Game Development Community

T2D Risk finished (now what?)

by Pauliver · in Torque Game Builder · 07/04/2006 (1:51 pm) · 18 replies

I have been a part of numerous projects involving Torque tech. I own TGE,TSE, & TGB lisences. Having had all of those lisences except TGB for over a year and not finished a single game i was beginning to wonder if i would EVER complete a game. Then i decided to write Risk in TGB, i purchased my TGB lisence on Jun 05, 2006 and now 1 day before 1 month later i have a complete game (Freaking sweet, and i did it all by myself, and in script only so it will run on Mac,Linux,Win).

So Paul why didn't you post a download?

I'm not an artist, its not polished. I'm also not a GUI person so all of my gui's are the most basic that they could be. Also if you don't know the flow pattern of a turn you could be lost, i didn't want to put in prompts for each phase of a turn as i imagine after the first 5 turns they would be VERY annoying.
Also my risk map has 92 territories, it tested everything with a trimmed down version using 7 territories and it worked fine (I had to use both my MacbookPro and my Windows Laptop to test it because its a network game) but there may be small bugs in the full version, that would only be detected by playing a full game using Torsion to debug, i dont have the time for that currently but i assure you any bugs are simply territories name mispellings when i compare a territories name against the territories in a country to see if the player gets a risk bonus for having that whole country.

So my question to the GG community is "Now What?". I wrote the game to show myself i could finish a project, after this i intend to go back fulltime to working on my other projects but it would be a shame to see the month worth of work i put into this die.

Is there any interest in taking this and turning it into a Torque 2D community project like realm wars?

Would Garage Games be willing to touch it up, fix anything i may have F*ed up and turn it into another Torque 2D demo project (Local mode is the only thing that flat out doesn't work, and that will require an additional gui that allows you to set your $pref::Player::name so that one client can take every turn as i do turn checking [if %client.name !$= $currentplayerturn ]

Is there a group of Dev's that would be interested in making it a production product [if your selling it i get 25%].

Until i have figured out what my next step is i'm not going to release too much. But what are you guys doing? I wrote it because i wanted to show myself i could do it. If i had unlimited free time for this and my other projects, i would try and find myself an artist to change all my bitmaps to 3d images, and actually make little soldiers march across the map/animate them to shoot and kill eachother.. I would also re-do the whole gui system to be more intuative. However i don't have unlimited free time and i would much rather be working on www.ascension-game.com so that project will get all of my time.

It was a pleasure to work in TGB/T2D, thank you GG for such a great product.

#1
07/04/2006 (11:45 pm)
Dude! I wish I could bang out a game in < 1 month! Even without polished gui and artwork, that's pretty cool. Have you read www.garagegames.com/solutions/publishing/ and Publishing FAQ?
#2
07/05/2006 (10:11 am)
The problem with releasing it myself is then:
I would have to support it
I would have to perfect a way for people to find games (this game is going to take hours to play).
Write in a way to save games/load games (not difficult at all based on the way i do things, its just another step. all you would really have to do is run Country.Save(%filename); but loading it will require skipping several steps of the game, also finding a way to make sure that the original group who played is available for this new game, ect..)

and mainly figure out if i'm violating anyones copyrights (does anyone own the name Risk?)

its not really something i'm interested in..
#3
07/05/2006 (10:16 am)
Yes, Risk is trademarked. But that doesn't mean you can't create a Risk-like. You cannot advertise it as an official Risk branding any more than you could use Monopoly. You can, however, create a game like Monopoly and define your own branding.
#4
07/05/2006 (10:29 am)
Take a look at what Dustin Sacks has done with LUX... a risk-like game. He hasn't run into too many problems with Hasbro yet. And he's been selling his game for a few years.
#5
07/05/2006 (11:31 am)
I guess i should send an email to game_submissions@garagegames.com later tonight and see what they have to say about it then..
#6
07/05/2006 (11:44 am)
@Ben i would kinda rather see it become a demo that goes with T2D/TGB, is there any interest from you guys @ GG for another network player game? (If not i understand, my code isn't as pretty to look at as yours, and someone would probably have to spend a day or two clearning things up)
#7
07/05/2006 (2:29 pm)
Well, if you would like it to become a community project, you could always copy/paste the script code to TDN and start the basics of a networked risk-like genre tutorial. Then other people would (hopefully) help with the clean up/GUI implementation, etc.

Not that I would mind if GG picked it up as a demo, but on the other hand I would hate to see the SDK get bogged down with tons of demos. I think the amount we have now is just right, and further demos should either be added to TDN or perhaps included in some seperate downloadable example games pack.
#8
07/05/2006 (5:33 pm)
I manage to talk Ted into maintaining my .cs code, so i think i'm gonna take a shot at selling it... if it works, i get money. if it don't work it still goes in my portfolio.
#9
11/17/2006 (8:51 pm)
Anyone heard any news on this of late?
#10
11/17/2006 (9:33 pm)
I'm still here :-) an un-cleanedup version is available at www.gdamn.com/Risk.exe its a self extracting zip file full torque script and art assets are in that file however the map is by a buddy of mine and he wants $$ if anyone sells anything with it. I'll be porting it to XNA.
#11
11/17/2006 (9:38 pm)
Wow that was a fast reply :)

I will dload it as soon as I get home and check it out.
#12
11/17/2006 (9:46 pm)
:-D i hope you learn something or enjoy it. The hold up came down to that if i wanted to sell it, a chat system needed to be rigged up, extensive QA testing needed to occur, and a system to find games / rank players needed to be setup. I'm just a college student and selling this game would turn into a full time job. Not to mention i would have to pay for graphics (sprites/3d models/particle effects) and improve my GUI's (so they scale better) ect.. Oh yeah and i would have to rename it and modify the rule set so as not to blatantly rip off risk...


So yeah i just want to code, and Risk (while it is completely working) was going to take a lot more work.

But again i hope that people enjoy this and learn something. if you keep me up to date on anything you do to this i would greatly appreciate it as i intend to do an XNA port of it [single player]
#13
11/18/2006 (1:25 am)
Not to mention that Risk has a computer version already. You would need to add some "new" elements so people would want to play yours over the original.. (like the different variations of Axis and Allies).
I am primarily interested in how you pulled off certain aspects.. differentiating territories, turns, moving pieces, etc.. I will let you know how it helps me in my endevors. Thanks for making it available as a learning tool for us slightly less gifted. :)
#14
11/18/2006 (7:54 am)
Lol, i just hope your not disappointed by how some of it is hacked together :)
#15
12/04/2006 (11:28 pm)
I thought the last official computer risk version came out like 7-8 years ago is there a newer one? Man I love risk have been playing it since I was a kid and have never found a better board game. If you could make good AI players that don't cheat that would be great improvement over the last official risk I played
#16
12/05/2006 (1:33 am)
This is a dead project J. he released his code to help others.

But I agree, Risk is one of the better strategy board games. Not too time consuming yet with a good strategy element.. I however, like a little more depth and prefer Axis and Allies or Age of Imperialism.
#17
12/05/2006 (7:03 am)
Its not 100% dead, i'm just a college student. I have gotten much encouragement from the community and i will be polishing it extensivly next time i have free time (single player AI more graphics, particle effects ect..)


I know that releasing source to people of a project you intend to still work on is considered silly by some but i hate projects where people are like "i'll release source later" and then they never do so i wanted to get this out there before i became one of those people
#18
03/02/2007 (1:07 pm)
Hello there, just wondering if there's any chance of getting the code in any format other than .exe? Mac user here you see...I'm playing about with TBS game ideas and would love to have a look at your code. I'm sure there's other Mac user's here that feel the same way!

Cheers.