types of people that get involved in the project.
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